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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 1
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    Jared, I know it is a big change, but they looked at all the pros and cons and realized that the mob spawning would be too much if left alone. Once maps are fixed it will be fine.

  • 3
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    The mountains are great, I did notice some overly vertical plains biomes and it seems like the new generation doesn't account for the overworld nether portals, saw some partly covered up by the new taller terrain

  • 7
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    [I'm use Google translator] (1,2,3,..., 9) - Workbench cells

    Ideas:

    * Archaeological Brush: - It can be used on blocks: earth/sand/gravel (While the blocks falling out of them will differ depending on the block (Sand 7%-bones,0,08%-The Heart of the sea,)), they are divided into 2 types: "Archaeological brush" and "Worn brush"-"Archaeological brush" can be created from 4 copper ingots(2,5,6,7) and one thread(3), and it will have strength = 250 (1 strength for 2 layers) in speed and in 1 layer per second, and "The worn-out brush" will have a force and speed of 210 layers of 1.5 per second, BUT it can only be found in structures (a zombie spawn or a sunken ship).

    * Lightning rod: - The design of the lightning rod will change, now it will consist of 5 copper ingots(1,3,4,6,8), 1 red stone (6-the middle) and 1 block of copper ((2) as an anvil). Creating this element should be more difficult because of its versatility

    * Sculk Sensor: - The creation of a Sculk sensor will appear, now it will consist of 1 Sculk element(5) (Warden Horn), Redstone Dust (7,9), Prismarine Fragments(1,3), Twisting Vines(2,4,6), a Warper Wart Block(8)

  • 9
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    Definitely a step in the right direction but there's some things that should get cleaned up. 

    Biomes of completely opposite temperature are often right next to each other (Mesa/Mountain).

    There are often small patches of random biomes, so there may be a random patch of snow from a mountain in the middle of a forest. The biomes are also just generally too small, a tall mesa would be in the middle of a forest with no red sand at the base at all.

    The terrain is generally way too mountainous, plains biomes for example should still be vast and flat.

    I know the underground biomes' distribution are subject to change but the lush cave is definitely too large and too common. They should be more rare to be special to come across.

    Also, with the new super-tall terrain, there should definitely be some more thought into how movement will work on them. A player can only jump one block at a time and it makes traversing sometimes agonizing. A similar problem goes for the massive caves, it's difficult to reach ores or see them from so far away in the darkness. Maybe a grappling hook, or throwable torch that sticks to blocks from far away?

  • 4
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    I really liked this update the mountains are epic and the caves are as cool as ever, however chunkloading was quite a strain on my computer (it is quite old though)

    I ran into some slightly weird generation at seed -266821489115615561 at 559 186 -1010 where it seemed like a badlands biome had been cut off by a lofty hills biome which just stood out to me for the wrong reasons but on the flipside in the same seed at 840 195 -1026 there is a really cool indent in the middle of the mountains even corrie like that looks like an ace spot for building.

    As cool as it is to be able to have my base at light level 1 for aesthetics maybe change the light level mobs spawn at as a game rule because it's not the best for redstone farms. 

    Overall a really good experimental snapshot and really cool changes but pretty laggy and some generation is inconsistent with what you would expect

     

  • 13
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    The mobs spawning at level 0 is going to break a lot of things, perhaps they only spawn in these restrictive light levels below y=0? That way, normal mob farms would still work.

  • 2
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    I spectated around a world and found the new generation beautiful. I love the pillars in the caves that I didn't notice in the datapack. I think it will make finding things like geodes easier. For some reason I couldn't find any new mountain generation (if it was included). I also found some things I never expected such as caves completely full of lava, which I found cool.

  • 8
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    I would love to see the deepslate blobs from y=16 to y=0 return and emerald ore generating in that area, as this would make all of the deepslate ores available in survival.

  • 22
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    I like the idea of forcing spawn only to light 0, but we need a gamerule to control the level light for mobspawn, specially if we want custom maps with low levels of light and high spawn mobs keep working like CTM Maps.

  • 3
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    I have an idea: make the caves completely separate biomes so the surface blends in. but otherwise great job on this :)

  • 2
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    I feel that iron being such a powerful resource is too easy to find, I think having it generate just a bit lower and doubling iron equipment durability could work, but a a entirely new tier inbetween stone and iron may be nessacary
    Mcabnormals video on a cave update is the source of this idea

  • 11
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    -desert villages are generating in every biome
    -desert temples seem to generate with desert villages quite often
    -new cave/mountain/cave entrance integration is BEAUTIFUL, i love it
    -small mountains are pretty much all FULL of holes (several mountains pretty much just look like *very* swiss cheese). big mountains look very nice and tend to complement their surroundings well
    -beaches look very messy and unnatural. lots of beaches are just bare stone
    -most places where land meets sea look very broken and buggy. lots of water source blocks isolated in the air, especially where theres cave generation
    -where new biome/terrain generation style works, it *really* works. biome mixing and biome generation looks very good when its generated the right way. i think that overall, the new generation method isnt consistent but is definitely headed in the right direction
    -large average elevation changes are very interesting and cool
    -local water level is great, provides a lot of flavor to landscapes/caves
    - i really truly appreciate the buff to torches. feels good
    -generating new chunks significantly laggier than before, though that was expected. my computer is also running the fans pretty loud overall compared to before.
    -sometimes chunks disappear and then reappear
    -previously explored chunks are just as laggy as new generation
    - in order to explore caves in a non-frustrating way, some way to more conveniently go up and down will be necessary. a rope ladder or something like that?

     
     
  • 7
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    First off, amazing! I love to finally be able to see things and give feedback at the same time. I just saw the first new mountain and I fell into a cave by powdered snow, total new experience! On to some feedback.

    - I would like to see cave variants using known/old blocks. For example, a dry cave beneath the desert that either uses stone in a biome color (like grass and water does) or have blobs of sandstone and granite to blend into the pallet. or cold/bluish looking stone (without changing anything, just the biome color) along with more andesite to compliment colder temperatures. I feel like all the other "normal caves" will eventually be again losing interest as the generation may look different each time, but the same old stone again, except for the deeper parts with the Deepslate. I think with not too much of work a dry/wet cold/hot cave variant can be made and will complete the variety of caves, especially the barren caves that arent related to dripstone, lush, deep dark etc.

    - I found a gigantic cave on the bottom of the world which looked awesome, but I saw chunks of lava which to me looked more of The Nether, rather than an Overworld cave. I understand the mechanic of having lava oceans where the diamonds are, but I see thousands of lava here which is a very lot.
    - On the other side of the lava thing, all the aquafers and local water levels look amazing. Some just hang over lava and looks ideal to travel through with boats.

  • 6
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    When exploring old forests, I came across random spots of random biomes like a patch of bamboo jungle where there is no jungle. Also, in the new mountains some spots had red sand making it a badlands plateau or mesa. Other then that, the update is great.

  • 1
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    I have travelled to the end to see if anything new happened, and to my surprise the obsidian pillars and their crystals at the top were missing, this may be a very simple fix but still, a funny one.

  • 4
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    Loving the new terrain so far! One request: Could you please fix rivers so they don't occasionally pinch off? I really want to use them as boat transportation!

  • 5
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    Overall a phenomenal job you've done!

    I love the new terrain generation (wished it would be implemented since i saw henrik knibergs video "once upon a time in the underground"). The caves are awesome but the mountains and the way biomes generate are much more epic than before.

    So far i've encountered a few issues:
    1. Came across a dessert temple in the middle of a forrest, no dessert within many chunks radius.
    2. Found a near flat plane of rock with exposed minerals (i guess a hill/mountain didn't generate).
    3. If you're in a cave under some icey ocean, some of the ice pillars generate in caves where air-blocks should be down to a specific y-level, looks odd
    4. Don't know of its intentional, but a lot of the plains-hills are showered with flowers (looks better than pleak landscape).

  • 2
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    I know the article said not to request new features as the update is already so big, but I feel that either for this update or a future one some way of more easily navigating some of the larger caves is necessary earlier on before elytra, maybe some sort of grapple hook or a mob that allows you to glide
    I like the grabber hook, an extra copper tool would be nice, (perhaps it oxidizes) it could be fed with chains
    Maybe the cross bow could serve this purpose, and you hold chains in your off hand, or some sort of system for jumping off of (honey climbing gloves?)

    maybe some sort of bandolier system with chain/rope and copper made hooks and sticky gloves made with honey 

     

    or better and simpler, removing the height cap on scaffolding, this would make them invaluable for use in massive caves, and also provide more synthesis between above and below, encouraging players to explore and find bamboo

  • 3
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    I find this update great. Keep up the hardwork. I wish you add a gamerule about light level mobs can spawn in, that will help server owners and map makers. I believe, This Part II needs a new structure, a boss fight, or any good reward (not including ores) that will make us explorethe new caves. I hope you take this idea into consideration

  • 1
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    I have seen a few issues regarding structures spawning in the wrong biomes, so I hope that gets fixed.

  • 3
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    Things look great. I think the main problem is performance, which is to be expected.

    This could be entirely circumstantial, but I noticed that I was having worse performance next to mountains than I was on the mountains (FPS was sub 30 by mountains, 40-60 in mountains).

    World creation/loading takes a lot longer. I was especially having trouble with loading the world after having quit, getting 1-3 fps for a while. 

    Caves were working great for me. There was still some lag, but nothing crazy, and I was even  able to hit 90 - 100 fps at some points. 

    I noticed some weird things about world generation. There was a lot of weird chunk loading (randomly unloading chunks, chunks taking longer to load, chunk cutoffs, etc.). Some biome gen was also weird. I noticed that swamps were being sort of replaced or cut off, resulting in random patches of swamp water. Also another possibly circumstantial thing is that stone beaches seemed more common. This could have been just the world gen, but I noticed them more than usual, though that's not really a negative thing. I also found an instance of a stone beach generating in-land.

    To me it also seemed like biomes such as lofty/snowcapped peaks weren't common enough (though again, could be circumstantial). I was getting mostly meadows, which I am a fan of, though I would like to see more balanced generation.

    Overall its fun to play and actually very atmospheric and the only problems I really had were performance and generation problems.

  • 7
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    I don't understand why the decision was made to make mountains smaller they looked great when they were massive, they are supposed to be impressive and tower over other biomes this would be much better whereas now we have large flat snowy plains that look awful and only rise up a few blocks

  • 2
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    I am use translate for this. I would like that the dripstone caves could generate a mineral in abundance (in this case I propose iron and / or copper), if not, this new biome would be something disappointing
  • 2
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    Hi Mojang, I love the world generation already it is a nice mixture of different biomes with different caves. (I love the cheese caves the most). The only feedback I could give you guys is that I saw a lot of underwater caves in all my 27 world generations, I mean a lot, a lot of underwater caves. Thats not per se a bad thing but overall it might be anoying to find a good and nice generated cave that isn't underwater. Try switching it up with for example more cheese and spaghetti caves. 

    None the less great work guys keep it moving in this direction!

  • 3
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    AMAZING!

    I've been waiting since the end of Beta to have the amazing, unique, wacky Minecraft generation back
    Not saying the current generation is bad, I just always personally believed that the Beta generation had way more uniqueness & exploration value. and this is perfect! it brings back the joy of finding amazing & crazy terrain, and maybe those youtube seed reviews will become a thing again.

    I truly think this will revive the joy of exploration for people who have completely understood the current world generation for quite some time. and over time the current world gen just becomes bland.

    But this. this is good. it fixes the only problem I have for the game, thank you Mojang <3

  • 7
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    With the entire world on a new scale, rivers feel a little too small now. So I'd say river biomes should have more variation in their width and depth. Also just like real life rivers should be at higher elevations than sea-level.

  • 4
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    As some people have already mentioned, /locatebiome doesn't quite work at the moment...I tried searching for a mushroom island, shattered savanna and bamboo jungle and although the game did say it found each biome and gave a location to teleport to, that location either did not have any features of that biome or was just straight-up a different biome on the debug screen. It would be nice to see that fixed in order to see the terrain changes made to rarer biomes not typically findable at short notice without the use of commands. 

    Small, random patches of biome in odd locations are also an issue. Random patches of snow in the middle of the desert is likely not an intended feature. Although biomes now generate completely independent of terrain, keeping the current temperature system or developing something similar might be useful to ensure a smoother transition between biome types.

    This update is very promising so far. Looking forward to further updates (more experimental snapshots in the near future, perhaps?) and the return of more polished snapshots come September.

  • 5
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    I have this idea that you should generate the biomes a bit larger and before you generate the mountains, then the generator could check wich biome it us generating the mountains (or maybe even caves in) to add biome specific features and regulate the height

  • 3
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    Thank you for the update, but I currently see two things wrong with the terrain update!

    1\ Having massive height difference between adjacent zones can lead to interesting buildings and towns! So I think you should increase the maximum height of mountains. I don't think big differences need to be TOO common, just so that I can find a massive mountain sticking out of the ocean or a large valley with a big towering mountain at the edge of it!

    2\ Biomes still don't merge together very well... I would like smoother or more natural borders between biomes. I don't know exactly how you would go about this because it's very nuanced, but I'm sure you can come up with some biome edge variations like one where the features slowly merge into one another and a different edge where they abruptly collide, etc...

    But overall I like the new terrain!

  • 2
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    soo yea everything looks good, MASIVE lag but i know its normal in experimental versions. 

    I cant post screenshots but i found something like lush cave but on surface and one moret thing please add separate wood for azazela tree