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Caves & Cliffs World Generation Experimental Snapshot Feedback

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    The general mountain biome and badlands should generate exclusively in higher terrain. Also, badlands should have less trees

  • 3
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    New cave generation and ore distribution feedback:

    The new caves are much more polished than the overworld generation (probably because they were added earlier) so I've found less issues while exploring them.

    • Lush caves are very big and spawn way more often than dripstone caves
    • Lava in lush caves breaks the "safe place" feeling
    • Dungeons with spawners that generate bellow y=0 should use cobbled deepslate, not regular cobblestone
    • Diamonds are as rare as netherite or even rarer. Considering we have to go way lower to mine for diamonds on the most optimal level diamonds shouldn't be as rare as they are now. I've used tnt tunnel bores to mine out large tunnels and I didn't find any diamonds after two hours of tunnel boring at the bottom of the world
    • Even when you find diamonds you'll most likely find just one or two diamond ore blocks in an ore blob
    • From what I've seen on Henrik Kniberg's twitter, overall there are less diamonds spawning than in 1.17. Considering that diamond can now generate on 80 different levels and not 16, there should be more diamond blobs, not less.
    • Making diamonds spawning more often when not exposed to air works on paper cause it encourages strategy to mining and swimming in water aquifers, but it isn't a good idea because near the bottom of the world where most diamonds can spawn, there is a lot of lava aquifers instead of water aquifers
    • Diamonds spawning more often when not exposed to air doesn't encourage players to explore the big caves
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    I am such a fan of the light level for mob spawns being 0. I cannot wait to have so much more depth in my builds. Great job all around, I like the direction of 1.18.

  • 1
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    This is a personal preference in terms of design, but I enjoy seeing different biomes have different identities when it comes to height variation. I would enjoy still having the potential for crazy combinations of biomes and topographies, but having the biome influence the height map and vice versa to create a more consistent but still dynamic terrain generation would be nice. Although, as many people here would agree, don't remove the possibility for really cool and interesting topography, it really feels like discovering a mountain or giant arch from the alpha terrain generation. 

  • 1
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    Hello Mojang team,
    I just just checked out the new world generation snapshot and flew through a generated world in creative and spectator mode.
    for the world generation, it is noticably different, however is still does need a lot of polishing and generated structures such as crystal pockets partly spawn mid-air where they dont look right. 
    The new cave generation also generates very random small air pockets below the surface still covered in grass that appear out of place. The overworld has incredibly big cave openings and the landscape partly looks butchered with them too.
    The Lush caves are interesting, however those are too way too much spread for my feeling.
    When entering a cave I would expect to find less green and less vegetation than in the overworld.
    While its definitely not as diverse comparing it to the surface, they still cover almost the entire part in the minus levels. I think they should also be less present directly above or too close to lava, as I imagine it as being too hot for any greenery.
    I would also really like to see the floating structures fixed that sometimes generate flying mid-air in the overworld.
    Additionally, there seems to be buggy biome-placement in the world, as I sometimes see biomes only a few blocks wide (10-20 blocks) completely enclosed by the biome they spawn in
    I have taken screenshots of the things mentioned above that I found in the generated world, however I am unable to attach them here as file size it limited to 2MB.

    Kind regards
    MisterNBD

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    Generation Bug: Beaches don't appear next to oceans

  • 2
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    Loving the new mountains, but i really feel like the game is too vertical now in the overworld. Mountains in my opinion should be a rare biome that takes some prepartion to scale and explore, the way all biomes becomes "cliffy" now makes it a pain to get around, so i find myself going around all the hills instead of climbing them. 

    Great work anyways! Looking forward to the snapshots and changes you bring to the game!

  • 1
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    This update is fantastic, but there's one notable thing that seems to be missing: considering the introduction of local water levels and the vast increases in vertical scale of the terrain, it feels like a waste to still have rivers generating only at sea level. The waterfalls and lava falls in caves are spectacular, and they would be spectacular on the mountains too.

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    I really like the terrain generation but I think that it should still be biome specific because I feel like certain biomes should have certain defining terrain. (such as how the shattered savanna looks like an amplified world.) it would also be cool if you made it another world type like amplified worlds. I think the terrain generation should be biome-specific but more skewed towards this new generation such as badlands have more elevation variation and plains and forests are flatter, etc.

  • 2
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    I was playing the 1.18 snapshot and found two things I would like to report first I found a cave and went inside to explore and found the cave floor to be completely made of grass. the cave was not a lush cave though so that's why I think this is a bug second I found moss and azalea bushes outside of a cave do not know if it is supposed to generate this way or not  so I thought i would put this just incase. except for these things I couldn't find anything wrong. this is a great snapshot. keep up the good work. :)

  • 0
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    There are often small rooms of a few blocks, which probably come from an adjacent cave. It would look nicer if the do not generate.
    For example:
    Seed: -4510311906862631264
    Position: -552 0 -810

  • 1
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    A mineshaft is generated only three blocks long and was cut off a chnunk border
    Seed: -4510311906862631264
    Position: -550 -23 -754

  • 4
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    I love the new generation and can't wait until it's officially released! I have no trouble with the new spawning of mobs and in general the generation is solid, but I noticed a few things.

    There are often small patches of a biome inside other biomes. Like a mesa biome in a planes biome. Most of the time this occurs when the 'smaller' biome is generated somewhere semi nearby.

    I also noticed that the structures are having some difficulties. I saw an igloo half buried in a mountain, like only the entrance was visible and a desert temple spawned in the middle of a plains biome but completely underground. I also saw an igloo in a plains biome about 70 blocks away from an actual ice biome.

    Another thing that I noticed while caving is that there are sometimes random chunks sticking out in caves. Like perfect square pillars completely filled with stone and ores in the middle of bigger caves of sticking out of walls.

    I also saw a few times that the cave biomes transferred to 'outside' of actual caves. By the entrance of a bigger cave there was quite a big patch of lush caves just exposed. Just like how in pre-1.18 there are sometimes caves where the 'roof' clips through the surface and you have more of a trench than a cave. I don't mind it, but I don't know if this is intentional.

    This is all that I thought might need some fixing/might not be intentioned.

    You might also want to decrease the hunger caused by jumping as you need to jump a lot more to traverse the terrain now.

  • 2
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    My thoughts:

    Swamp biomes generate completely submerged in water.  more of a bug then a thought, but my feedback!

    Ice spikes biomes seem completely missing?? at least from when I was testing.  It seems really odd to remove this biome as it was very unique.

  • 4
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    I went on and downloaded the new pending experimental snapshot for version 1.18 and I found some weird issues, but before I go to that I want to say that I am really looking forward to whats still to come to the Caves & Cliffs Part II update. Especially looking forward to the Deep Dark, a new late-game (or for all the hardcore players early-game) biome that adds a new challenge to the game.

     

    I created a single-player world and I found some points that I didn't find before in my entire time playing Minecraft or points that seemed off. All feedback was welcome, so here you go:

    1. The most notable issue is the performance, but I am sure you are already working on that.
    2. I found an azalea tree in the middle of the ocean, which doesn't make sense: image
    3. The shadow that is cast from powder snow, isn't cast on the block below it, which make it look really unrealistic, as if it were edited in: image
    4. I found a seemingly random patch of snow, made by the tundra biome generated here, in the middle of a forest: image
  • 1
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    For the new generation i think we should have a bit more open cave that will let you fly in elytra inside. Also, i think the classic minecraft dungeon/spawner need a litle uptade aswell since everything around it get a update like the mineshaft.

  • 2
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    Hello! You've done some great work with this snapshot. The only issue is, I've seen Villages in the wrong biomes! Uh oh! A Tiaga village spawned in minecraft:forest, instead of the normal minecraft:tiaga.

    I know there are similar comments reporting this, but one more couldn't hurt!

  • 1
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    dejenlo haci epico esta

  • 2
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    This honestly makes even Adventure and Spectator mode fun to play in!

  • 2
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    Part 2 of my feedback

    - I still see the oldschool dungeons/mob spawners. Please, these look so outdated. Can these structures at least have some variety, having 2-3 rooms or make them a little more interesting for the player? Maybe semi generation related but they are an eyesoar to me for a long time now.

    - I love the natural waterfalls it can create, above ground and underground. I also love the new noise cave generation, mazes, almost never ending and a lot of variety in generation, 10/10, amazing work!

    - I even see new sort of craters above ground, even found a spruche tree in a flower forest? I also see a lot of biomes mixing. For example a small jungle inside a birch forest, neighboured by a Dark/Roofed forest. On the other end of the Jungle a Mesa/Badlands with the no green trees that are standing just a few blocks from the jungle, and a Meadow which doesnt seem a good combination. I also see on my F3 screen a Desert which is like 3 chunks, on a Plains biomes os the grass is almost yellow with no trees, so there seems to be a problem of mixing too much or having small blobs of biomes that arent really there or dont blend well. 
    I keep seeing very small biomes from time to time (above ground).

    - Last thing, If I see the big caves, I dont see a lot of ores exposed. I know of the air exposure but looking at the sizes of some caves, players arent going to search every block to look for them this way. I barely see anything else than Deepslate

  • 1
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    Hey Mojang, love the new terrain generation. 

    The way that the mountains can generate create some truly epic landscapes. I was able to find a mountain, which created a large valley in the middle, as if the mountain acted like a natural wall for the forest below it. The sheer scale is just fantastic, feeling like some epic maps you can create with tools such as woldpainter. 

    However, with no doubt that with such a massive change to the game, it needs an equal amount of time to polish it up for the final release. Although I know that the Mojang team is hard at work with this update, especially recovering from a pandemic, here's some feedback i would give for the 1.18 update:

    I frequently found random biome patches that made the overall terrain feel wacky, and that it didn't fit with the rest of the terrain. Also, mountains are a little too frequent around the world, and keeping the normal terrain generation while sprinkling some mountains in a way that it doesn't make the world into a glorified amplified world would be amazing. That would give the terrain generation a nice way to introduce valleys in a way that fits with the overall generation of the game pre 1.18.

    But as always this is an experimental snapshot, and it is clearly subject to change. in the meantime, this is some of your finest work Mojang! Can't wait for the official snapshots and the final release!

     

  • 0
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    World Generation in the Nether seems to be a bit spotty. Sometimes there will be lava oceans thousands of blocks long and periodically there will be small blobs of generation.

  • 2
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    I'm really positive about the new light changes, it's great to finally have an intuitive system where light = no spawn. No light = spawn.

    However it currently feels a tiny bit OP (compared to the previous system).

    My recommendation would be to maybe revise how much light things emit. The torch seems to be a bit skewed right now. Imagine if the torch would be reduced to maybe 10 max light level. If the players wanted something more, they'd be incentivised to explore the nether for glowstone or shroom lights.

    This would open up some better trade offs between lights and wouldn't result in the torch dominating everything.

  • 1
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    ok first you need to increase the ram to 3 GB and secondly, this is AWESOME! the mountain and cave gen is very good. the only weird thing is that course dirt spawned on an island.

  • 1
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    Hello Minecraft team, I have been looking at the caves ore generation and diamond veins below -5 are very small i looked around for awhile and the biggest vein I found was 6 vein. I tested this out in 3 different areas and the same results occurred. Please can you fix this in a later snapshot. Thank you :D

  • 1
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    The only two criticisms that I have is that there are too many biome inconsistencies when generating (colder biomes spawning next to hotter biomes, and small jungle/mesa biome pockets), and that the beaches should be smoothed out and enlarged.

  • 1
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    Very large cave, especially cheese caves, shouldn't generate as close to the surface. Flying around, I feel like it breaks up the terrain a lot to have giant holes so commonly.

  • 0
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    I did a survival world using the Stronghold Below in the seed picker on Bedrock edition with these features, and it completely changed how the template generated, breaking the seed.

  • 2
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    I think that there should be fewer dripstone and the caves less open. Also, I really like how there are grass blocks generating inside of caves and small openings to huge caves. One thing that I strongly don't like is the tall trees not counting the spruce trees. also, the mountains need to be balanced.

  • 0
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    Due to my slow computer I was able to look at a few chunks from close by while generating, where I noticed that guardians and drownds are also generated in peaceful mode and are removed afterwards. I think that this is not necessary.