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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    Hello mojang! I like the new world generation. BUT we could have something to travel faster on tall mountains rather than going to the end and defeating an Ender Dragon and getting an Elytra... I was thinking on natural spawned "mountain elevators" like the one in the image OR you could make some kind of natural spawned stairs. I hope this feedback helps! Good luck on the future updates and I wish you good health at mojang! 

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    hey! i noticed while playing a survival world that using bone meal on a moss block doesn't convert blocks with flowers on top of them. also, you can only bone meal a moss block from the top of the block, even though you can bone meal grass blocks from any side. didn't know if this was intentional, just thought i would point it out! 

    in terms of actual feedback though, i love the new generation. no complaints overall! (although it would be nice to see the jungle edge biome more often...)

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    There seems to be a lot of blurring on biome edges, which makes the otherwise beautiful generation very ugly. I've noticed this the most with the badlands biome which regularly over laps and takes over forests. Also certain biomes like savannas and dark oak forests seem to be nonexistent due to them being over run by other biomes. 

    Overall though I love the new generation, though I would like to see one thing. Mountain peaks seem to be very flat, pointer peaks would be very much appreciated.

    One other generation issue I forgot to mention is related to the ice chunks found in the new mountain biome. If the chunks of ice cross into a cave underneath the mountain they abruptly stop, creating these flat ice boxes from underneath. I think it would be best if the cave took that way, keeping its topography, or forming into a large ice stalactite.

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    I was going to say that the height-induced snow generation is a little bit low on the Y level, because I encountered a massive mountain where the snow started at the base of it. When I flew above the mountain to check the biome though, I realised it's just snowy tundra. Towering over the biomes around it at around Y=120. I have seen a few other instances of this odd terrain generation behaviour, where normally low-down flat biomes randomly generate as formidable mountains at nearly twice the normal Y value. If this was intended, I would rather this wasn't implemented in the game - it makes the terrain generation look inconsistent and multiplies the technical "mountain" generation in an average world. A possible solution if this is something you want to implement would be to change up the biome names ("Lush Mountains", "Forested Mountains" or something) to actually make a distinction between the normal and mountainous variants of biomes.

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    I love every single part of the underground ravines

  • 0
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    its great one bug is that the deepslate does not generate and when you go past 256 high block placement starts to get glichey

     

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    While I do agree with the general concept of larger caves, my mind got quickly changed when I encountered a massive cavern around 250x150 blocks with over 100 blocks of depth (open from the roofed forest biome above it at around y=60 all the way down to around y=-55). When I thought of larger caves, I thought of maybe the sizes of, say, 30x30, maybe reaching 50x50 at best. Apart from the stalagnates, these places sometimes feel like the outside world - on lower render distances you may not even see the far end...

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    I have a few thoughts about the terrain generation, but it is much improved over previous versions of the game.

    Caves - The caves are the thing that I have the most issue with in this snapshot. Mining has always been one of my favorite aspects of the game, following small passages hoping to come across an opening, ravine, or other point of interest. In this snapshot, I feel like caving is far too easy - you can load up a world and almost instantly find yourself in a massive cavern, with little to no effort. I feel like the larger openings should be rarer, to give the player more satisfaction from finding a large opening. The size of the biggest caverns should stay roughly the same, just make them a bit harder to find. 

    Mountains - Overall, the new mountains are really good. The only thing I think might need improving is adding more variety to the mountains. Right now most of the mountains feel roughly the same, and having some be steeper, and others stretching over hundreds of blocks to get to the peak. Rivers running from mountain lakes down to the sea would also be cool to see. 

    General Generation - One thing that has always bothered me about Minecraft terrain generation is how flat everything is. Every biome, be it mountains or plains start at roughly the same y-level. Having, say,  a planes biome starting at sea level and working its way up to 30 blocks higher at the other end, and then having another biome starting at that higher point would add variety (and realism).

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    I really like the concept of the new generation, though it feels like cave entrances/ravines are much too common and too "vertical". It would be nice too see just a few ravines and therefor more diagonal entrances (into a hill going down slowly.

    Also when I flew above a few maps with different seeds I noticed that now the majority of the map looks "hilly and fissured". Maybe its just me, but the ratio feels like 7:3("flat"), whereas I think 3:7("flat") should be the case to make it feel more natural.

    My last point is about the biomes. I like that some biomes now feel more common, but I dont like how they sometimes appeared. I had found multiple weird mixes for example: a desert next to a jungle next to a snowy mountain and occasionaly some super mini biomes in between.

    TL;DR: 
    - too many ravines
    - more diagonal / less vertical cave entrances
    - overall too fissured
    - weird biome mixes and mini biomes

  • 0
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    On the floating islands world type, no blocks (except structures) generate under y = 0

    I hope you can fix this in the future as it is currently impossible to get deepslate in floating island worlds

  • 0
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    Hi, being honest the mountain and cave generation are really cool and amazing, specially for lush caves and dripstone caves, although biome generation is kinda bugged, for example, swamps can be generated without any land or tress being more like a piece of water, same with mushroom fields, also biomes like jungles or badlands became more common, and the new mountains made things like snow being in deserts or savannas which feels weird, and the nether generation is bugged with very few land and the end without the end pilars ruins the ender dragon fight, we know its tons of work but as fans of the game we apreciate the time taken to fix all the bugs, and it would be very cooler if there was a way to make this next update not very laggy because of the extention of the overworld, thanks mojang :)

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    I feel like the lush caves biomes generate WAY too many cave vines. I have a fairly high-end PC, and in larger instances of said caves (of which there are many, lush caves are some of the most ridiculously huge caves usually) my PC does tend to struggle a bit and drop frames - I can't imagine the hell that people with worse PCs will be going through. Besides, it looks really overdone, there's like 40% of ceiling blocks covered in these vines, and they also generate in little lava grottoes, so long as the biome says "lush caves". A possible workaround for this in particular could be for example making the cave vines not generate on ceiling blocks which are at least X blocks from the floor (counting lava as floor, but for example water not). Besides of course making their density a bit lower, there's just way too many of them...

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    Also I think a more variants to current stone blocks like Concrete, Terracotta, and Basalt that uses the stone cutter and more colors of Tinted Glass. It would make the stone cutter more useful.

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    On the caves world generation type the bottom bedrock layer is still y = 0

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    A nice change to "Caves & Cliffs Part II" would be a way to craft a "Woodcutter Block" that uses all the Wood types that has different carvings but have a Woodcutter that allows you to select the carved wood for each wood like Birch would use the Crimson Door design and Oak would use the Darkoak design etc.

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    Hello Mojang team!

    I posted another comment on this thread about my thoughts on the generation, but I wanted to make another comment with an idea that came to mind while exploring the new world gen.

    -Boulders made of tuff in the Mountain Meadow biome and the Mountain Grove biome.

    I feel like adding boulders could add a bit more interest to these biomes and provide another way to get the new tuff block. These boulders don't need to be giant, but they should be just big enough to provide the player with some tuff, and they could also add to the aesthetic of the mountains and make the mountain meadow biome and mountain grove biome more unique compared to flowering forests and tiagas which are very similar to these two new mountain biomes.

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    Grass is generated on the first layer under the water at -61, causing the grass to turn into dirt and that causes lag.

    also lush caves generate on the surface on many occacions.

  • 1
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    So far from what I've seen this looks super duper cool. However, I found a bunch of turtles spawned in the middle of what looks like a mini desert biome. idk if it's a problem with current world generation or past world generation but those turtles seemed really sad

  • 0
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    Playing the new caves and cliffs update and the bonus chest does not spawn at all and there's no overworld cave openings. Must dig down 40+ blocks to find a cave. Have started three different saves and both reproduced in all 3 worlds. Also iron ore is incredibly scarce. Found more exposed emeralds than iron ore.

  • 1
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    Here's my feedback on the cave biome generation:

    • Cave biomes should be more vertical and less horizontal. Cave biomes can stretch over 1000 blocks wide, which seems a bit odd. It would be hard to avoid the deep dark if it generated like this, so I suggest that the shape of cave biomes should be more even.
    • Lush caves seem quite common considering that they're a fantasy biome. They should generate less often right at the surface. The frequency of large azalea trees also needs adjusting, as I've seen more glitches exposing lush caves to the surface than I've seen large azaleas.
    • Dripstone caves seem unusually rare considering that they're only composed of 2 block types. Making them way more common wouldn't hurt.
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    Sometimes lush cave features show up above-ground...

  • 0
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    when i was playing in a survival world i found tiny spots of the badlands biome in a desert. I don't think this is supposed to happen.

  • 1
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    Dear mojang,

    While playing i found some weird generation errors,

    • Grass in unlit caves (it's kinda weird that grass grows somewhere were light doesn't shine,in my opinion)
    • Floating gravel above a cave entrance in a gravelly mountains biome
    • A flat wall with some weird water generation
    • Grass blocks that generates under water
    • Rivers look kinda messy (the way that everything is in patches really doesn't make it look nice again imo)
    • Flat area's in caves (there's nothing underneath the stone other than air which looks kinda weird)
    • Desert looks really weird (no rounded corners)

    To close of i just wanted to say 

    • This generation looks real nice

    Hope some of my feedback is useful anyway i'm hyped for this update!!

  • 1
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    love the meadows biome, maybe the mesa with grass should be a new biome? and lastly just fix the cave surface and mountain mixing terrain a bit, other than that the hilly terrain should be a bit reduced but not much

  • 0
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    Hey mojang, well done with this new update. I noticed a glitch involving the world gen of lush caves, in which one generated at y level 72. This ended up being at the surface of a low area. Keep up the good work!

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    I found a Deepslate Fossil (Ones with diamond ore) at y 59. Idk if that has to do with the experimental snapshot or a bug in 1.17. But Diamonds at y59 is kinda op.

  • 1
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    Okay so a few things I have noticed while playing on the experimental snapshot:

    • Rivers generate weirdly, they are more like little ponds than actual rivers.
    • Hills are very "hilly", like the hills are more smooth and there is a lot more than usual
    • The End island Obsidian Pillars do not generate.
    • Desert Lakes/Hills are missing from the world but you can still use them in the "/locate" command
    • Biomes generate weirdly when paired with mountains and stuff (etc.: jungle biomes instead of[ generating together they generate in small blobs)

    Here are a few suggestions I want to make for the future:

    • At lower parts of mountain areas add small ponds that leak over the side of the mountain so we can have waterfalls
    • Some places in the world have to much hills this makes it hard to terraform and build on.
    • Mountain villages would be cool
    • Ice caves in cold biomes and under mountains
    • Tropical islands (not caves and cliffs related but still would be cool)

    Anyways that is my experience and opinion on the Caves and Cliff part 2 experimental snapshot. I hope you take my experience into consideration while working on the new update.

  • 0
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    Everything looks great, I love the caves carving into the mountains and hills.

    I would love to see rivers not being restricted to y=64, that also would hopefully make traversing mountains easier as there would not be a such sudden drop in atltitude with no easy way around due to the river intersecting with the biome.

  • 1
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    Played a couple hours of survival and found it difficult to locate a low-lying, flat area to settle down in.

  • 5
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    I want white/snow leaves when it's snowing in java edition as in bedrock edition.

    Please