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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 1
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    I reckon it would be better if the diamonds spawned in 6-8 veins more than 1-3 veins, but were less common, because it adds more excitement to the idea of getting diamonds. 

  • 2
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    I found grass spawning in pools of water, but water is meant to turn grass to dirt

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    I think the update is mostly pretty nice, especially the mountains, but the openings to the big caves are way too frequent. I think the openings should be much rarer, especially considering how rare are such a big caves with opening to the surface in real world.

    I also think that if the Earth crust is so much thicker now, you might make the ocean a bit deeper.

    And I don't know if it is intentional or not, but I think there should be no fishes in the underground lakes unless they are connected to the ocean.

  • 2
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    The glow lichen texture looks like diamonds when you see it in the corner of your eye, and it drowns you in saddness, please change it.

  • 3
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    Nicer grass color for meadows and new cliff biome made out of calcite (something like Dover cliffs). This would also made calcite more useable in survival. Also waterfalls and better rivers would bring the new world to prerfection. Old mountain and gravel mountain bioms should be removed. Its just doesnt look good in the new world generation. Weird swamp generation. Usually just lili pads spawns in water with nothing else. Guardian temples spawn inside underwater cliffs. Underwater cave entrances in sand hill creates buggy floating sand.  Too much jungle bioms. Amazing job so far.

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    There's quite a few problems with structure spawning outside the biome that they're supposed to spawn in, like desert temples spawning in plains biomes.

    I have seen many very small biomes, like a snowy tundra thats only about 4 by 4 chunks large.

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    glitches in biome generation and structure generation like i found a desert pyramid in a plains biome and a 4x5 bamboo jungle in a tall birch forest i know its really hard to get these updates in time so i know there could be many errors but it doesnt matter take your time good luck.



    PS:i did not upload images because they are to big and im too bored to compress them :)

  • 1
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    I feel like lush caves should maybe generate more according to the biome above instead of generating under all types of biomes at rare level. Because it might be odd that such a warm cave system generate underneath, for example, a large snowy peak. It will also make looking for the azelea wood easier. Also, dripstone caves should be more common, or you can make them more common inside aquifers, as this would be more logical. In addition, sometimes large lush caves have a cut on the land and show up, this should be less common as lush cave is the rarest cave biome. But afterall, thanks for the amazing work! 

  • 1
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    No end pillars in The End

  • 1
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    Great work mojang, I just tested experimental update and the new world generation is awesome, but there are many bugs you can fix. But there is one thing Im hoping to see in the full 1.18 update, and this is an option to create worlds like 1.16, because not everyone is going to like the new world generation.

  • 0
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    the snapshot wont show up in game ;w;

  • 1
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    I don't have anything to say just keep going and make minecraft better and better Goodluck.

  • 5
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    Hi I dont know of you will see this but with experimental there is way to many underwater caves you can find the underwater caves more then just regular huge caves

  • 0
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    The new world gen is overall really great although there are two things that I think could be improved.

    1) It's a bit jarring to see a stretch of snow going through warm biomes like savannah or desert so I think it might be better to make the game a bit more selective about placing some of the colder next to warm ones

    2) although the new mountains look really great, I think it would be even better if they generated higher, especially since the world height is being raised.

  • 0
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    I already posted this comment here, but it somehow dissapeared, so I'm posting it here again:

    I think the mountainous and flat areas are too big. In my first testing world, I wasn't able to find any mountains of the new type, and according to the /locatebiome command, the nearest mountains were over 2000 blocks far. Because I didn't feel like travelling so far, I decided to create another testing world. In this world, on the other hand, the mountains were way too common and it was pretty hard to find any bigger piece of flat land. I think that both the flat and mountainous areas should be smaller and more balanced. It is also very important to keep some big flat areas, like plains or deserts. Such areas are great for building big projects, like cities or large bases, and are also probably the best place for villages to generate. I think the ideal flat/mountainous areas ratio might be about 3/1 to 4/1.

    Another problem is that the biomes are now often too small and shattered, especially in mountainous areas. For example, I found a tiny jungle with just about 3 bigger trees. It doesn't look nice. I think you should keep the approximate biome size and distribution from previous versions.

    Overall, I think you made a great work with this update (I especially like the new river generation - it looks much more realistic), but there are definitely still some features to fix.

  • 0
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    The new generation is amazing. I wanted to see one of the new mountains so I teleported myself to one, it was huge it looked great. I found a cave entrance in the mountain and it led me to a humongous cave inside of the mountain. 10/10 world generation.

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    Please increase the lighting to spawn mobs to 3 - 6 light level. So that the Lush Caves are not so easy. And improve the optimization :).

  • 0
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    If you're going to completely overhaul terrain generation anyway maybe you can make it so that sandy beaches never generate going straight up shear cliffs? This has always been a pet peeve of mine and the problem seems just as bad in the experimental snapshot.

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    Survival Play Feedback after 5h

    Iron ore and Diamonds are far too little :(
    I have just around 1 Stack Iron and only 3 Diamonds. I struggle to find a fourth and I need it to create an enchantment table to enchant my diamond pickaxe. 
    Diamonds should be found much more in -48 - -64 and should be stripminable

    Gold ore is a little bit to high (Maybe a bit more reduced air exposure?)

    Other ores like Redstone, Lapiz and Copper are fine

     
  • 1
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    Hello Mojang Team,

    About the new lighting system, You could use the Glow Ink Sac in order to "improve" a existing light source. You keep the current system with have in 1.17 (and the feeling of the sneaky in the early game stage" with the capacity to better protect and make more realistic build, Same for the "light included" caverns like lush caves).

    How does it work ?

    Like the system of honey comb on copper block to stop oxidation, using a Glow Ink Sac on a light source tag it as "Improved" (or whatever).

    An "Improved" light source prevents mob spawning on its whole area of light effect ignoring the current light level 7 or below (The system you implemented in this snapshot).

    To remove the improved light effect, we could just put the light source block or item inside a crafting table for example or use a Ink sac (Which give a new use for the Ink sac too !)

    I think it's good balance between old and new mob spawning system while taking advantage of the "new mechanic" implemented in 1.17 for item uses.

    Same for map makers, they could be able to play with the light system to trick the player between safe light zone and non safe light zone.

    It also give a new coherent use for the Glow Ink Sac.

    Regards,

  • 1
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    Can the ice/snow caves please return as full length caves (even to Y:0), plus sand caves under desert biomes. These provide unique experiences without needing new materials.

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    So far what I have seen are some glorified hills. We need some actual mountains. Something that sort of resembles the current mountains with their height and harsh fast elevation change. Also, we do still need some of the more flat terrains like in current versions. It also seems that every biome is now a hill. It almost seems like I generated an Amplified world. Obviously, this is very early, but I am still amazed by the first 1.18 snapshot and even more excited for new ones!

  • 0
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    Ok, so survival is changed quite a bit.  Used to be you could dig anywhere and hit coal and iron.  Now most of the iron is under the mountains and the coal is up them.  Means you got to move around more.

    Used world seed 'July 15th, 2021'.  Spawned in temperate forest and built a mud hut.  Only light was from the torches around the bonus chest.  

    Not many monsters out at night, more turned up when it started raining.  Quite a lot of light out there, even at night.

    Even though I had charcoal and sticks, the recipe for charcoal torches wasn't known.

    Village on the next ridge east, maybe 200 blocks away.  Light visible at night.  Strange terrain in between - Mesa, Jungle, Bamboo Forest, a really deep pond and a very wide and deep river.

    The village is spread over Jungle, Mesa and Mountain.  The jungle bit is mostly shattered vege patches and waterfalls.  Village is a market and 3 buildings, strung out going up the mountain.  Oh, and a torch on a fence post down in the jungle, plus some broken roads.

    Coal and iron up the top of the mountain - but no wood.  Good, makes it a bit harder.

    Nice cave going down under the mountain - entrance a little way north of the village.  Not massive, but lots of odd branches.

    From the mountain top I can see desert, mesa and warm sea water on the far side of the range.  And badlands a bit north of where I spawned.  Looks a bit random.

    Not a bad world to explore.

  • 1
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    The new generation of worlds looks spectacular. I just think the BEDROCK Mountains look "better" to me compared to Java, the peaks are better formed and the trees are very well distributed. Please add the peaks and biomes in a more organized and natural way as we saw in the bedrock mountains.They seemed more interesting to climb. Another problem I noticed: the snow was at a very low point on the mountain. Snow altitude needs to be higher.

  • 0
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    Hello! Personally I think the new hostile mov spawning mechanics and new generation is really really good! I would be sad to see these go bc they look so good! I mean it needs a little work still but its already nearly perfect! And i think a gamerule should be added for what light level can spawn hostile mobs! So that way if players dont like the new hostile mob spawning changes they can keep the old one!

  • 1
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    I've noticed that in any world I load up when I go to the end, the obsidian pillars are missing. Other than that, the world generation looks stunning, very nice job.

  • 0
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    Loving the style of the caves! However, I feel the mountains should have some more exposed rock cliff faces. And maybe downsize the caves just a tiny bit so they don't become too overwhelming. 

  • 0
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    The Expiremental Snapshot is great but as it is the Expiremental snapshot, many things need to be smooth out and stuff, and if possible, adding a gamerule for allowing monsters spawing in certain light levels, and if possible try to make mountains harder to climb and stuff, it will make climbing mountain enjoyable, its just my opinion, others may not like it, so eh. But for real, the expiremental snapshot is well made

  • 0
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    dear mojang/minecraft i like the new 1.17 its amazing and i cant wait to see the new 1.18 good luck mojang/minecraft on 1.17 part 2/1.18

  • 0
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    Hello Dev Team, thanks for all of your hard work! Some issues I have found (as have many others, for a video reference look at the July 14th Twitch stream from Philza) is that some biomes on the F3 screen (and when using /locatebiome) are randomly mislabeled. For instance, a cold ocean was labeled as a snowy slopes biome, a hundred blocks off the coast on every side. On Philza's stream, there was a plains island labeled as an ocean biome- consequently, there was a full mast shipwreck completely on land. Also on Philza's stream, a mushroom fields biome consisted of four blocks of mycelium underwater. Other than those glitches, the generation was rather weird, but almost in a good way. There were multiple tiny biomes all next to each other- jungle, mesa, mountains, taiga, etc. all over the place. It looked awesome, but it's kinda weird- perhaps it was just that seed. I really liked the mountains on either side of a river, but with a forest on both sides. It looked like real life. I would like to suggest that the massive cave entrances not generate on the mountains themselves- I get the point of it, but I feel like it takes away from the grandeur of the mountains when huge swatches are gone. Finally, I know it's probably hard to do, but can you make glow squids somehow not be so stupid and die before you can see them? I like seeing them, but I can only see them in spectator mode from a distance before they suffocate. Thank you!