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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    Bedrock user here. I've noticed that there are almost no dry surface caves anywhere. Most if not all are flooded entrances. Please add more dry surface caves that can lead into the big grand caves.

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    Hello Mojang, I just want to say that I was playing around on the world generation experimental snapshot and I spawned into a world where I traveled several hundred blocks away from spawn and found this MASSIVE mountain with a HUGE lush cave biome inside! I love this and want this to be in the game! The lush caves is amazing because of the ambience of lighting from the glowberries that grow there! Please keep improving Minecraft in this way!

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    Wow the world generator is rly awesome , but i'd like a few more cave biomes (magama cave , underwater lakes ,  ice cave) . Keep up the great work!

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    i just went into the experimental version and its very laggy in creative mode, is there any way you could fix that

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    In my worlds the mountains generate false, the are only 5-10 blocks high and about 15x15 blocks wide. The caves are good generated but 1 or 2 are above 64, that the cave is only on the ground or there is a big hole. The rest ist made very good.

     

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    I will try to summarise my opinion about the experimental terrain generation in this way:

    Pros:

    - I love the new biomes: mountains, caves and meadows are all astonishing.

    - In particular, the atmosphere in meadows and lush caves is very immersive, with the terrain created being key to creating an incredible new experience.

    - Having terrain generate this way across all biomes allows for lots of impressive features to explore and discover throughout the world, again, providing a new way to experience the game.

    - New mountains seem to occur about as commonly as I would expect (being rare enough to make them special).

    Cons:

    - There appears to be a bug where biomes appear in tiny patches (like 20 blocks in diameter) and look very out of place from the surrounding biomes.

    - The new style of caves generate far too frequently. Gaping holes with 100+ block drops are too common in my opinion, and the number of caves within an area will be extremely challenging to fully explore and light up when needed.

    - The experimental terrain across all biomes (while very impressive) is, in my opinion, a little overdone. It's not uncommon to find hills ranging 30+ blocks in height in a plains biome, which I believe will make travelling in survival mode extremely hard.

    My suggestion is, if the experimental terrain changes are implemented, make this kind of generation occur only a fraction of the time, and have 'normal' Minecraft for the rest.

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    Working very well and as intended

  • 2
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    Is it possible that you might also make oceans deeper as an addition to all the new world gen features?

  • 1
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    Hello Mojang, this new generation snapshot is amazing. I'm really looking forword for 1.18 to be relesed.

    I just want to say that you have done an amazing job!

     

    Keep up the Amazing work!!

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    This is INSANE! I can't wait for the release!

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    well i think you have come a far way with the caves and the moutains look good to, but theres one problome i saw right a way biome generation there was 3 different bioms in one mountain there is room for improvment there but otherwise looks good

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    Below a certain y level, set the sides of the skybox to black. When inside of a huge cavern, if the wall of the cave isn't within render distance, the light blue skybox/tinge is shown. This makes it seem like there's always light far away underground.

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    There should be smooth biome changes.  By this I mean certain biomes should not border each other without something in between them.  A desert should not immediately border a dark oak forest, and a badlands should not immediately border a tundra.  I think this works both aesthetically and logically with possible game metas. 

    A mountain or savanna could separate any forest and a desert.  For the badlands example, they could border a spruce forest that then blends into whatever snowy biome is next.

    Final thought, it seems that in this recent snapshot some biomes are extremely small, and squished between bigger biomes.  I think that these could look either bad or good, and should be watched to wait and see how they turn out.

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    Granite, andesite, dirt patches, and diorite should no longer generate in small pockets.  With the big caves these now stick out like sore thumbs.

    There should be cave variants for each of these four blocks set up in a similar way as the dripstone caves.  They should blend in with the aesthetic and go a bit deeper into the caves than dripstone to provide more to mine.  They should not be small circular patches, but seem to be a part of the cave, almost making up 20-40% of the walls of the cave, and providing support with tall beams of the whichever block.

    The small patches of diorite, dirt, granite, and andesite worked well when there were small caves, but with the bigger more visually appealing caves, the spawn mechanics of these four blocks underground needs to be changed.

    Final possibility: dirt only generates in the diorite/granite/andesite cave variants.  

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    Upper world generation- I'd appreciate more common dungeons and stuff like jungle things, desert pyramids, there should also be more mesas and there should be mesa style desert pyramids too. And make sure that the mesa still has the more gold element to it. The jungle and bamboo biome spawn chance should be brought up more because thats my favorite biome and parrots are my favorite animal in minecraft but I never see them ;-; (also I'd like bigger villages they're always way too small) and there should be more blacksmiths inside of villages and the blacksmith loot should vary more ig. (and villages should have more spawn chance)

    Ore Generation-

    Idk if ore generation counts as world generation but can I recommend that you keep the gold generation as it is but also bring it down all the way down to the bottom and bring the copper up a little bit since its almost useless I never had a need to mine copper. Also I find it really annoying looking for diamonds for such a long time and only getting a vein of 1 ore. If you could make the diamond ore vein a minimum of 2 or make the diamond generation a lot more common near the bottom of the world so the big caves and strip mining is more rewarding :p

    Thankyou :)

  • 1
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    Hello team, I want to say that even though this is just a phase of development where you're testing the waters and seeing what works, you're doing a great job so far. A thing that could be touched up on is the vine generation in Lush Caves. They look great, but they seem to have a larger spawn rate than kelp in the water, which does tackle performance a bit. Also loads of vines clumped up together creates a green grainy mess which isn't that great to look at. If the generation could be toned down slightly and maybe spread apart a little, our eyes and computers will thank you! Keep up the good work team, and keep making more jawdropping material!

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      The current mountain generation is interesting to look at and incredibly immersive while exploring. I'm not sure if this was purposeful, but I've encountered the featured mountains bleeding into an isolated mesa biome before flattening out to a default biome such as a jungle. There's also instances where strips of a tundra biome trail around a plains biome, almost as if a giant snowman was present! A smaller bug that I've seen more than once are where biomes are restricted to around 100 square blocks of area. The most notable has been a crumb of a bamboo forest showing up on a coast of a dark oak forest.

     But I think the biggest bug that I've seen is that sometimes, lush caves pop up above ground and sprawl across the surface. I've seen this on sloped and flat terrain. It can usually be identified by moss, patches of clay, and azalea bushes invading the surface. I believe this is because of the recent implementation of 3D biomes because while reading f3 information, the biome can change between lush caves and taiga, all while staying above the surface and elevating only one block.

    Thank you for all of your hard work! It's coming along great.

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    Diamond distribution seems too sparse, even at low y levels where they should generate more often. As I mined in Survival Mode and flew in Spectator Mode, I could rarely find diamonds. Perhaps the generation is off?

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    It's absolutely beautiful!
    Love it!

  • 0
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    This seems like the best of both worlds, combining all the best aspects of pre- and post-1.7 world gen. Areas feel unique while still making sense for their biomes, the oceans give a sense of wonder without being too large like they could be before 1.7, and the new mountains and caves are awe-inspiring.

    While exploring caves in survival, I felt that the new mob spawning preserved the overall balance/difficulty pretty well given the larger cave systems, and as a bonus allows prettier buildings since not every square inch has to be covered in torches anymore.

    The only glaring worldgen issue I've run into is that every village I found had at least one fatal flaw in its terrain that prevented the villagers from behaving normally. Most had cave openings in the middle of the village and/or underneath the buildings (where the buildings would simply be floating in the air above the cave and the villagers would immediately fall to their deaths), also most had their buildings split across multiple terrain levels by un-climbable cliffs, etc. I haven't found a single village that "made sense" in its location.

    In general, there do seem to be too many cave openings. It's hard to travel now without falling into something. I do love finding the new, giant openings that reach all the way from ground level down to deepslate and sincerely hope that if anything from this build makes it to release, it's them. However, they need to be a rare find, not a constant hazard.

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    I found some "natural dams" holding the top layer of the ocean back while the rest of the water flowed down the bottom creating a different water level between the two areas. I don't know if this is a deliberate feature but hope it was because it looked really cool.

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    Ore Generation is sometimes not sufficient meaning you find a bit to little while mining. With one finding way to much Lapis and Redstone vs Iron and Coal, with strip mining no longer being an option, Caves take up way more space than they should, it seems excessive. Underwater caves spawn next to normal caves without borders sometimes. (on another note structure generation is somehow not on the server.jar)

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    Too much snow everywhere for me, even in the middle of deserts. Also, drowned temples seem to only be spawning on dry land. There was also no warm ocean biome or coral reefs, as well as savanna. The villagers could not traverse their own village and many died when they fell off of cliffs. A lot of mobs also died from falling, leaving few animals to kill for food. I spawned in a valley with no trees in and the sides were too steep to climb, meaning I had to punch stone to get out into the world.

  • 0
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    I just have to say with the way the new world generates it is so beautiful. These new caves will make the cave bases a lot harder but a lot funner challanges to be held with friends and my one friend me and him will enjoy this time in 1.17.1 can't wait until the actual 1.18 comes out so we can update to that version thanks mojang team and i'll see you next update!.

     

  • 0
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    a mi me gustaría que no todo el mundo sea montañoso sobre todo por las granjas de cualquier mob

    entonces propongo que solo las montañas se agranden

  • 0
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    Hi. I played around with the new terrain generation and here are some initial thoughts:

    The increase of scale in the world feels great when I loaded into the game, it's flashy and new and that's always great. Traversing in survival will be partly more difficult at these types of high altitude areas, I can sense it, but only time will tell how annoying it will become. The new openings that large caves cause and large caves themselves get my creative juices going for builds, great work. I hope large caves won't become as repetitive to explore as smaller caves over time, time will tell.

    On the negative side: I feel areas with high altitudes have this weird effect of being very stale in terms of altitude change similarly to low altitude biomes. The scale is great, yes, but it ends up feeling like you're climbing back and forth different heights of perlin noise. Very often I feel like I would love the mountains to overhang the river down below or to find larger variety in height in a high altitude biome. 

    Mentioning couple of bugs even though i feel like they're the most common kind of reports, but still very important ones nonetheless. An amethyst geode spawned on top of an ocean biome floot making an easy sphere to spot it from. I'm to believe this is not intentional. After some time generating a lot of terrain on a high view distance, I got a lot of stuttering.

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    If we are generating new mountains.... AND you are adding lava and water levels... what about allowing the independent water/lava levels to exists in these mountain biomes as well?  Would allow random creations of both "mountain lakes" and volcanos by just either generating water or lava.  And depending how the terrain ends up being created could create very interesting waterfalls or lava flows generating much more varied environments.