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Noise Caves Feedback

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  • 1
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    First of all: Love your new caves. And I am thrilled about the Cliffs that you will ad. 

    I know why you made ores more plentiful in water caves than in normal caves, but i think you should have made it the other way around: make ore vains in water caves bigger, not the ones in normal caves smaller. 

    About the Ravins and Cracks: It would be cool if you could ad a slightly tilted variant of those. between 10 and 25 degrees. not tilted enough to climb out of the ground, but also not totally strait down

    Also, please edit the abandoned mine shafts a little. It would be awesome if you could add a mine shaft entrance. A Building at ground level that includes a staircase or a ladder down into the mine shaft. This would be especially awesome if those had a chance to spawn in/near Villages with a new Villager job site block for the "Miner" Villager. 

  • 3
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    Okay, here's some of my feedback:

    Firstly, I was one of the few who thought the sizes of the caves in 21w07a were just fine. I'm okay with the cave sizes in 21w08a, but I do feel like large caves are just, everywhere, and maybe that's okay! But perhaps, if more small variants of caves were added, we could have slightly less large caves.

    The crack carvers are great! One thing I'm a little disappointed in, though, is that they usually generate from the surface level down to about y=0. They seem to never generate at negative y levels. Also, I was really hoping for crack carvers to be able to generate sideways and diagonally. They should generate upright most of the time, but it'd be great to get horizontal ones.

    Finally, it's really nice that we have a lava level now. However, it is disappointingly low down. Lava is very rarely found in some of the larger caves, as they usually don't go low enough. If the lava level were raised by 10, or even 5 blocks, that would be a massive improvement in my eyes.

  • 1
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    noise caves should generate above y 0  not just under in deepslate

    NOTE i think i may be wrong about that now

  • 0
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    Not really a fan of adding shading to the ores. Kinda goes against the original feel of minecraft blocks.

  • 3
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    i think there should be more large caves deep in the ground!

     

  • 3
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    i like the new super big caves but i would like an easier way in survival to find the large caves by going through the small caves!

     

  • 3
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    i realy like the huge caves but i think that in some ocations there should be big caves that connect to the surface with big openings!

     

  • 0
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    ores are too rare

  • 1
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    Here is a piece of feedback that you might find interesting:

    Since 21w08a, everything below y=-8 is almost entirely new blocks. Before 21w08a, we had andesite down there, which was a familiar block, now we have tuff instead, which is a new block.

    Why does this matter? Because for someone who's been playing the game for a while, I want something familiar to still be in these deep caves. It's just weird going underground and finding only new blocks.

  • 4
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    Given recent snapshots' sneak peaks at new ore distribution, I think it would be an interesting change to make each or certain biomes' caves have their own ore distribution. For example, emeralds may already be found more commonly in mountain biomes and gold ore in badlands, but why not apply a similar change to the other ores. Lapis, Redstone, Iron, Copper, and even Diamonds could have unique generation in some biomes where they may be more common... or more rare. This would add additional strategies to mining, depending on which resource you want. There could also be changes made to the ore distribution on certain Y-levels for each biome as well.

  • 0
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    I've been thinking quite a bit about the different feedback that's been coming in about cave size and diversity and I have a suggestion I think might help.

    Perhaps the size of caves could be set per 32X32 chunk region . . . That opens up the possibility for a lot more types of generation without people having to travel too far to find variety. This would especially work well if certain features or cave types were more (or less) common in different biomes so that the combination could lead to even more variety.

    Some cave generation types I've considered:

    None - completely solid stone and deep stone all the way down to bedrock for strip miners and people who really like to build in a mole style underground.

    Old - The old cave generation from before this update going all the way down to bedrock.

    21W07A - The gave generation from the last snapshot with it's smaller caves which some people liked and some people really hated.

    21W8A - The current snapshots balanced cave generation which most people like

    21W6A - Those gigantic caves you could actually fly around in which so many people were wowed by, and some people really hated.

    More - Maybe a region with no caves but tons of ravines and cuts? A region where all the surface rivers are cuts?  Areas where the caves only generate above (or below) Y 0? 

  • 6
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    I kind of wish that Crack Carvers would always start at the ceiling of a noise cave and reach the surface from the bottom up, that way they always lead to something interesting.

    As for everything else in 21w08a, the best I can do is nitpick, you've all done an amazing job. Cavegen and Deepslate have really, really made caving feel like its own adventure, I couldn't be happier!

  • 0
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    Minecraft bedrock editon gürültü mağraları en kısa sürede eklenmeli

  • 3
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    I believe that it deepslate mining time should be increased to 2x, or at least 1.5x that of stone. Not only would this make deeper mining more difficult and match up with the ore versions, but it would also incentivize using mainly iron pickaxes for mining further down, and add a better sense of progression. In fact, I feel that to truly pull it off, it might be best to make it 3 layers, with a 1x layer of normal stone, then a 1.5x layer of something else where deepslate currently is, and then a 2x layer which deepslate would moved to, for both base stone and ores. This would really add a nice sense of progression, and yes, it would require the underground to be deeper. In any case, even if it still remains 2 layers, deepslate should have higher mining time.

  • 6
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    Ruined Nether portals should be able to spawn in them.

  • 0
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    Keeps me up at night

  • 1
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    Here's a neat idea: Keep a lava level at 11-0, but any lava pool that connects to something below 0 has its lava removed. It would act as a barrier so that entering negative levels wouldn't be as obvious.

  • 0
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    local lava levels in the nether would work as well as a noise cave type for the nether i have made a data pack that does this

  • 0
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    I prefered the ancient cave generation systems: I am all for the new caves like the dark one with the warden, the one with stalagmites or the verdant one. But what is the point of a water filled one? It is a pain: You takes long time to mine underwater, you need a stock of water breathing potions, you need to place light all around you, and only glowstone because torchs are removed by water. If I go mining, it is to mine, not to stuggle with water. Don't get me wrong, I'm all for underground lake or water filling only 2 blocks height permit the whole height of the cave: There is water but I can mine tranquilly this way.

    My second struggle is the generation and the spreading around the chunks and around, out of the 10 times I mined straight down, 2/3 of times I don't meet any cave! And that's annoying! Just hard deep rock. Nothing else. The caves should generate way more, and not every cave in the same chunck should be of the same type or filled with water.

  • 1
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    On the idea of aquifers, (Green 116) the barriers should extend down to the bottom of the aquafir instead of just sitting on top of the water. This feels weird and does not follow any real world physics. This looks weird and haphazardly done in order to make a seperate water level.

  • 0
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    I want to live (as a challenge and fun) in the deep caves.  I want to build rail lines down there.  So PLEASE extend the depth of iron and coal ores well below Y=0.

  • 0
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    aquifers should be configurable to control what y levels they can spawn 

  • 1
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    Lapis lazuli and redstone are too much generated. I think that emerald and coal should generate in deepslate cave.
    The spawining rate of iron/gold is overwhelming, the caves are bigs, but not a lot of ores in them. Even diamond that seemed to be abundant when looking at 1.17 ore generation chart are very rare. Deep underground It's only a swarm of lapis and redstone that is sad.

  • 2
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    they need reverb and echoes please mojang this is really all im asking for or at least have an option to turn it on and off in the caves please

  • 1
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    I like the caves sound but it to scary and it helpful to find cave so you dont fall of the revin or the new generation cave yeah dont make it to scary.. And the thing i feel it realistic if you in the cave or something in IRL it feel scary right now. that is minecraft work I guess 2 i like the sound of the green cave biome ( I forgot the cave name ) it so good i hope this update continew... :)

  • 2
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    I like that fossils deep underground generate diamonds; it makes overworld fossils more useful and encourages us to explore under deserts and swamps.

  • 3
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    Keep some of the water-filled noise caves as they're a wonderful addition! Glow Squid should also be unique to underwater caves, it fits really well with the gloomy theme. Also, underwater caves are currently the safest way to mine, air pockets are VERY easy to make, and ores are more common there too. I'd like a new underwater hostile mob there, giving more reason to carry axolotls. Perhaps crab enemies to make Bane of Arthropods useful? I'm tired of fighting only Drowned underwater, it gets boring.

    Lastly, do add reverb and echo sounds in caves for more ambience.

  • 2
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    If there's one thing I would change about the deepslate, it would be to make them spawn at lower Y levels in some areas. Why? It has to do with the new caves and how they generate. You see, most of the time I find a new cave, 95% of the time it's all made of deepslate, and I rarely find new caves made out of normal stone. How this would work would be that in some large areas of chunks that generate deepslate lower than -1, so some bigger caves can be made more out of regular stones. There's nothing wrong with deepstate, but I just want to see a swiss cheese cave made out of stone for once.

  • 2
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    Current cave size/generation as seen in 21w10a is pretty much perfect right now (though it seems like lava lakes are less common in non-lushcave worlds? not sure). I sat down for a full afternoon and explored the underground in survival and had an excellent time with it. The current ore generation seems pretty balanced, especially at deepslate levels - diamond is still rare enough that it feels special to find. Looking forward to the full implementation of cave biomes and our first look at the new mountains!

  • 1
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    ore are too rare