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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 7
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    I think I had a bug, i spawnd in a deep ocean but there was a big plains field and in the F3 menu it just said deep oceans. The biomes and names are often wrong... i think there are way too much water and lava filled caves, if you go underground there are only water and lava filled caves. I don't like this.

  • 12
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    I love so much about this update. It truly feels like a whole new level of game! My only enduring issue with it is the limitation of ores spawning in caves, paired with the inability to insta-mine deepslate. It feels like there is a misunderstanding about why players take exploratory risks in caves. It is most frequently so that they may find resources. Giving us amazing and beautiful but empty caves is giving with one hand and taking away with another. Ore discovery should be a viable incentive to enter caves, as this keeps the game more beginner friendly as well. Ore generation restricted by air exposure should, at the very least, be lessened.  

    Beyond that, I would personally increase the number of large caves and the size of flatter non-forest biomes, such as desert and badlands, that seem to have trouble spawning in viable sizes.

  • 5
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    Keep the meadow mountain biome it is so cool. Might want to fix the fact that only donkeys spawn there. The caves have a weird generation bug that makes large cubes and filled chunks that make it look bad though. Other than that, I love it! Thanks Mojang.

  • 14
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    The new terrain generation looks amazing! If there was two things that i could change the first one would be the river biome. They need to be a little more larger and deeper, because most of time they fail to generate principally with those new mountains, leaving patches of grass all over the place. And the second one, the new mountains formation. They could be a little more similiar to new bedrock mountains, which are more taller. Keep up with the good work guys! :)

  • 19
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    With these new mob spawning changes, can we please get a setting on mob spawners to change the spawn conditions of mobs? This entirely breaks ctm maps and will practically force everyone to use hacky work arounds with spawners to get enemies to spawn in game. It's awful for custom maps.

  • 4
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    I like that you are increasing the effectiveness of lights to compensate for larger areas, but I feel like it could be done better than a sharp spawning cutoff at light level 0. Low light levels are still pretty dark and they should feel scary.

  • 9
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    I've only just started checking it out, but I did notice that the F3 menu showed that I was in a Birch Forest (the biome on the surface) while I was clearly in a Lush Cave. This only happens some of the time, though. After moving a few blocks, the F3 menu then had the correct reading. Other than this, I haven't noticed any issues, and I can't wait for the full release!

    Edit: Also, it would be nice if you could find dungeons/spawners with /locate, but this isn't something specific to this snapshot.

  • 2
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    Structures can spawn in other biomes. as long as the biome appears along the y level at somepoint it will spawn the structure, even if the biome on the surface is not the correct biome

     

    Seed [1553755667127605030]

    Teleport[/execute in minecraft:overworld run tp @s -20095.50 100.01 1856.50 -590.29 74.7]

  • 0
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    The datapack is completely ignored by 1.18.

  • 4
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    I didn’t use this I just saw some screenshots. But I think it would be cool if other biomes could have the big mountains just not has common.

  • 7
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    I really hope that the generation of new mountains in the bedrock version will be exactly the same as in Java. At the moment, the generation differs markedly between versions...
    :(

  • 3
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    First of all, It's the first snapshot and everything looks so good already, incredible work Mojang!
    Some feedback that I can give:
    There are some random stone patches (biome:stone_shore) that sometimes don't look good. When they are in mountainous terrain they work, but not in flat areas.
    Perhaps reducing them a bit would not be bad, although it would be good if they have more details, with a specific palette of blocks, and not only stone with patches of diorite, granite and andesite.

  • 9
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    Just wanted to start off by saying how much better the game looks with this new generation, and that I am so excited to play a lot when this comes out. 

    Issues I came across:

    1. My number one emersion complaint with the game since I started playing was the rivers and streams. I know it is called the caves and cliffs update, but please fix the stop and start rivers and streams :)

    2. Cave generation interacting strangely with lakes, creating floating ponds.

    3. Beaches generated with stone when a cave was anywhere underneath (guessing to remove falling sand?)

    3. Areas along biome edges mis-generating, causing a very harsh transition in the terrain, such as 10 block vertical drops right at the border between the two

    4. Random mini biomes spawning (might be intentional, I don't mind some of them, but a random 40 x 60 block badlands biome in the middle of a jungle, :( 

    5. Surface generation grass blocks and dirt randomly spawning in caves as if it's the surface. 

    6. Random lake/ocean spawning in caves, looks cool when the water is level with the surrounding cave terrain, but not when there's a random 5 high flat wall surrounding it.

    7. Final thing, allow rooted dirt to spawn under other tree variants besides azalea, maybe even add roots to the underside and sides of saturated farmland when the crop planted is full-grown, could just be a texture in the programmer art resource pack

    Things I LOVED:

    1. The huge new caves, with the new plants and moss

    2. Biome generation 

    3. Terrain generation

    :)

  • 8
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    I think its amazing! But, sometimes the generation becomes very odd... for example, in the world seed 3327807872418735804, at 800, 97, 750 you can see a lush cave seep out of a cave entrance and take over the nearby spruce village. Also, in the same seed at 49, 97, -81 you can see a meadow biome without any mountain! And since meadows seem to override other biomes, a nearby tundra gets almost completely covered, leaving a ravine shaped line of snow. But overall, I think that everything is mostly fine.

  • 3
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    i think its perfect, only thign that i didnt like is the generation of water lakes, because sometimes it looks like a floating pool. also the mob generation is amazing

     

  • 3
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    Bug: it can rain in some temperate biomes like savannah and Jungle. 

     

    Steps to reproduce:

    1. Open seed -3698918291607419871
    2. Go to 4351 66 5446
    3. Set weather to rain
  • 6
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    So far I really like the new terrain generation but I've got some weird (very) small patches of biomes inside a bigger biome e.g 30x30 blocks of snow (tundra) inside a plains biome or badlands inside a normal mountain biome. Especially with the snow it's kinda weird if it rains in the whole biome but snows in these 30x30 blocks

  • 5
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    The terrain looks gorgeous. It really does. However:

    The light level change makes custom content extremely difficult to create. Spawners have been the hallmark of custom created maps since Alpha. This change to light level spawning ability, as it affects spawners now, makes them essentially obsolete, or makes it impossible to use ambient light. Spawners are the easiest use case for controlling mob spawning in a way the player can easily affect; /summon is a lot less intuitive, both for beginning mapmakers and for players.

    It would benefit all of us if, either, this change could be undone entirely, or alternatively, we can get custom light level tags—either NBT tags, or spawner tags. It would make it easier to use ambient light in custom maps, and it wouldn't prevent builders from having dark buildings, which is probably who this benefits most. (I don't think this really affects survival players, other than making the game even easier, and making caving slightly more boring.) Custom light level tags would be the best way to not break custom content entirely, and I and several other mapmakers would be extremely grateful if you didn't, uhh, break custom content entirely.

    Anyway, good work on the terrain.

  • 0
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    Any addition to Minecraft is always be great. I believe the development team do their best to the game, especially in this Caves & Cliffs Update Part II.

    However, there is one little thing that raises my concern.

    I'm afraid that players won't be able to use world seeds from previous version.

    I have catalogs of Minecraft seeds.

    All of them can be used for verison 1.14 to 1.17. And there is only minor changes to them depending on the version. (Like if you use 1.16 seed into 1.14 you won't find any Ruined Portals in the world).

    Since this experimental feature has something to do with world generation (it seems massive). And seed is linked to world generation. I'm afraid this 1.18 update has a significant changes that would make older seeds to be come incompatible.

    I understand this might not be a big deal for most Minecraft players and it's more like a personal affairs (I presumed). But if this thing really happen in the future, then I believe that's the best decision that the development team made for Minecraft. :)

  • 9
    Registered User commented
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    Also, I would love if the Plains could be flatter and wider, and with less lava / water lakes. It would be easier to build on them and would create a nice contrast to the mountains.

  • 2
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    One thing I have noticed so far is that the birch trees in my world are much taller than normal. Not a bad thing, just something I noticed.

    I also noticed that the swamp biome ended up being just some lily pads in a lake of water. There was no other swamp features, just a random lily pad pond in the middle of a coral reef. 

    Villages seemed to spawn as usual, nothing there. Ocean monuments and amethyst geodes seem to be normal spawning as well. 

    Cave generation seemed to work as it did in a previous snapshot before the 2 part update was announced. The caves generated and I was able to find a dripstone cave as well as a lush cave. With the dripstone cave there was an area that was about 30 dripstone blocks deep before entering the cave system. This could be normal, and it wasn't an issue in gameplay. With the lush cave, every time I found a flowering tree I dug straight down which led to the lush cave. 

    Mountain generation seemed to be okay. Some of the mountains were very tall and the acacia mountains were a little wonky. There was blocks scattered through the air in some spots, but it mostly looked fine. I had some troubles with the powdered snow, it seemed to glitch when I was up on a really tall mountain and I was stuck and could not move at all. This could have been a personal error though, or how it is intended. 

    Overall the world I was on seemed to be working fine. I am very excited for the update to be officially out! 

    SEED: -5796497666073374767 

  • 5
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    I feel the underground biomes need a little bit of tweaking. They are way too big. In the world I generated, every cave within a 1000 block radius appears to be a lush cave, which is just too much. I also think it is a little weird seeing the above-ground grass and water colors in caves deep underground. Perhaps the negative y-levels are populated with a biome with a generic name like "underground" or "deep underground"?

    I also feel ore, especially diamond, generates in blobs that are too small.

    Fossils are incredibly rare, and there is no incentive or value to finding them, as every block that generates as part of a fossil is easily obtained through other means. It was also mentioned that deepslate copper ore, deepslate coal ore, and deepslate emerald ore would all be unobtainable in survival in 1.18 and beyond. Perhaps at least deepslate coal should stay around as a trophy item: fossils that generate below y=0 could be surrounded by deepslate coal. Looking for this precious rare ore gives players a reason to look for fossils.

  • 7
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    The generation is to chaotic for me. Everywhere i go i find small biomes and some of them have the wrong structure (Like mesa has a jungle temple in it.). And when i go to caves that are near the surface they start to have grass or sand in them even if they don't connect to the surface. But other than that the caves look great. 

    The mountains biomes have a little biome size what i can find, a tweak may be needed for the mountains because they don't get so high when they are in small patches. But still, the mountains look beautiful even when they arent high.

    More than that i can't find that i wan't to report exept that the amount of flowers in plains should be tweaked because some plains biomes have a lot of them.

  • 3
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    I think the frequency of the cave biomes appearing in the underground system can be increased and the size of them can be slightly larger.
    It's because sometimes it takes thousands of blocks to find a cave biome. I think the frequency can be similar to the nether biomes distribution but with slightly smaller figures. The new cave biomes should not be difficult to find as they can really add some vibe and tweaks when caving and mining.
    Also, the cave biome often shows up in only a portion of the cave. It causes them to be sometimes difficult to cover the whole cheese cave. Integrated cave biomes shall also be considered, just like upper ground new generation.

  • 4
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    Jared Schneider I think the new mob spawning mechanics should be toggleable with a gamerule to solve this problem

  • 3
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    So far I've really liked the generation. However, I have found one instance where an underground biome generates above the ground (That being the lush caves biome).

  • 4
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    Caves that stretch from the ground levels to deepslate seem to generate very often, which due to being able to in some cases simply walk those down without any challange or any need for more exploration could result in cave trips getting bit monotonous / unexciting. In my opinion vast, open caves would work better when they would be less exposed and less common, resulting in greater satisfaction upon finding one on accident.

    Also, I wasn't able to find the mountains edge biome using /locatebiome command on two different worlds.

  • 3
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    When I later update the world from 1.17 to 1.18, I don't want sharp dividing edges, but a smooth transition.

    So where there was an ocean in 1.17 there should also be an ocean in 1.18

  • 3
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    Generation looks perfect. But i don't like how common small entrances to caves are. I think it really spoils the look. I hope it will be changed to look more smoothly. It really ruin view on vegetation with all that black n grey holes.

  • 9
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    Overall I love the update, and i think it has a lot of potential! Seems to me that the terrain generation is going for a more realistic feel to the game, which I enjoy.

    Bugs found:

    - Icebergs will generate through the ceilings of caves under frozen oceans.

    - Sand will generate on the floors of caves below beach biomes (maybe a feature?)

    - Stone shore biomes generate off of biomes other than extreme hills (which is an amazing bug / feature that I think should be left in the game!), but this brings up the need for a snowy stone shore biome for when these rocky beaches generate off of cold biomes. Otherwise there are just patches with no snow.

    Comments (opinions):

    - River generation needs help. If the overall terrain generation / layout is changing, rivers could look more realistic as well (they need to be wider or actually flow consistently, and if the entire terrain generation is changing maybe rivers could actually flow from high to low elevations).

    - Too many large caves on the surface. I love the larger cave generation, but sometimes the large caves completely destroy a mountain by leaving too many unrealistic holes. This terrain generation seems more realistic than previous versions with the biome layouts, so it would be nice if the cave generation reflected that a bit too.

    - Beach terrain does not seem realistic, it is the same as the terrain of the mainland, and most of the time it is not close to water level height / too steep.