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Noise Caves Feedback

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  • 2
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    please consider making oceans deeper now that the world higth limit is bigger and alowing deep trenches to spawn, also altering the way ligthing works down there so that ligth does not reach through the water past a certain depth and in a later update some deep sea critters can be added, i feel like the aquatic update didnt do nearly enough justice to oceans given how much life they house in real life

  • 2
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    Deepslate should not appear above 0 height.

  • 0
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    are the rare dripstones features tempory place holders for 3d biomes

  • 5
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    Aquifers and underwater caves are pretty empty for now. They look like just a waterloged cave. I think seagrasses and kelps fit perfectly with this aquafires and underwater caves.

  • 0
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    ores need to be more 2 or 3 times what it is now

  • 3
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    JerkySky has a good point: there are significantly more deepslate caves than there are stone ones. This is (I think) due to cheese caves becoming less common near the surface to prevent them from breaking up the terrain too much. While it is important for this to happen, I feel like cheese caves could still generate a good bit higher in the world. It's okay if they break the surface every once in a while...

  • 0
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    I love the aquifer cave openings that protrude into rivers and lakes but is it possible to add a large cavernous opening in the ground for some caves that aren’t aquifers.

  • 1
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    I think there should be more lava when i went on beta In the mountain there was a lot less lava and that was disappointing I think they should add a lot more lava

  • 0
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    please reset the new setting to that of 21w14a

  • 2
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    Deepslate and Tuff blobs should generate from Y level 0-6 instead of Y level 0-16. The reason I think this should be done is because I feel that too much of the underground is deepslate/tuff, so forcing it to generate slightly more downward would do a great job at not having too much of the stuff filling up the stone areas.

  • 2
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    I think that the likelihood of special cave features spawning like glow lichen, dripstone, granite, et cetera should be dependent on each individual cave. For example, one cave to be filled with dirt, or another could have loads of glow lichen. I think this would help diversify the caves just a bit more without the need for completely new cave biomes.

  • 0
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    ores need to be 2 or 3 times what they are as of 21w15a and noise caves need to be on by default 

  • 4
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    Deepslate blocks in these caves are such nice building blocks. Please add renewable deepslate! Lava + water in the negative Y-levels should produce deepslate materials, not cobble. Cobblestone producing in the negative Y-levels of caves look out of place.

  • 1
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    can you set it so aquafers dont always have lava and water so players can set what they want for datapacks

  • 1
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    can you add a carver setting to the noise mapsettings so we can use caves in noise maps as carvers dont support surface builders

  • 1
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    a good reward for those who want to venture into the deep dark cellars, where Wardem lives, is the Experience Totem.

    When the player dies, the experience totem will be sacrificed so that the player's experience is not lost, remaining with him in the next spawn.

  • 0
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    Dipu

  • 0
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    so will there be new cave sounds?

     

  • 3
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    I think lush caves are way too rare. 

    I feel like there is no point in making them if nobody ever finds one. Most people are very exited about the lush caves and they might be disappointed if they make a new world and look for one and don't find it. That's what happened to me, I learned about snapshots and then used them. I read one and it said that the lush caves biome has been added! So I went into a new world and searched for it for half an entire hour, using commands and everything and found nothing.

    So in my opinion, Lush Caves should be more common.

  • 1
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    Caves should connect to each other more often, specifically water caves. Water caves tend to refuse to connect to other caves or surfaces, even when they are right next to each other (non-water caves do this too, but to a much lesser extent). This is most evident in Ocean biomes, where the ocean floor is extremely broken up and almost no cave entrances form, due to the caves rarely ever connecting to the sea floor. From what I can gather just from my observations, I think the main issue comes from the fact that non-water caves try to form a barrier whenever they come in contact with water.

    One way that I can see this being fixed is flooding any cave that comes in contact with a body of water/water cave. While this might cause too many caves to be filled with water, I don't think it will, as water caves tend to be very rare, and as for oceans, I don't think having all the caves that are near an ocean being full of water is really an issue, as it just make sense and helps players who are looking specifically for water caves.

  • 2
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    I feel as if most caves are either completely dry, completely submerged, or a system of different water levels seperated by walls of stone. I think more lake-like and river caves should be added. In the minecon 2020, it shows a player character boating through a giant basin of water (maybe call this the bowl cave to fit with the other names?). Immediately after it shows him racing down a water rapids into a different bowl cave. These don't typically show up in the current iteration of the game and would be cool to see with the glowsquid and give a reason to bring boats underground.

  • 0
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    geodes are way to rare now

    seems they spawn in groups

  • 1
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    yall just need to add more of those creepy cave sounds makes it scary while mining alone

  • 0
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    can you add a caver setting to noise map settings so we can use cave shapes in worlds like the nether but the noise settings cant do it right

  • 2
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    I noticed a consistency issue in these caves: in 1.17 you can get deepslate coal/copper/emerald ore blocks in survival, but not in 1.18. Players will miss out on these blocks, I recommend that small blobs of these ores generate under y=0.

  • 0
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    no es que pensar la veritat sort :)

  • 1
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    Please do something special with Bat spawns and behaviors in Dripstone Cave biomes, I think them having that as a specific biome to spawn in large-ish numbers would be incredible! Just imagine walking into one of those caves and seeing Bats hanging off of a stalactite!

  • 2
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    I agree with some of the others in two things

    1. Aquifers shouldn't have the huge walls of stone blocking them off from other caves. Maybe set these up as huge waterfalls, but something needs to change there.

    2. Caves should have their own fog to get rid of confusion from new players.

    One thing that i didn't see mentioned but really think is important: We saw this huge underground lake at Minecraft Live and I was extremely looking forward to making an underground Lake Town, but looking through the snapshots, I'm really not seeing very many large lakes. We could even take a different approach, keeping the aquifers the way they are and setting up a new ocean biome underground. Journey to the Center of the Earth anyone?

  • 1
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    Hi,

    I just had the idea of adding an even larger variant of cave that would be about 120 block tall and like 400 wide. It could only generate underneath the new massive mountains to get enough room to fit these future gigantic caves. These would somewhat resemble the type of caves that you get with worldpainter.

    It could open a window of new possibilities for players and could make the underground more adventurous. IMO it would be a great addition to minecraft both in survival and in creative.

  • 5
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    I'm loving these gigantic caves! I think caves need more variety within, not just stone everywhere. Lush caves is a good example of this. Other popular examples include ice caves, crystal caves, and mushroom caves. You could simply make it such that these cave carver types (noise, spaghetti) can generate with ice walls and floors, for example. There could be raw iron items encased in ice.

    The Warden is my favorite thing to happen in Caves and Cliffs, but a new cave hostile mob in the negative Y-levels will be a great addition. Players venturing that deep are usually well-geared already, and are already accustomed to the usual mobs. This'll be a great opportunity to add a hostile Arthropod mob, as Bane of Arthropods is almost never used. Adding deeper hostile water mobs are also welcome to give axolotls more use!