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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    hi! the obsidian towers don't spawn in the End when you go to the dimension. Idk if this is because the version only focused on the overworld generation or not, but just in case it was unintentional :D

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    When I spawned in a new world I immediately found a large hill that was said to be deep ocean in the F3 menu

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    Lots of the cave biomes are partially generating on the surface.

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    Desert villages sometimes generate in the forest. 

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    I spawned into a map that was at y=29. I can only suspect this is a generation error. I posted the pictures on the imgur links below. The seed for the map is 1064091271

     

    Spawn: https://imgur.com/a/Mp5wtkH
    Spawn Coordinates: https://imgur.com/a/aAFdtcM 

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    Too many micro biomes

     

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    There are weird hollow mountains

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    There should also be big flat areas and mountains shouldn't generate on plains biomes

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    There are some really neat generation occurrences. Such as a grand ridge, towering over a meadow, which yet also towers over a a forest. One neat occurrence is when there was a grand cave entrance, full of dripstone wonders, and the entrance was on a jungle hillside, the the entrance full of bamboo. The terrain generation overall is pretty neat, and can make some truly grand sights, however, as we all know, there are some quirks here and there. There are still floating land masses, and there seem to be tiny biomes, some only 10 blocks wide. One suggestion I have is to raise the cloud height. It's cool when the mountains tower over the clouds, however, there are far too many instances where I see casual biomes like desert or forest, peer through the clouds. Thus the cloud level needs to be raised a certain amount, enough to where only the peaks tower above the clouds, nothing else.

     

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    The nether and end are completely messed up

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    Looks like Copper aging isn't working in this snapshot. Might want to fix that.

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    Iron's a little too tough to find when normally caving, copper takes up a lot of spots where iron would normally be but we can't make tools out of copper so having copper be as exposed to air as iron makes little sense.

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    I tested it out a bit and it seems pretty good, although lush caves should be a bit less common. It otherwise seems pretty perfect.

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    It's really laggy for me and choppy even when i'm on render distance of 2

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    There should be more flat land so that mountains and steep hills could seem more magical and amazing when you encounter them and also so that you could build a megabase without so much need to terraform. Strucking this balance will be the hardest part with this update.. we even saw in previous implamentations of similar changes that you could end up having too few mountains or hilly landscape that makes it so that you never encounter those magnificent landscapes. Hopefully we reach the right balance in one of the future snapshots. 

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    I must say that this new generation is stunning. However I did run into a pretty severe performace drop when playing this new version.

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    The ceiling of lush caves have to many glow berries. 

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    The new generation makes the game really hard to run. 

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    Everything is great except the performance issues which I'm pretty sure everyone is aware of. Passive mob spawns have decreased greatly. In the lofty peaks biome, sometimes when it snows it has a rain sound.

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    My main worry right now is compatibility with old worlds. Bedrock seems to be doing this very well with its experimental world generation; most of the world is the same, besides the occasional mountain range. Java's new world generation is way too different from the old stuff, and looks like it would lead to a lot of issues where the old and new worlds collide. Plus, the biomes don't have their own distinctive shapes right now, I miss the plateaus of savannas and mesas. I'd like the new worlds to do what Bedrock seems to be doing: use the old world for most of the generation, and occasionally go crazy with the new mountain ranges. The caves are neat for the most part, too, though I'd rather there be less entrances, and smaller ones at that. Rare huge ones are fine, but the feeling will soon be lost if you see these colossal holes everywhere in the landscape, and I can imagine that terrain that looks like swiss cheese would get really annoying over time. Everything under the surface is awesome, though, I don't really have any suggestions there at the moment, besides maybe making the cave biomes a little bigger.

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    Dear Mojang Team, 

    Thank you for all of your hard work and effort in continuing to update Minecraft and continue to make amazing improvements to the game. 

    In creating a world using the experimental 1.18 snapshot, my initial reaction was that the map generation and creation of new biomes was amazing. I love the new biomes and the inclusion of the flowers in specific biomes, instead of having certain flowers exclusive to certain biomes.

    Overall, I think that the world generation is beautiful, but as is, I feel that (unless its only the world I created, or didn't explore enough chunks) there is not enough "flat" land. So far, in the world that I generated, it is very "hilly" or mountainous. There is not a balance of mountains, hills, and flat land. Even the plains biomes lay far above sea level and are not very flat. Iron generation is greatly rare and pockets are small.

    I also feel that there are too many cave generations, which in some cases could make finding wanted resources very easy, but there are too many holes in the ground. I also have spent hours digging in different areas and exploring the ocean and have not yet found any geodes. I don't know if this is something that was done purposely because this is meant to test terrain generation, but I think as a whole, there needs to be more balance of world generation/biome consistency. 

    I LOVE the design of the lush caves and mine shafts. I don't know if the "deep dark" has been implemented yet, but I haven't found those biomes. 

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    caves and moountains are beautiful, however it seems that mountain sub-biomes are generating separately.

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    With the focus on generation. Minor comment: in a mineshaft generated in a large cavern. Parts of this include logs for support. Many of the logs end in the air, rather than the ground. Purely an aesthetic.

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    Hi, the generation worked well for me, with no bugs, but I found emeralds (A.K.A the rarest ore in the game) at a random spot on that mini caves on moutains on plain sight, but I really liked the cave generation and mountain generation, I can't wait for the update. Bye Bye

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    Even though I believe the 1.18 version looks amazing, I have a lot of issues with playing in survival mode. I'm an amateaur player and not the best at survival so mining in those big caves with a lot of monsters made it impossible for me. The 1.17 version had lots of caves but not as big or as deep as these new ones and it seems to me as the best version so far. 

    Also in the 1.18 version the Nether was useless for me. Every time I tried to teleport there all I could found was lava and nothing around. The only way I could find anything was in creative mode and the only way that I find this update useful for amateur players was when playing in creative mode.

    This version looks beautiful, the caves are amazing, the new underground biomes are so cool but I couldn't play in survival.

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    Firstly, I'd like to say that generally I love the terrain generation, the cliffs and mountains, randomly intercepting caves, aquifers, wider rivers, so many but they really makes the world feel a lot more unique and create some absolutely fantastic vistas that just spark all kinds of ideas and builds, I do have some remarks I'd like to give as my feedback:

    • Blotchy biome generation, looks really messy and ugly, seeing a random snow tundra in the middle of a plains, while going up a small hill looked really odd. I guess this reduces the need to find specific biomes if small blobs are everywhere. Dark oak, jungle, etc. 
    • Might have just been my bad luck, but the "mountain" biomes had some really small world height, like I had a meadow and mountain biome that was only height 70 all around. So it'd be cool if these only appeared above 90? height. 
    • I guess "plains" biomes scaling up the side of mountains doesn't really work, could create a new plains variant biome called "grasslands" or something that can be affected by height map, while the plains can't? this would also answer the not enough flat space to build arguments.

    I think what I am seeing as a tread in my feedback and filtering of these features, is I love exploration in minecraft, I even made a mod called Explorercraft and I'd hate to have even less reasons to wander the world! So more unique variants or conditions that keep exploring fresh is what I want! Will play more and evaluate! :D Keep up the good work!

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    In the End there were no obsidian towers and the plain to fight with the dragon was so big I couldn't even find the bedrock monument in the middle

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    make a datapack showing players how to use 3d biomes

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    I really love this snapshot and i like the cave part just the way it is/they are, but i have a few things:

    - I love the new hills and mountains mechanic, but I think its just too much hills
    Like, there are way less flat places

    - I would want the mesas, savannas, deserts, swamps, etc. to have their own unique terrain as well because in the snapshot there are little to no actual plateaus

    - I dont really like how the biomes are now scattered randomly, and it just isnt ideal to me how now bamboo forests, mesas, etc. are way less rare due to them spawning weirdly. I understand some peeps find it cool but i am not that big of a fan.

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    The biomes are bugged but I love the current cave generation! I think adding a little more to the dungeons would be cool