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Noise Caves Feedback

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  • 2
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    To put it simply:

    I battled through over 100 hostile mobs in a cave at about y=-40. After an hour, I had found 1 diamond, 32 iron, and 32 gold, and 128 redstone.

    Am I just that unlucky or is something not right here? Diamond ore needs to be way more common! Everything else seems okay.

  • 3
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    For the moss in lush caves maybe make it so when you bone meal it, it spreads moss carpet rather than moss to prevent griefing and to prevent it from being to easy to make certain areas easier to mine. Then just make it so you can craft moss out of moss carpet.

  • 5
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    Ive been playing some in the new snapshots and it's amazing additions but tbh some more variants could be added. It already feels like it could be a bit boring in the future. Just 1 or 2 more noise types would add alot. Also for the smaller caves closer to the surface could be mixed up a bit with new ones.

    Finally, cracks are no fun. It's just punishing the player for moving around to fast and making it really hard to get your items back cuse well, it's cracks. Imagine exploring and cover a lot of ground(that the bundles encourage players to do) and then be punished by falling down into an almost invisible crack if you come from a bad angle. An idea could be to have cracks create shards and spikes upwards that gives the player a small warning at least. If you don't fix it mlg waterbucketing will be a "all must be able to always pull it of from really high hights all the time, practise it 15 minutes per day" thing. 

  • 0
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    Water tinting should not be biome dependent because underwater bodies are unaffected by temperature what with the insulation.

  • 1
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    There should be several types of cave shapes.

     

  • 2
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    There should be different types of caves, maybe we could call them biomes but they would not be specific to the biosphere.

    Cave Systems category include the spaghetti and swiss caves. They are generally smaller and often interconnected. There would be several types of CaSysts: Lava tubes, which could range in size and may or may not be lava filled. And narrow holes that are hard to traverse similar to basalt deltas.

    Caverns are the more vast and individual caves. They will certainly not feel like the Nether, even if visibility increased and stone were replaced by netherrack, but—with some practice—can be flown through with elytra. They may be different shapes, such as a cathedral (tall and narrow), a field (a horizontal expanse), or an intramural stadium (narrows the higher you go), but there are likely many more. These are underground, so they couldn't be too wide too far down. Perhaps there could be a collapsed cave deep underground where a large cavity suddenly formed and collapsed.

    Specifics:

    Cathedrals would be more common deeper underground because they divert weight better, but especially tapering cathedrals. Cathedrals would commonly be 40 blocks tall and tapering cathedrals 50.

    Fields would be more common at shallower depths, and are often twenty blocks tall.

    Intrastads would be common at higher elevations than fields.

  • 0
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    I also think Cave systems should be more rectilinear than curvy.

  • 1
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    As well as more vertical passages than horizontal. Doing that would make traversing caves a lot harder and would increase strategy of caving.

  • 4
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    Also, caves should have more structures than dripstone and glow berries. Like maybe phantom nests. There are birds that make homes out of their own saliva in the real world.

  • 2
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    I've been playing a beta world in survival for a while now, and I think diamond ore should generate normally, regardless of whether it's on the surface of a cave or encased in stone.  The noise caves do have a lot of surface area to expose ores, but they are much more challenging to explore than 1.16 caves or even large ravines.  It takes a long time to light them up, and there are enemies spawning all around you.  

    I was under the impression that noise caves will generate much less often in the 1.17 release than they do in the current snapshots, so the likelihood of early game players finding one right away and getting a full suit of diamond armor in their first couple of days is pretty low.  With unenchanted iron armor, I have to flee enemies all the time and keep a large supply of steak to recover from getting pincushioned by groups of skeletons in the vast, dark caves.  

    Diamonds were fairly easy to find in old style caves at Y11.  I just had to be careful of the lava and watch out for creepers coming from unlit cave branches. I find diamonds harder to find in the noise caves, even in chunks that loaded before 21w08b, and the risk of being blown up by a creeper while trying to fend off a couple of skeletons and a baby zombie makes them less desirable places to look for diamond than ordinary caves or branch mining.

  • 10
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    Evil Sharkey I disagree. Minecraft is quite easy and the new noise caves give an actual incentive to have good armor and weapons. The developers also said that they're balancing strip mining so you still get plenty of resources in case you don't want to explore the huge caves. 

  • 7
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    I support gas powered pick here; diamonds are fairly balanced in this snapshot. They're a bit more frequent and feel fun to find, and their size makes it so that you're egged on to explore a lot more than what you would before. Besides, what would players really need a large amount of diamonds for?

    I could potentially see them increasing their frequency by a factor of 1, though. I think the issue with them now is that around 30% of them probably get discarded on generation due to being exposed to cave air. Right now, as of 20w10a, there are 4 diamond ore blobs per chunk, but it's probable that there are only 2-3 that actually generate. I'd be alright with them bumping it up to 5 per chunk and increasing the exposure rate a little. 

  • 4
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    Okay, I have to say ores are too rare here. Previously, in 1.16, an hour of caving would usually lend me 16 diamonds. It would be rather unexciting because I would meet very few mobs. And hour of strip mining would give me the same amount, if not maybe a little more, diamonds.

    Now, as I mentioned, I spend an hour killing hundreds of mobs, nearly dying several times, all for 1 diamond. I love that it's difficult! I just want to actually get something from all my near death experiences. Seriously, strip mining is way safer, and yields more ores for your time.

    I shouldn't have to trade fun for resources. When I need ores, I shouldn't have to decide "should I do it the fun way, risk the high chances of death, and get barely any ores at all? Or should I just get way more ores without risking death?". Easy choice.

    People think that many ores being exposed in caves means it's extremely easy to get ores in caves. There's still the same amount of ores! Except now, when you see an ore, you have to walk to the other end of the cave (because there's so few, they're usually far away), and build up 30 blocks to the ceiling.

  • 0
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    I liked the new caves, especially those which connect to overground lakes. But sadly it feels like (after 10 new world generations) I see more of the new caves and less of the old ones (mosly those which are like big drops with slight curvature). 8 of 10 times in all worlds that I started I look at some ground and say to myself "Hmm this is goo place to make a base", I start to dig to make a srorage basement and bam a vast underground lake (almost can call it sea) and like "Ok, this will need a lot of sand or sponges".
    My feedback is to tone down a bit the generation of those vast underground noise caves between y63 and y30

    PS: I tried single biome Lush Caves - they look amazing

  • 1
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    I absolutly love the new cave generations. I only have one thing to say as a feedback thing, please make it that the new generation is like 80-90% of all caves because I absolutly am done with the old cave generation. They are good to stay but I dont like them to be this frequent in the higher Cave levels. I know it was the planned purpose of Y-64 to serve for that space but please, the old caves are generations are dull and repetitive. The new generation (small, medium and big scaled, all of them) should be the obvious dominant Cave generation.

  • 5
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    I just wanted to say:

    The cave generation seems quite balanced as of 21w11a. It provides some caves that can be massive at times but not in ridiculous quantities.

    The diamonds are rare, but I think they're okay now. They shouldn't be too common, after all.

    That's it for now. I really can't think of anything to complain about, so you've done a good job with this snapshot.

  • 3
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    I really love everything the developers are doing with the cave generation. It's just that in the last snapshots, it was made so that extremely huge caves (mega caves) are no longer possible. I'd love for them to be a possibility again, though definitely with a rare chance compared to "standard" Noise Caves. Otherwise the rarity and distributions of Noise Caves, as well as the sizes you often come across, are very balanced. Thank you for everything you are doing for this game :)

    Edit: Note that by mega caves I meant extremely huge caves, ones that could go about 90 blocks tall. They did occur somewhat excessively, but they should definitely be possible though quite rare.

  • 2
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    Okay, I think I misunderstood something about the new cave generation. Slicedlime didn't say the caves were generally lower in height, he said they're not as stretched out; they're more equally sized in different directions. This makes a lot more sense now. Some of the cave have gotten actually vertically bigger in this snapshot while others are vertically smaller. It actually looks very natural and very balanced like that, and I don't think they should change it. I don't understand why some people were complaining on Twitter, but it looks like they haven't even been comparing the caves from 21w10a with the ones from 21w11a. These are definitely the best caves we've seen so far. Again, thank you very much for your efforts and have a great day!

  • 1
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    ores are to rare

  • 1
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    Iron is too scarce early on and it ruins adventurous playstyles. Water buckets, shields and iron pickaxes are necessities for earlygame exploring.

    EDIT: I hope this is the right place to put this, because ore availability is tied to cave generation

  • 0
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    Iron ore seems way to rare right now. I've done a couple play throughs in survival in the latest snapshot, and have been basically unable to find iron. In one I found more iron in a village and desert temple then I did in a series of caves I had explored. In another I managed to find gold and redstone in a cave before I found a single piece of iron ore. This makes it really difficult to actually play the game, as iron is such an important item to have in the game, especially early on (not to mention that you need iron to actually get gold and diamond). The one or two times I have found iron, it was in groups of one to five, which is barely enough to do anything with.

     

    Copper and coal, on the other hand, are plentiful. In fact, finding stacks of copper without doing much mining, whilst finding basically no iron seems quite odd. I'm not saying that copper should be more rare, seeing as it has a use as a building block, but iron should be at least half as common as copper, if not just as common. I don't have any comments to make about the other ores, as I found most of them before iron, so they're probably fine. 

  • 2
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    I want to reiterate how good the caves are in 21w11a. Some people have been complaining about it, but I doubt that they've ever seen a comparison between 21w10a and 21w11a. The shapes of the caves now look a lot more smooth and balanced, and according to what I've seen, they can definitely become massive, and this happens just as frequently as it used to happen before. Now they even look more "cavey" because they're not so stretched as they used to be. Please keep the current balance! The only thing that I could ever see improving is more connectivity. The developers are working so hard on the caves, and I wish people would appreciate that and do a lot of observing before screaming feedback at them.

  • 1
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    Iron is actually meant to be just as common as Copper, according to the ore distribution diagram. If you think it it is much rarer, then either there is a bug that does make it much rarer than it is supposed to be, or you might need to test a bit more. Ore distribution as well as cave sizes are very variable, that's why everyone should observe a lot before getting an overall picture. I believe that given how many people think Iron is too rare, it might definitely be a bug.

  • 3
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    The iron rarity seems just fine to me, you just have to go a bit deeper underground. I like the fact that iron is more difficult to obtain early-game.

  • 1
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    Tuning in again. It turns out that my initial understanding of 21w11a generation was correct. The cave balance was the same and the shapes did get better overall, but because they switched the noise source for cheese caves (so that it could work on Bedrock Edition), they did get too small on certain occasions. The extremely huge (mega) caves were no longer possible, and other big caves were sometimes smaller as of 21w11a. According to Henrik Kniberg, they're now working to make caves a little bigger, making "mega-caves" a possibility again. You can see his status on Twitter for more accurate info.

  • 0
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    ore need to be increased for survival 

  • 0
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    I find deepslate texture very ugly, as it doesn't blend to regular stone at all and has a really small color variaty. And I believe that there can be a lot more work done on ores textures, not only on stone ones but on deepslate ones too.

  • 2
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    Underground structures need more variety, I've only ever found mineshafts and more mineshafts in these caves. How about large dead underground cities deep in the world, filled with loot and challenging mobs? It'd be a wonder to explore!

    Cave variants like mushroom or ice caves would be cool, too! Mushroom caves could have brown mooshrooms!

  • 2
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    If you don't like deepslate, don't build with it.

  • 0
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    i absolutely love the giant caves, and honestly, wish there were more of them mainly on the stone layer, the grimmstone (yes i said grimmstone because thats an objectively better name) layer also should start at y -20 rather than y 0 , i feel it should be only in the very depths of the world, so that there is more space for colossal caves to generate on the stone layer.