1.17 Ore Generation
I was really looking forward to the Cave Update. Strip mining has always been a very tedious way to gain ore in Minecraft but it was always the most effective, and while very boring within a few hours I'd be able to have a decent amount of supplies to work my way through the game. The general idea was that the deeper you go the more rare minerals you'd find, a principal that has existed since as far back as the ores themselves. The past few snapshots have included new ore generation and I have a lot of issues with it. Changing the ore generation to where some ores don't generate at all below certain levels is not a good idea. That's just going to make mining more tedious, requiring players to make multiple levels of mines as it does not seem caves expose more ore than usual.
Here's my suggestion: Keep the old ore generation above Y 0. Under Y zero increase the ore generation 1.5-2x. Then, have mobs that spawn below Y zero hit harder, have more health, deepslate blocks take longer to mine, and mobs spawn at a much higher light level, making it harder but more rewarding, and in general have caves expose more ore than they did previously and do currently. This would be (in my eyes) MUCH more fun to play than the current new ore gen system. This way the game can maintain consistency as well as incentivize taking on harder challenges, as well as create less reasons to strip mine and to cave instead. I think removing tedium should be the goal with this, not making more tedium.
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