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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    Then the new caves and mountains are beautiful and spectacular I could never imagine seeing such a thing in minecraft but in my opinion the caves full of water should be drastically reduced. Good job!

    Buon lavoro!

    PS: sorry for the bad english

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    In my opinion, this experimental snapshot deserves such a strong 8/10. The views are really great, but I didn't like two things:
    1. Sudden transitions from biomes to biomes so that the world looked like a mess and ... snow in the desert?
    2. Too small mountain biomes, the size of the mountains is not adjusted to the surroundings. I was flying, on flat terrain, and then suddenly one mountain, 200 tiles high, and then further on flat terrain. In my opinion, there should be such mountain ranges, they would look much better
    3. And too small biomes, but I know that these are just mistakes :)

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    1.18 IS AWESOME, but I don't really like the badlands in the sides of mountains. But other than that ITS SOOO COOL!!!

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    Hi Mojang, so far the update looks great with the caves and cliffs. I noticed that there were almost no holes that lead straight to the big caves at the bottom which is a great improvement however i felt as if the caves felt smaller than before and very poorly generated however that could be just be the experimental part messing up some generation.

    The cliffs looked amazing and I don't believe they should be modified any more than they are however i noticed with the cliffs a lot of biome generation was scuffed and a lot of biomes were mixing in weird ways like Badlands mixing with jungles, including jungles that had the same colour as Badlands being a dark orange which also could be excused to the experimental feature which allows the cliffs to generate.

    Overall the cliffs and caves look like they are making great progress and i hope to see what you have in store for a later snapshot :)

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    Testowałem pierwszy snapshot do mc 1.18 i znalazłem Buga tory są postawione bez bloku pod nimi i można przez nie przejść.

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    The work you guys are putting in is greatly appreciated by all of us. 

    Some feedback-
    The generation in general is looking very good with lots of variety.
    I don't know if this is intended, but I found plains and desert biomes existing in the same area(changing elevation changed the biome)
    And I also found a Jungle Temple in the middle of a forest biome(that was under a plains biome).

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    There is something missing, and mining in a cave will become pretty boring after a while with the caves feeling empty in a way. yes its bigger. but that also means more space to fill.

    my recommendation is to have more loot to find, with rare items that makes the player feel like they accomplished a goal while mining for hours and hours.

    another idea is to have some random entries to the neither in the caves, or even a new sort of portal.

    new villagers and villages that are compatible with the cave-biome is also an idea.

  • 0
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    |Key {s} = Structure, {m} = Mob, if clarification is needed.|

    Not 100% Certain if this was brought up before (As of making there is near 500 comments with 1.18Experimental-1 Released) but how will Villages and Villager's AI be affected by the new land generations? As I and maybe others have seen Villages {s} have been generating somewhat uniquely and may spawn on 'odd' spots, like cliff sides or hill sides; which means if a player is not careful, their precious villagers could be trapped in a small pit/valley with no way to return to their homes. What if villagers {m} had temporarily scaffoldings (cannot be collected by players, will be destroyed when villagers go [X] away from the scaffoldings) that they can scale up to {32} blocks or Villages {s} are spawned with stairways for better ease of Villager Path-Finding?

  • 0
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    In terms of quality, this extremely well, aesthetically the mountains are very striking, it's amazing to go exploring and find great mountains that lead you to want to explore what's up there, although the performance in mountain areas when I normally go to 130FPS (i7 9, Nv1650) in these areas I go to 30~50FPS perhaps can be improved.

    The caves seem to me to be very saturated with the new biomes, and as a veteran player, I love the new things, but I do not like to miss the old ones, maybe you can modify the "perlin noice" or the percentage of generation, so that these biomes are not so recurrent.

    I have also found multiple generations very "Chunk" type, very square, that make you think they are corrupted chunks, so I would make a little more smooth the generation of pillars in both caves and mountains.

    Maybe it would be good to change a little bit the biome frequency parameter because there are too many pieces of very small biomes, I even found a village with several types of biome next to it and yes, it looks nice but it's strange.

    Yours sincerely: _EmirX

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    hi I'm loving the new generation but i would recommend having some more flatter points of generation to form a good juxtaposition and contrast to the new mountain terrains. the new mountains and hill generation is great to show off the new height limit but it is quite difficult to build on.

    i think most MC players look for this flatter type of terrain to set up their home base for easier farming and building. in the terrain is continuously forming peaks and valleys, itll be hard to find the right spot to settle down that won't demand extensive amounts of terraforming. And of course there wouldn't be a better place to build a new home than in sprawling flat plains at the foot of a mountain.

  • 0
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    The generation is amazing, and is perfect for flying around exploring in creative or with elytra.

  • 0
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    Mojang,

    I played through some terrain in Survival to test the experience.

    What you have done is amazing. The mob spawning is balanced, and your work on the caves themselves is extremely impressive. The different shapes of caves are very interesting, and they are well-blended together.

    The caverns are nice but large, maybe too large. See the following example.

    Seed: 7500678645323628458
    Perfectly-sized cavern: x=1268, y=33, z=-856
    Excessively-sized cavern: x=1290, y=-13, z=-838

    In that same seed, I love the under-ocean caves filled with water. See x=50, y=-450. I LOVE swimming into a crack at the bottom of the ocean only to find a large network of water-filled caves and caverns.

    I also love how the ravines are angled into the ground. That may be seen at x=-150, y=-700 in that same seed. The angled cracks into the ground look very natural, and navigating them is interesting.

    Overall, the terrain looks natural, but it is not too vast or too compressed

    Unfortunately, there were some issues. Firstly, structure spawning is still broken. This is a long-time issue with Minecraft's structure spawning in general, but the new terrain generation makes the matter even worse.

    Secondly, the ore spawning did not seem to match the diagram provided. Iron was particularly sparse.

    In closing, I really appreciate all your work. It really shows. You have done a truly amazing job, and I am looking forward to this update far more after seeing how amazing it really is. Outstanding.

    Thank you,
    Austin

  • 0
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    Dear Mojang...

    The update is pretty good. I like it. But optimization is bad. I have got an rtx gpu and i played 24 fps. I think opengl2.1 is better (like other versions). But game is incredible... Thanks for the attention

  • 0
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    I think that biom changes are not all great. I believe that giving normal plains or desert ability to be generated as hills is not good. I am afraid it could make a lot of terrain hills and limit flat ground, so it would be too rare. It would also make life a little harder for people playing with a bit of commands.
    It is nice idea to lower the level of light, that monsters spawn at, but not to 0, something like 3-4 might be better. I also agree with idea of creating a gamerule, that would give us the opportunity to manipulate with that.
    New rivers are amazing and I completely love them, they are great.
    Overally snapshot seems very good, can't wait for the next versions.

  • 0
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    Really happy with a lot of things on bedrock

    Lighting underground: excellent, really easy to see comfortably with the abundance of glow liken but keep the cavy feel. Would not change anything here.

    Mob spawning underground: Also excellent, never felt overwhelming. Pretty fairly balanced, if anything it could be toned down even more, but im happy with where its at

    Generation: Undergound, its excellent. Above ground, i found it difficult to find cave entrances. Underwater caves leading from rivers and lakes around landforms were easy to find. Found many instances of sharp, steep, slightly diagonal slopes that seems like they would lead to a cave, but led nowhere

    Ores: Found it very difficult to find any iron. Some may see this as a good thing, but I did not. May need to try some other worlds.

     

  • 0
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    I like this idea very much, I have no objections
  • 0
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    Hello,

    the new world generation is very nice, but the new mountains and hills are pretty rare, at least for me. I generated four worlds to test it, in three of them I had to do /locatebiome to find the highest mountains. Also, the powder snow is very easy to remove and easy to move inside it. This is pretty bad, if the original intention was to make it dangerous. Also, I think it's good idea to implement physics for powder snow, similar to sand or gravel, to make it harder to break out of it.

     

    PS: Sorry for bad English, I'm not from an English-speaking state.

  • 1
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    Yea the experimental snapshot was nice, I got to build to the block limit and load that save in an older version. however it would be good if the locate/locatebiome range was increased as i was wanting to find some of the new mountains that go way high in the sky but when i typed in the command it said it couldn't find one within a reasonable amount - and if the biome was like 1 block out of range that would be annoying. But other than that, amazing job, really loved seeing an abandoned mineshaft with moss and such in it to give it more of the abandoned feel

  • 0
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    It feels weird to me that any kind of biome can be generated inside a larger biome. For example, I stubbled upon a mesa patch inside a oak/birch forest and it didn't seemed logical to me. Maybe the world generator could restrict sub-biome generation to a list linked to the larger biome. I really like the new cave entrances though. They look natural and I mostly don't have to dig a mine shaft myself once I find a cave entrance.

  • 1
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    The new terrain generation is pretty impresive and marvelous being on the technical side how just how it look. To help you understand what I think work and doesn't I made a little list below. I also want to say sorry for all the grammar error , English is not my primary language

    The positive

    -The new shores are really impressive and now have a lot of variations

    -I love how in hot biomes sometime the badlands generation synergyze very well with the deserts and savannah

    -Another thing that is great is all the new variations in the rivers , we have small rivers, large river and such it's amazing.

    -We now have proper lake with the new aquifer and it's amazing.

    -In survival , exploring is now way more fun than before because you don't know what wonder you will find and mountain climbing is way more interesting than before

    The negative 

    -Giant Cave close to the surface are a bit too common

    -With the new world generation cloud are now too low and are really odd I think 25-50 more block in height would fix that

    -I feel like lush caves should only generate between 0 and the surface not lower

     

    To finish this post I wanted to thank you for reading and thank you to the amazing dev with all the hard work

  • 0
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    The new terrain generation is fantastic, so much better to work builds into. A problem I'm seeing a lot playing myself is how caves are often just filled to the brim with water, it's a bit too much.

  • 0
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    I found a ruined portal in the wall of a village hut.

  • 0
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    I tried to locate a snowy mountains since i like those. i did /locatebiome minecraft:snowy_mountains 

    and i got could not find it in a reasonable distance. i moved 10k in x axis and z axis but it was still the same. maybe it will work on some other world but on mine it does not

  • 1
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    In my experimental snapshot I couldn't find any mountains, not even the /locatebiome was finding any, other than that, the generation looks really cool except the weird small biomes that generate in weird locations like a Badlands biome about the size of a chunk in the middle of a forest and some weird generation at beaches with caves surfacing on the coast, also I recommend there to be more flatter land as I haven't been able to see any and flat land would be useful in survival play.

  • 1
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    I played for about 1 hour and experienced no bugs, I can't wait for it to be released. Thank You

  • 0
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    Hey Mojang, I really love the caves and cliffs update, but the new caves and cliffs ore distribution is bad in Bedrock Edition. Please change it to the 1.16 ore distribution. 

    I'm sorry

  • 2
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    There is one major issue I have, the terrain is amazing in the snapshot, but i would like amplified worlds not to be removed, they are a big part of how I play the game and it would be sad to see them go

  • 1
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    The new terrain looks fantastic, the more varied height generation makes exploring new biomes a lot more interesting, and gives me the same vibes the classic alpha 1.2 - beta 1.7.3 world generation did way back when. Few suggestions for improvements however:

    Some biomes seem too small or don't generate properly e.g. mesas or extreme hills. My suggestion is for these biomes to only generate at a certain height e.g. extreme hills could generate at the top of mountains or cliffs.

    Overworld aquifers are great but could be made to spawn less frequently in the air, as floating aquifers tend to look unnatural. I believe at best they should spawn at cliff edges to create waterfalls.

    General terrain could also be smoothed out on inclines since sometimes smooth or slight inclines tend to look blocky or jaggy.

    As an addition, it would be nice to see the classic minecraft beaches reimplemented from minecraft alpha and beta, that spawned 3 blocks between land and sea. These beaches spawned much larger than the current biome-based beaches do, and due of the new height variation, it would be nice to see these beaches spawn across the edges of cliffs or in flat areas besides the sea.

  • 1
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    hey minerafters,

    i think this needs to be less laggy but i think you are already working on but the world generation is beautiful but the stone beaches can have a makeover

  • 0
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    Issues that i find:
    1 - There are a LOT of snow in the world.
    2 - Lush Caves can spawn on surface too
    3 - Incorrect biome locations
    4 - Small biomes in middle of nowhere
    3 - No beaches in the world (or incorrect beach formations)
    4 - SO BIG CAVES (Sometimes caves can be generate SO BIG. Even bigger than whole Nether.)

    Things that i like:
    1 - Bigger lakes (They are actually rivers but they look like a lake)
    2 - Bigger rivers
    3 - Sometimes world can generate shattered biomes
    4 - Small parts of grass in the caves that close to surface openings