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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 2
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    dear Mojang team , i really appreciate the effort on 1.18 update . it is wonderful to see how much variation terrain height has received . i think you should work on the generation of the new snowy mountains near the warm biomes , such as desert & etc . it is kinda weird how they merge into each other and we can see snow on the sand . maybe we can have more mountain biomes or cliffs that can only generate in deserts and badlands biomes. 

  • 2
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    Some wacky structure generation - igloos probably shouldn't be allowed to spawn in mountain meadow biomes

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    The mountain were kinda small compared to the scattered savanna mountains

  • 3
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    I am very supportive of the new spawning rule for hostile mobs. Thanks to it, it will be possible to create atmospheric dark interiors that will be completely safe and without bothering to cover the ground with carpets, slabs, etc. However, in the construction of mobgrinders, you can simply use tinted glass. In short, I think this change should definitely stay in the game.

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    The Good

    - I love hostile mobs only spawning at light level 0. Before lighting caves and builds was unrewarding and tedious, now it's fun! I feel like I have more freedom to play and build.

    -  Making villages safer by lighting them up now feels viable.

    - The new terrain is a big step in the right direction. The environment feels more lively.

    - I love finding those large caves! They feel dangerous.

     

    The Less Good

    - More Lag

    - Biomes and structures can blend weirdly. I found a desert village in a Savannah/Forest. A floating igloo. Some mountains decimate villages.

    -The mountainous terrain is too common and samey. Exploring the overworld feels claustrophobic, I'm always boxed in and I get more excited finding a large flat area than another mountain that I gotta climb.

    - The terrain feels messy. Larger biomes and larger areas of land at one height (with less hills) might be one solution.

    - Rivers cutting through mountains is a mixed bag. It does look cool, but it's still the good old problem with rivers always being the same height.

     

    Wishlist

    - I wish there were large flat plains to balance the mountains. Properly flat ones with 1-3 block height variation instead of the current hilly plains/deserts/tundra.

    - I wish there were large, gentle slopes to sometimes connect mountains and lowland. Right now all mountain terrain stick up like sore thumbs out of the landscape. Terrain is either tall or low and rarely any significant areas of land that's in-between.

  • 0
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    The lag can be unreal at times. I was flying in spectator mode and when loading in an area with lush caves, underwater caves, a jungle with rain on-top of each other the game went down to 2-4 fps. Even after I switched to creative, changed weather to clear and stood in the overworld only seeing the jungle the lag remained. When I moved to another area it disappeared. I believe I also had Night Vision.

  • 5
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    Now, first off i wanna say it looks amazing^^ Though the generation seems a bit drunk. The openeings to the lush caves make it look    weird.

  • 1
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    This is really cool but I think it would be better if there were more ores on the wall of the massive caves, I haven't really been seeing many.

    - I think you just kind of need more of an incentive to make scaffolding and stuff round caves

  • 1
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    Hello! I really like how the new terrain generation is looking, but I found some things that might need to be looked at.

    1. I found a jungle temple in the middle of a normal forest biome...  Don't think that's a new feature.

    2. Inside a cave there was a water lake merging into a lava lake with a long straight line of Deepslate between them. It did not look natural, so perhaps you can look into that.

    3. I personally don't think lush biomes should be able to be filled with lava lakes.

    4. A mineshaft spawned in a big hollow cave. So basically there were a few wooden platforms floating in the air. Perhaps you can look into that aswel.

    Besides these notes it was great, keep up the good work!

  • 2
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    Hi, I reported this on the bug tracker as well, but I found a lush cave generating on the surface, and I am attaching an image here.

  • 2
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     Regarding the generation of biomes I presume a heightmap of sorts are generated first, and biomes then are applied after, my suggestion would be that you tie biomes to certain heights, so for example swamps only generate around the 63 level (ocean level), since this is the (usual) place where this biome exists in the real world. In addition, the current way rivers generate as large cuts in the now higher terrain makes it look somewhat strange and unnatural. Generating these at the same height as the surrounding biomes would make it look more natural.

  • 3
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    Letting the height map have control across biomes is a fantastic idea! It seems to make the terrain look like it did in the Beta days, which is really nostalgic for me. Definitely a plus, and I hope the decision is made to keep this. It allows the game to create super interesting and unique terrain without the need for additional variants.
    I think some fine tuning will be needed, but thats to be understood. I saw some quirkiness with the height map moving below sea level, and as soon as it hit an ocean, there would be a wall of terrain to meet the water. It seems that overall, water takes a lot of priority in the generation (land being cut off or suddenly snapping to a certain height because of water). My opinion, that should be adjusted to be less drastic.I think it would be really cool if rivers could also be subject to the height map. I think it would add a lot of uniqueness there as well. From what I saw in my test world, it seemed like everything was on the same y level, but I could be missing something.
    I am also a fan of the changes to mob spawning, or at the very least, for tweaking the light level mobs spawn at. But it would not bother me at all if the current implementation made it into the final release. Its a great solution to the mob spawning/lighting issues that have been brought up in the past. 

    Overall, excellent work! I definitely feel that this is a step in the right direction. Great work team.

  • 3
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    I noticed you have done away with "Large Biomes" in the world generation Please do not remove it. Also I did some /locatebiome command and the results was not as expected a shattered savanna that was literally about 1 block in size and under water. I could not find any Mushroom Island Shores even though I was able to find 2 mushroom Island fields. Spawn for "rainshine" seed was a meshup of about 6 different biomes I think the only 2 trees that was not there was spruce and the one that grows in savanna biomes.  I could not find any of the new mountain types. I know it experimental and your working hard to get the kinks worked out.

  • 3
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    Lakes are really deep really suddenly which I find odd, it's not every lake but the smaller ones being really deep seems strange
    - The stone on the shores feels odd especially next to the sand but it is accurate to real life stone-y/pebble-y beaches so just something to get used to
    - Found some slightly odd generation with a beach not fully containing the sea water as intended
    - As others have said, some strange biome generation, badlands plateau next to a meadow, dark oak forest and jungle seems a little strange
    - Mob generation seems okay, mobs spawned in the mineshaft/lush caves (and looks beautiful!)
    - Possibly change cave spiders spawners to not generate in air exposed places? It seems a little strange and would make finding them possibly too easy in the new big caves?
    - Experiencing some slight lag but that may be due to it being an experimental snapshot?
    - The ore generation in big caves seems less than I would expect but maybe I have high expectations  but generally ore generation for everything seems on par with our current version (from what I can tell)
    - Not sure if it's the worlds I spawned into but there is a lot of lush caves towards the surface and that's about it, though I'm not sure if this was intentional or not

    Just my notes from running around the worlds for a little bit but it honestly looks amazing. My jaw was on the floor most of the time I was walking around, as someone who's played for a long time, I love the changes made to the generation! 

  • 0
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    Regarding the change in light and spawning, my suggestion would be to maybe tie this feature to height, and to change how torches work. By this, I mean that at sea level the light changes apply, but at a lower height torches specifically are less effective, ie they output less light, which would mean that lightsources such as glowstone and lanterns functioning as normal. This would mean that exploring the deepest caves could be dangerous and interesting while still being able to build underground.

  • 2
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    I find it odd that despite the new world height, most mountains don't go above 160 blocks in height. I think they should be made taller so that the iron ore generation does feel worth it to explore mountain caves inside. Aside from that, most of the generation is very fun to explore to and now that biomes are not coupled to terrain it makes for some very varied vistas that weren't possible before, like finding a really tall dark oak forest!

  • 1
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    Overall, I absolutely LOVE the direction the generation is taking!! Worlds seem much more dynamic and interesting rather than flat and boring. However, there are some pretty clear defects such as small pieces of mesa spawning in other biomes, cave biomes spawning on the surface under an overhang, pockets of grass generating underground, etc. TLDR: Great direction, needs polishing

  • 6
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    Dear Mojang,

    This was an amazing snapshot, the landscapes have never been so breathtaking in Minecraft before. However, please tweak the terrain gen to have more flat patches of land as it would be convenient to build in survival. It would also be nice if the ice caves glitch from Bedrock Edition could become its own thing in both the versions and please keep the new monster spawning rules in the final release. It would be easier to play in such extreme and dark caves and also reduce the load on our computers :] 

  • 3
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    Dear Mojang Team!

    I absolutely like the new cave generation with this giant water and lush caves. The way that some water caves generate from the surface to deepslate level is just insane. But here are some problems:

     

    1. The new ore spawn rates make strip-mining useless, which means that you have to explore caves to find your first diamonds. And it is of course fun to explore caves, but when you just started a world and don’t even have full iron armor, it's really hard to find some useful resources like a few diamonds because of many mobs, even when mobs only spawn at light level 0.
    2. I did not find any dripstone caves… Maybe I am just unlucky, or it is intended like this, or its a bug

    These are the two problems, the other features of the new cave generation are amazing!

     

    I love the idea of mountains generating in every possible biome, but there are some problems  here as well:

    1. I personally like to build my base in a plains biome, because there is always a lot of space for building. But in the new snapshot I didn’t find any big areas. I like the new hills, but I think that they shouldn't  generate that much as they are doing right now. It kinda feels like playing in an amplified world. 
    2. I have found some weird biome generations. For example, a random chunk full of snow in the middle of a jungle biome,  like 5 dark oak trees in a spruce biome, and Also jungle temples generating in snowy biomes
    1. I hope my feedback helped you. I really appreciate your effort and wish you a good day :)
  • 1
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    Hello mojang team, i have not encoutered any type of issue exept for the localizzation of all the mountains trough the command exept the snowy slopes and the snowy taiga. bye

  • 0
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    Hi Mojang! What you have done really inspired me to try difficult styels of building in mountains. This is really impressive. I notice some chunk errors first whit biome borders and chunk placment in lower parts of the terrain. Transicion from lower to higher terrain could be better and tones of preformance issues. It is mine personal observation in 10 diffrent worlds. May you consider adding valley biome nad river valley biome witch are sorrounded by mountains. Update is really awsome yust fix some preformance issues and update will be fully playeble. Thanks for nad update and attention.

  • 4
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    The mountains aren't as tall and grand as expected, they should often generate upwards to 250+ blocks, like in some previous bedrock snapshots. There were also unintentional ice caves in those previous snapshots (which is great!), and I hope that they remain in these new mountains!

    Overall, these changes are great. I'm finding more unique sights and terrains. This could be further improved, such as larger rivers cutting through hills creating river caves, creating grand cave entrances with stalagmites, and tidying up some possible oddities in the world. Aquifers are amazing, creating nice waterfalls, and can be decorated further with seagrass and corals.

    Mob spawning on complete darkness is a welcome addition, allowing for moody lighting in builds by using lower light levels without creepers and endermen griefing. This also makes huge caves easier to light up, and there should be more huge caves in the future! Although, try not to make the game too easy in the future. Challenging battles, huge dungeons, and scary mobs are important for Minecraft!

    Amethyst geodes seem a bit too rare in this snapshot. I think they should be just a bit more common, and with a chance of amethyst geodes generating much larger for variety.

    Dripstone/lush caves should be made more common, and these grand cave entrances should be decorated with dripstone and glow berries!

  • 1
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    The new experimental snapshot is very nice but only thing is that it crashes and lags sooo much and rest everything is nice as always 

  • 1
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    Love the flower forest with rolling hillsides. Lots of smaller buildable flat areas. My first though was a perfect place for a multi level village or even better a hobbit town.

     

    Love the new ocean side cliffs rising 10 to 15 blocks above the water. Looks great and very usable.

  • 1
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    Mojang, I have noticed that some of the water-logged caves have holes in them to other parts of the cave generation, but the water hasn't updated to fill that area, leading to an "invisible-like" wall that players can faze through, but water cannot until a block update. I have also noticed that there have been patches of a swamp biome that doesn't have a shore to bind to so it's just a patch of a swamp-water with no shore.

  • 1
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    This is just a suggestion, but with the new changes to how mobs spawn in different lighting, it would be cool for a new splashtext to go with it "Light wherever it feels right!", because its much easier to tell where to light an area up.

  • 1
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    some areas with large water areas with deep pools had no way to go deeper except to mine. I have really enjoyed the ability  to explore deep water systems that lead to larger caves.
  • 0
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    I love the new cave generation and the new cliffs biomes, but as awesome as the mountain generation is, i wish it would go up to like y 250 or 275. also, world generation takes forever, in the nether i always spawn on top of lava pits, and theres always small biome patches which need to be fixed, otherwise its a great update

  • 0
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    I love the new small sections of biomes here and there, even a small piece of bamboo about 20 x 20  just looked and feels right.

  • 0
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    Mojang que tal hacer un golem que protejiera las jeodas el es pauwn de limite del mob es 5 y el minimo seria 2 tendria forma de jeoda y seria hostil