456

Caves & Cliffs World Generation Experimental Snapshot Feedback

867 Comments

Post is closed for comments.

Sorted by oldest
  • 4
    Registered User commented
    Comment actions Permalink

    Biome generation is really wonky, I found a 3 chunk badlands plateau biome bordering a 1 chunk snowy slopes surrounded by savanna. 

  • 3
    Registered User commented
    Comment actions Permalink

    Hey Mojang!

    I just have to say, I love the new generation, I really liked the mountains being covered in snow blocks instead of snowy grass, snowy grass has a nasty issue of looking splotchy with green poking through where grass and flowers generate.

    I really liked the huge ice lakes and rivers that generate, it gives the game a new sense of majesty that I haven't felt in awhile.

    I think the frequency of mountains should be reduced, because as of the moment they dominate the landscape, I also believe that biomes on top of mountains would be very interesting, such as an ice spikes biome atop a 200-block tall mountain.

    The transition between rivers and mountains can be very jarring at times, if an archway of sorts was formed over a river, such that the river would pass through a tunnel beneath the mounting, I think the overall smoothness of the landscape would drastically increase - in addition to creating a new generation feature.

    I look forward to the next snapshot! Thanks!

  • 2
    Registered User commented
    Comment actions Permalink

    Dear Mojang

    7/14/2021, 1:32 AM - Jordan's time -

    Important Input

    This entire update will " Change " Minecraft, the way we play it, the way we traverse it and " most " importantly the way we deal with it.

    Some of my personal remarks are as the following:

    The new way biomes generate is nice but its extreme.

    The 2 new cave formation types " forgot their name " are interesting but there should be a wide variety

    " Biome " Blending between mountains needs to be smoothed " like grass blending between different biomes " .

    The old way the game generated seems to have completely " Disappeared " ?!

    Other than that

    When I said " How we deal with it " I meant as the new and old players, keep in mind a decent percentage haven't even killed the dragon, by this I mean that a lot of people are gonna find it difficult, over time players will get used to it although adding a new " game rule " for " Mountain level generation " as in Y axis would be nice - some where between the old maximum mountains height and the new Maximum Height, This one game rule in particular is going to be difficult but not all players would want the new generation in their 1.20+ versions.

    At an older snapshot a glitch was " Ice inside mountains and caves " that would be a " cool accidental bug / feature " because most people liked that glitch.

    I could make a novel from my opinions of this snapshot, but as always, The Mojang Team will decide the direction Minecraft is going into.

     Yours truly

    - MycobacteriumTriculosis / Issam_Glossin

  • 1
    Registered User commented
    Comment actions Permalink

    Hi! I think this is amazing, but I was having a bit of trouble putting the unzipped file into the directory. I followed the steps, but I couldn't find the file in the launcher. i tried restarting the launcher, no difference. Does it have something to do with my computer? Or the file?

  • 1
    Registered User commented
    Comment actions Permalink

    i love how theres more hills and valleys even when its not right next to a mountain biome please dont remove that

  • 5
    Registered User commented
    Comment actions Permalink

    I adore the lower light levels for spawning. Really good for allowing us to play with light levels and mood lighting in our survival builds. I also think this is great for ensuring that we can explore the caves without being completely overwhelmed by mobs. 

  • 4
    Registered User commented
    Comment actions Permalink

    Hello beloved Mojang Developers! I personally think that the Mountains should be Taller and have more of  that biome combination (like on bedrock) and the old Mountains before 1.18 should be renamed to something else so people don't get confused and go "We're in a Mountain Biome but I see no new Mountains :(". Maybe it should be called "Small Hills" or "Breezy Cold Hills".

  • 2
    Registered User commented
    Comment actions Permalink

    Been looking around the world for a bit and the first thing I noticed to the biomes are entirely to close together. I literally had 7 biomes within about 500 block. Biome generations should be a little more spread out. Second thing is I found t Jungle temples...one in a planes biome and one in a Savannah.

  • 0
    Registered User commented
    Comment actions Permalink

    In the snapshot importing settings seems to be bugged and I was unable to close minecraft or select a setting.

  • 2
    Registered User commented
    Comment actions Permalink

    The world generation is simply breath-taking. I encountered some world gen problems, such as random bits of one biome generating in the middle of another biome, but that is to be expected in an experimental snapshot. The caves are amazing, but having so many openings and holes in the ground leading to massive chambers quickly felt overwhelming. I'd suggest making the largest caves spawn a bit more under the surface and having smaller, more manageable noodles that give a sense of direction leading to them. Also, increasing the spawn rates of nautilus shells by a little would be helpful as with the underwater caves, as we will likely need more than one conduit for more joyful exploration.

  • 5
    Registered User commented
    Comment actions Permalink

    I've been dreaming of a change like this to terrain for ages, millenias, it's so vindicating to see it actually happen!! Great work, I'm completely sold on the generation change and excited to see it mesh with old terrain.

    Also completely on board with the change to mob spawning. It's great for quality of life, and makes caves a bit more packed. Makes me wondered how optimized mob spawning is in the game, and if there's a way to revise it to help performance.

    Some small negatives; I found that swamps and savannas either looked a bit off, or didn't spawn correctly. There's still some tweaking to do I think. Terrain generation is also a lot slower for me, like A LOT slower. My CPU is tanking, while GPU is fairly stable. I wonder if there's a way to offload the 3D noise sampling and chunk creation to the GPU with a shader of some kind, since it's a highly parallel problem.

  • 0
    Registered User commented
    Comment actions Permalink

    some biom names are not displayed correctly when creating a world with only one biome.

  • 6
    Registered User commented
    Comment actions Permalink

    I think this sort of new generation is really welcome.  I've noticed there are more floating islands and overhangs now, which do a lot to spice up the overworld generation in addition to the new generation in general.  There are some issues with mini biomes spawning without good reason, but occasionally these are pretty cool.  For example, I saw a stone-gravel biome spawn in the middle of a desert, and a meadow on a high plateau surrounded by mesa.  While a jungle in a forest feels a little artificial, I think this mini-biome bug actually adds character to a lot of worlds, such as in the examples I gave.  It's something I think could be really interesting after a little ironing out of the super unbelievable ones.

  • 4
    Registered User commented
    Comment actions Permalink

    - Decreasing diamond exposure to air isn't the best. its supposed to be with the new mega caves that we spot diamonds and less strip mining.

    - the dirt room of the mineshafts needs some decorations like tnt or logs or even ore blocks ... just make it more lively

    - clay outlining underground cave lakes is not looking correct imo. maybe grass blocks would look cooler

    - other than that its an amazing terrain generation. traversing should be fun not hard as others say.

  • 3
    Registered User commented
    Comment actions Permalink

    Lava pools can sometimes generate in the new mountain sub-type biomes, causing ice to melt, for example, minecraft:snowcapped_peaks, can have lava pools. Likely a bug.

     

    Also, you should probably update /locatebiome to give the y-axis coord for the biome requested, because 3D biomes exist now. (Maybe they were added in 1.16, but didn't have enough demand due to it being the Nether)

  • 3
    Registered User commented
    Comment actions Permalink

    So far I'm loving it, personally. I love the little dripleaf patches with clay, they look very natural. THE CAVES LOOK AWESOME! Mountains look much more smooth with the rest of the terrain, which I love. One thing I ran into was lilypads spawning in the middle of nowhere. The lofty_peaks and meadow biomes are my new favorite, I love the ice patches and just how high the mountains are.

  • 8
    Registered User commented
    Comment actions Permalink

    Some people here stated that having the mobs spawn at only zero light level would make the game too easy. However, I would give reasons why I go with this change:

    1) Minecraft has always gotten easier over the years. Players used to just survive, but now players always challenge themselves in other ways more beyond just surviving. Having the game somewhat even more easier would incentive players to be even more creative for the more ambitious projects they want to do, rather than just putting so much effort in surviving. When players are well equipped, having mobs spawn is more nuance after that point rather than a fun challenge.

    2) People say that this change would break so many different farms, especially for the ones that uses spawners. However, embracing the change is what makes us grow. In this case, we will be more creative with coming up with new designs.

    3) Many players has complained that lightning can be excessive when all they want is to build aesthetically. Having so many spawn proofers, like slabs, lamps, etc. can be too much. Being less concerned with mobs spawning can mean taking advantage of darkness for new aesthetic builds players can come up with.

    4) Given that the new cave system is so spacious, having too many torches just to light up the caves would ruin the aesthetics of the dark 'aura' of what caves are supposed to be.

    I would agree spawning at controlled light level via gamerule, but keep default to spawn at zero light level. Thanks for reading!

  • 3
    Registered User commented
    Comment actions Permalink

    This snapshot is in my eyes amazing. This is exactly what I wanted the Caves and Cliffs update to be. The only problems I found were the end having no pillars, the nether being completely broken, and the badlands I could find had too many foilage. I would also like mountains to be taller and reach the height limit. When those problems are fixed, and the optimization and deep dark are added, this will be a fantastic update.

  • 1
    Registered User commented
    Comment actions Permalink

    I just loaded a world in the new snapshot and noticed a small patch of snowy tundra in the middle of a plains biome with a mountain nearby. Thought I'd say that.

  • 1
    Registered User commented
    Comment actions Permalink

    Hi! I think The way you did the natural terrain was Great it made the Mountains so much more realistic! There were some World Generation problems but I think that was because it is a Snapshot. Other than that it looks Awesome. 

  • 1
    Registered User commented
    Comment actions Permalink

    With the bedrock beta now on consoles i got my first look at 1.18. and I love it with all the new biomes, mountains and caves and they all look amazing. although i herd some people saying that mobs can only spawn in light of zero. and personaly I wouldn't want that. mostly because that would break a ton of mob farms or at least making them harder to build. plus if the is lava in a cave praticly no mobs can spawn in the entire cave. and tourchs would be so much easier to use to light up anything. also I nodoced that the skull senser was a bit buggy in general. but over all I was a great experience playing with the new additions.
    ps: not sure if the whole lighting thing is ture or not

  • 3
    Registered User commented
    Comment actions Permalink

    Knowing that changing the light level requirements for mob spawning is on the table, I'd reccommend at a bare minimum making this it a simple gamerule [MobLightLevel (int)] and setting a default value so that any player unhappy with the change can easily revert it, or even create experiences with the increased flexiblity.

    If you want to be extra ambitious, making a more complex gamerule system which allows different areas to have different MobLightLevel values would be interesting. It'd allow players to administrate their safe areas and danger zones rather than need to carefully construct them; nothings more frustrating than a creeper finding the one block it can spawn on in the chunks and ruining your day and your build. Be able to designate a specific area mob free using commands would give players more control over the experience they want to have without needing the technical knowhow for mob switching nor the massive effort of spawn proofing.

  • 7
    Registered User commented
    Comment actions Permalink

    absolutely love the mountains and the light level changes, so much less resource intensive to light up caves, and allows for interesting use of light levels while building. Something I've noticed when trying to find somewhere to make a base is that while the mountains are certainly more mountainy, the plains ended up being as well. I'd love to see more mountainy mountains and more planar plains. Overall looking very good for such an early build!

  • 1
    Registered User commented
    Comment actions Permalink

    Something that could be interesting to explore is to have mountains separate different biomes, like they can do in the real world

  • 4
    Registered User commented
    Comment actions Permalink

    I've opened several worlds now and the biome generation is awe-inspiring, the biomes blend rather well, a few hiccups here and there, my biggest issue is the random bodies of water that generate in bizarre locations. I followed a river and found 3, of what I can only describe as buckets, just strutting out. I have a few screenshots to demonstrate if needed. Overall, my suggestion would be to lower where certain water pools can generate as to avoid this problem.

  • 3
    Registered User commented
    Comment actions Permalink

    Hello Mojang, and their community 

    1. Grassy caves

    While I was flying around in a creative world, I noticed that in some caves there are patches that have grass blocks in them, some down do Y = 20. Even though it's a bug I thought how interesting it would be to have grass patches in the lush caves with the moss. This is just an idea for your consideration. 

    1. Snowy Caves

    While admiring the snowy mountains I noticed that some of the caves had snowy floors. Personally, I think that those caves should generate like regular caves, maybe with a little snowy roof, but I think the floor should stay stone. 

  • 2
    Registered User commented
    Comment actions Permalink

    I'm going to make this list as I find things! Please forgive me if what I notice aren't bugs or anything, since I'm not totally familiar with the current build.

    1. I'm in a Savanna biome and found a cave system that, despite being underground, has the floor made of grass blocks and the weeds that typically grow on them. 
    2. I also see a lot of little "pockets" as caves since I've started. I call them pockets because they're self-contained small (under 25x25) 2 block high areas that don't seem to be connected to anything.
  • 2
    Registered User commented
    Comment actions Permalink

    Everything looks beautiful! Especially lush caves, the caves really needed more green. One thing that's annoying me is the fog, I think we should be able to turn it off or low it a little bit. Also, maybe it's the seed that I got, but isn't the plains biome a little too large? I had to fly like 3000 blocks to find another biome.

    I'm also having trouble finding diamonds. I know that's the point, but I can't find it even in spectator, and when I find, it's always only one or two diamond ores. 

    One idea that I had: What if the pointed dripstone had a very low chance of falling from the celling (only the natural generated ones)? It would be like really, really rare.

    I'm also a little scared about performance - my pc's good but it's having some trouble loading everything.

  • 6
    Registered User commented
    Comment actions Permalink

    Can you make it so that the biomes (in general) are larger? Having three biomes in a tiny area is a little weird and makes themed builds difficult. Also, can you bring back the large biomes world gen option?

  • 0
    Registered User commented
    Comment actions Permalink

    This update is GREAT but some of the new biomes are to repetitive. and other than that it awesome. If your hiring, Let me know LOL. (if you can that would be great).

     

    Sincerely,

    Ledzzy.