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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    Dear Mojang,I want to say my experience with new 1.18 expermental version.World Generation is amazing,but i didnt love terracota blocks  in deafult Cliffs.This version have some bugs you need to fix it (i finded a Badlands mineshaft in the plains).Optimaze a game (add a something from Optifine). Bye

     

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    I think the choice to split up terrain height from biomes is awesome, it's something I've wanted to see in minecraft for a long time, and having "hills" variants of biomes always seemed like an odd work around.

    However, while I think this is great for some more common biomes, like the mountains, forests, jungles, and deserts, I think it's not well suited to others. The pre-1.18 biomes that did something interesting with their terrain, like badlands and savannas, feel a lot less compelling in 1.18.

    I spent a lot of time looking around at different badlands in particular, and I honestly feel that they don't look good at all in 1.18. They were one of my favorite biomes to build in pre-1.18 because of the unique way they generated canyons and plateaus, and I don't think that's carried over well into the 1.18 generation. Now they just look like any other hill, but with terracotta layers generating. This really takes away a lot of what makes the badlands special, and I'm sad to see it.

    Additionally, I wasn't able to find any eroded badlands using /locatebiome, or any terrain that looked even remotely like the eroded badlands, but that may just be bad luck. Its terrain was really unique and I'd like to see that style in 1.18 alongside all the other incredible new generation.

  • 3
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    I really hope you read this, it's important!

    Because the bug tracker doesn't have 1.18 I'll have to report some very weird thing here. These are bugs that no one really talked about.

    First, the ice spikes biome seems to be missing, my /locatebiome didn't find it.

    Also, swamps spawn without the typical water puddles and lily pads and look like forests. I tried to add a photo but it doesn't work :/

    And finally, you probably get this a lot, but when I load up a world after closing it it starts to lag and crashes.

    If you work at Mojang or help them, I'm begging you, make sure that those pesky bugs are fixed.

    Thanks, I really hope you fix this, have a good day! :)

     

  • 0
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    Cool Snapshot 1.18!!! The new biomes are amazing! Unfortunately, I dindn't found any axolotls in Lush Caves, where they should spawn. I hope that it would be fixed in the new snapshots!

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    I would like if there were less hills, becausewhen you want to build something you need to terraform large areas of the ground to make it smoother and it's annoying :/ Also I guess it is bad for speedruning.

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    I saw this earlier and wanted to respond to this, so here: savanna plateau and any other plateaus( exception the wooded badlands plateau) won't spawn as with the new world gen they're created naturally by the world generator, you can see how they're supposed to look like with the meadow biome as that one clearly shows what the naturally created plateau from those biomes are supposed to look like. With baring flatness on top.

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    I feel like there should be a bit more ice on the mountains, maybe generating in a spike formation, or in a seperate biome. We don't get to see much ice in the game, do we? I understand that this might be a bit too much work because making a game as intricate as Minecraft is difficult, but I personally think that ice should get a bit more... attention? Another idea is something similar to the archeology feature, which we don't know what will happen with. My idea is for Ice (only normal Ice) to be able to have items frozen into it. These items you could be able to mine with a certain pickaxe... or even a certain enchantment! (I think "Crystal Miner" would be cool) with that enchantment, it could be a 50/50 chance of getting the item, and, with the higher level of enchantment, the more chances you have of getting it. Also another idea would be if someone would be able to "Coat" or reinforce a pickaxe with Amethyst, giving it the abuility to pick it up (50/50 again). I understand if this is too much to ask for, this updare is already full of features, the whole Mojang Studios team has worked so hard on this! Thank you for reading and thank you for the Cave update, Minecraft is amazing!

  • 2
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    1.18 world gen snapshot bugs/glitches

    1. Physical biomes do not always add up with the F3 biome.
    2. I have found one snowy village all in these three biomes: the plains, a river and a forest. That same village is next to a snow biome but not in the snow biome.
    3. I found an extremely small swamp biome with no trees or land just the murky water and some lily pads. (I do not know if this supposed to be a purposeful feature or not.)

  • 0
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    It's amazing, everything is perfect! The new mountains and the meadows are beautiful. In my opinion, the only problem is that the new caves may be a bit too big.

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    I think some of the biome generation is a bit jarring, like sometimes i'll be flying around and there'll be a badlands into a taiga into a meadow and it just looks really weird to have biomes that wouldn't naturally be near eachother in real life be close together. also some of the cave generations can appear as literal walls of stone that are huge, rather than progressively getting deeper

  • 0
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    Ok where to begin.

    New caves: Awesome

    New ravines, water/lava tables: Equally awesome

    New ore generation: Cool

    New mob spawning condition: I like the creative implications for mobs only spawning where there is block light 0. This raises one question, however:  Is this also true for sky light conditions, or only block light? I am hoping it is only block light, because then the challenge of night time mobs won't be taken away, just less resource intensive for blocking spawns.

    New idea for height generation determining biome placement: You broke the game :(  Let me explain

    I started a few new worlds to check out differences between it and what I already know. I first checked a seed I knew back to front, and discovered that everything I knew about old seeds is completely wiped away. Ok, not a big deal, although I wonder how that is going to work with the hoped for seemless transition when we update to 1.18. However after looking into a couple new randomly generated seeds, all of them exhibited similar issues.  A LOT of biomes now generate in tiny pockets. Jungles are limited to a strip of a few trees or a patch of bamboo, badlands come in small mountainous blobs - and one was thoroughly mixed with a meadow, like it couldn't figure out which biome it was supposed to be. The woodland mansion can now apparently generate completely without a dark oak forest.

    In short, this idea isn't bad maybe as a new world type, but not good for normal generation and finding resources. Petition to revert.

  • 3
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    Hello! I think the update is looking amazing! My suggestions would be to regulate the biome generation, on the snapshot looks a bit scuffed. Like there was a small circle of tundra surrounded by plains. Also the new light level spawns for mobs is brilliant! Maybe we could add a command of some sort to control the mob spawn levels or have it attached to the game mode? Thank you for all your hard work on the game! :D

  • 0
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    Hi I’m thinking that the whole specific mining levels for all the different ores is a great idea and it makes sense but for some of the younger users of the game it could make it difficult for them to find things and they might not be able to understand it all. My idea would be to have even just a very small spot where all the ores are available at a small amount but then still have specific spots where Certain ores will spawn more.

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    I just tried this update out and it was very impressive! However, I noticed a few bugs (to test them out, use this seed: 1895902597191575386):
    1. Villages are always plains villages even when they are not in the plains. Some examples are (x: 314, z: 187) and (x: 50, z: -148), where plains villages generated although their village centers are in the desert.
    2. I noticed that biomes change as you change altitude even when the biomes aren't meant to be height-dependent. An example is at (x: 36, z: 151). From (y: -64) to (y: 151), the biome alternates between wooded badlands plateau and forest (except for an area underground that was lush caves). From (y: 152) to (y: 203), the biome alternates between badlands and plains. From (y: 204) to (y: 223), the biome alternates between badlands and sunflower plains, and from (y: 224) to the height limit, the biome alternates between desert and badlands (except for y: 239-240, which is sunflower plains).
    3. As I mentioned earlier, there was a lush cave at (x: 36, z: 151). However, I noticed that the biome of the lush cave itself was wooded badlands plateau and the biome of the stone area above the lush cave's ceiling was lush caves.
    4. Rain sometimes looks like snow. I found an area that was a snowy slopes biome at the surface but became a plains biome when you fly upwards. At the time, it was snowing in this biome. I decided to place a grass block in the plains biome above the snowy slopes. When I did this, it still looked like snow but made rain sounds.
  • 0
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    in this experimentan i saw a desrt tempel hafe bared in a forist (thar was no desrt biomes ner by just bad lans nerby

  • 0
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    Lush Caves

    The new caves look great but for the lush caves I feel there are too many glow berries/vines on the roof of the caves, I just think it's a bit too bright. I think it would be better If there was some sort of light source on the bottom of the cave for balance.  I think it looks great when the top of the caves are low but when you see the glow vines from a distance the caves look very cluttered.   --   But they look great compared to the old caves.

  • 0
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    i saw some melones under water xD hope that can be fixe

  • 0
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    It'd be cool if Strongholds and Dungeons could be surrounded by deepslate if they generate below Y0. 

  • 0
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    There was a lush cave biome that generated on the surface of the world (Around y=70), with access to the sky and only an overhang from a nearby mountain. It looked nice, but maybe not what you intended. The seed was -4609116025364600946 and the coordinates were 860, 70, -860 if you want to check it out for yourselves. There were also a lot of very small badlands areas, which looked a little weird in my opinion. Everything else looked beautiful, the world seemed so much more dramatic and it was super fun to fly through the different areas with an elytra. Thank you so much for working on this amazing update!

  • 0
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    I liked the way is going, but for some reason there is grass growing underground, with flowers. And another is that in the End there is no tower to heal the Dragon.

  • 0
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    I played for 2-3 h now in survival. I had no issues but I would like to see more iron ore generated. (Between height 20-80)
    Gold and copper was no problem or even a little bit to much.

    Also I think snow blocks on mountains should get sand/gravity physics.

  • 1
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    I played a random seed in java survival. -4291322888546714537

    Some biomes seem too small and random. I encountered a tiny swamp with no land or trees inside a lake. I passed through several different types of forest/jungle on a single hillside. Jungle, badlands, and dark forest should be less common to give you a reason to travel in the world.

    The terrain was beautiful and inspiring, but the lack of flat areas made building difficult. Just getting around was challenging in early game. I hope there will still be some open flat areas along with these hills. But I encountered many views with huge foothills leading to mountains that felt immersive. Very rewarding to walk around on the ground looking for nice views.

    I LOVE the small squashed noodle cave entrances at the surface. Please keep those! They feel like real caves. It seemed like there were too many huge surface cave entrances. They broke the immersion for me.

    The rivers I saw seemed mostly too narrow for the size of the terrain. It would be nice to see a variety of widths: some narrow gorges, and some wider river valleys.

    Iron seemed very difficult to get. I tried branch mining for an hour at y=16 and couldn't get enough iron to replace the pickaxes I used. Very frustrating. Maybe I was just unlucky.

    Saw a village spread over the side of a mountain and am now wondering how I could create a redstone funicular. :)

  • 0
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    I know new ideas aren't really that important but I still think its worth a shot to share mine:
    1. Snowy caves in which snow generates and icebergs. One example of this is Cave Scărișoara in Romania.

    2. Underground rivers. A lot of caves in the same country have rivers flowing from inside of them like Cave Vadu Crișului.

    3. Landslides. Have certain spots in the terrain generation where cliffs look cut off and have gravel, coarse dirt and cobblestone and the bottom of them.

  • 1
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    I really hope the large biomes and amplified world types make a return. I didn't use them much, but they're fun to have

  • 0
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    Is this supposed to happen? The snow overlapped the cave in a weird way

  • 0
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    New rivers are awesome! I would like to saw them in 1.18 with our old rivers. Maybe small variants could generate near high biomes, and after few chunks they could get bigger?

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    While terrain shape is hugely improved IMO, the blocks themselves look a lot less interesting. There's not enough variation in the ground. The added verticality breaks up stretches of grass or snow. Consider adding features like moss, denser grass, more vegetation, coarse dirt, podzol, or boulders to break up big piles of dirt and grass. Shrubs with vines would be a great option, vines would be the perfect way to decorate a vertical wall. Stratas of Diorite/Granite would be very cool too, though maybe more complex.

    Some biomes need to affect terrain, it can't just be a one way relationship. Badlands, swamps, savannahs, deserts, plains, beaches, and peaks should have an impact of terrain; I miss plateaus, I miss Bedrock's mountain peaks, and I miss old flat beaches.

    Biome temperature and color schemes should get looked at, too. There's way too much contrast going on with biome temperatures, like a Tundra suddenly turning into a Savannah. Biome tints also make terrain look a little messy sometimes, especially when it comes to Swamps.

    Wishlist:
    - Flat expanses of beach and water.
    - Unique terrain for certain biomes.
    - Much better biome blending.
    - Remove old cave carvers? I bet it would drastically improve performance.
    - Terrain features to improve the composition. Currently feels barren.

  • 0
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    ¡Me gusta; me gustan las nuevas cuevas! Son algo dignas de ver sin las pociones de visión nocturna y las nuevas montañas son mil veces mejor que las que teníamos anteriormente. Los pequeños bugs que hay en el mundo no impiden ver lo asombroso que es la nueva generación del mundo. La única queja que tengo sobre las nuevas cuevas es que se genera bloques de pasto dentro de ellas (no sé si es un bug o si verdad decidieron ponerlas así); ¡se ve horrible! Pienso que deberían hacerlas totalmente de piedra, a excepción de las Lush Caves, ellas se ven bien como están, pero, de ahí en fuera, no me agrada que haya bloques de pasto dentro de las cuevas. Excelente trabajo el que está haciendo el trabajo de Mojang. Saludos.

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    I ABSOLUTELY LOVE the new cave generation but I have a little bit of feedback. Not with the caves but with the overworld generation. Just a little tweak, but sometimes the overworld generation can be a tad bit scuffed with the biomes. A ton of biomes can converge in one spot, which is a spectacular sight but sometimes it overwhelms the generation and biomes can just be one block now. It kinda messes with structure generation. For example, I found a woodland mansion in a desert because there were 4-5 blocks that were considered a Dark oak forest. I think all that needs work is the biome generation for the surface so that we don't get single-block biomes. Also, some biomes seem to be missing entirely like the ice spikes. That's it, very good job.

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    I personally believe that the new mob spawn lighting is great but I think spawners should be the exception, still having mobs spawn at dim light levels. To kind of show their supernatural properties and how they don't behave naturally.