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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 7
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    This is an absolutely incredible snapshot.

    These new mountains are C H E F. K I S S. The caves are also looking absolutely incredible. I hope the big rivers are here to stay. Once the tiny biomes are fixed a bit I would already say this is the best update since 1.7. The combo biome variation I absolutely love. Seeing forests up ON TOP of giant mountains is absolutely incredible. This makes exploring LOOK EXCITING AGAIN. I hope Mojang will add even more biomes as snapshots continue, just subtle new combos of different terrain + folliage + decor all make for a wonderful experience. Also I 1000% endorse the light level spawning change, my biggest gripe of survival building was having to light up absolutely everything, needing low hanging or wall lights every 5 blocks to make it safe. With this, the ways to make safe and beautiful survival bases has expanded incredibly.

    Overall:

    Terrain is terrific. Wide rivers are wonderful. Mountains are majestic. Underground is unbelievable. New monster spawning requiring lighting 0 is next level for building. O M G

     

  • 5
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    the generation system is mostly very good
    of course with some generation bugs but it's an obvious snapshort preview
    but one thing that bothered me a lot but i believe that it will change that is the distribution of biomes
    in some situations you can find for example a desert biome on the side of a snow or snow mountain biome
    and about the distribution itself there are small concentrations where you can find in the middle of a lowland biome a small desert or snow biome that only appears there or further away you find a "normal" snow or desert biome (this includes all biomes)
  • 3
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    I love the new light level mechanics but I was wondering if moon phases play a role in night time light level if so carry on, if not this might be a good idea as it would make them relevant to gameplay and new moons could be a bit of an event, this would also give new players a bit of a cushion before mob spawning in the open becomes an issue at night. Another idea might be to just bump up the mob spawning frequency in areas open to the sky as I only saw one whole zombie my first night but I personally am not as fond of this idea, I just recognize it as an option. Edit: I am seeing more mobs my second night so I am assuming at this point that moon phases do play a role and I love it.

  • 5
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    A small detail that looks improved on but not entirely fixed is the way that rivers seem better connected. Even in the thin river areas (love the big rivers btw) they mostly continue when meeting higher terrain on both sides, but still sometimes get cut off by blobs of grass which interrupts boat travel and looks ugly, I would love for all rivers to guarantee water goes through them even when terrain around them is higher. Perhaps sheer cliffs, or, if the terrain is REALLY high above the river level, it creates a river tunnel through the terrain? That would look next level. Great job with this snapshot!

  • 4
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    A few Glitches that I've found in the new experimental snapshot:

    Icy villages spawning in meadow biomes causing snow from the village to look out of place in the non-snowy biome.

    Tiny biomes spawning in certain areas where other biomes surround them. I've seen one where a jungle is about 20 blocks across and 30 blocks long with 4 - 5 trees in total. Same with mesa biomes as well.

    Slow chunkloading is probably already a known issue and I won't go into much detail.

    The floor of caves sometimes being populated with grass as if it's on the surface with no apparent connection to the surface anywhere, seems to be mostly in ocean biomes.

    Glitches aside, here are some suggestions:

    Cobwebs on cave spider spawners appear in a large rectangle when the spawner's in the open. possibly removing the cobwebs when there are no cave walls could fix this.

    Large caverns should be connected to the surface via smaller caves, instead of making huge holes in the ground.




  • 1
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    i just need to say one thing about minecraft windows 10, there are many emeralds like 5 6 ores per mountain

  • 5
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    The new mountain generation is impressive, but the new big snow-capped mountains feel so empty, without enough unique new content to match.

    Playing on these new mountains was the first time I felt the really game needed birds, rather than them just being a nice-to-have. I know we're unlikely to get a totally new mob this late in the update cycle, but the goat by itself really isn't enough to populate them. Maybe we could have an eagle, or even just an ambient bird wheeling around at cloud height? Just something that would add a bit of movement and life up there.

  • 1
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    I really like it but I did find a few things could be changed. for one, when you enter a water cave from the surface the water doesn't cover the entire surface area. and the last thing is diamonds don't spawn in caves enough. I didn't try strip mining and I read that diamonds don't spawn on open surfaces that much, but I think they should. but this is just a suggestion I know everyone on the Mojang team works very hard to keep this game great. 

  • 3
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    I find it funny how a lot of these comments say "it's perfect" but then immediately state something not perfect about the generation. XD

  • 1
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    hello,

    I have some feedback on the new ore distribution. new players or players that dont follow the updates might not now where to look for ores when they go mining. so a new feature i would add is a depth compass so you dont have to have your f3 screen open all the time, that would be really helpfull

  • 6
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    I love the direction 1.18 is headed. The terrain is absolutely stunning, the caves are breath taking, the mountains are coming along amazingly. One bug I've found is that all the treasure maps have been replace with empty maps. I've also seen a jungle temple in a savanna, and a lush cave on the surface. Other than that I love the work you guys have done and cant wait for 1.18. Keep up the fantastic work :) 

  • 5
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    i like the idea of varying terrain, but some things need to be sorted out. In my opinion, plains biomes should be bigger, flatter, as well as on a consistent y-level. As for the terrain in other biomes, although it does look cool it really isn't very great for survival. One good way to approach this would be to have biomes have specific boundaries. One example would be jungles always generating on y level 75-95.

  • 6
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    The deepslate coal, copper, and emerald ores should generate in small amounts below y=0. You can currently get them with Silk Touch in 1.17, but it's unfortunate that they become extinct in 1.18!

    Now that mobs spawn only in total darkness, those very large caves seen in earlier snapshots will be a welcome addition!

    As for generation, it's a great idea to decorate aquifers and water caves with things like glow squid, corals and kelp. Lava aquifers can be decorated with magma blocks.

    Lastly, do make some of the new blocks renewable, such as deepslate, calcite, and tuff! When lava meets water below y=0, they could generate deepslate instead of cobble, to match the surroundings.

  • 2
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    When I was testing the experimental snapshot, I found that there may be a problem with spawn points. For instance, I created a world and I spawned at Y level 30 in a cave. I also spawned in an ocean about 1000 blocks from land.

  • 3
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    The terrain generation is a little bit messed up for example biomes are sometimes being cutoff also some biomes are spawning in the wrong place like a beach biome spawning in the middle of a dark oak forest. However its only a snapshot over all nice job on the mountains and caves!     

  • 2
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    Love the new features. Thanks for all of your hard work. I just want to add something that hasn't made sense to me for a very long time but it's a good time to address it with all of the biome changes; swamps having rivers go through them doesn't really make a lot of sense. The swamp tainted water just suddenly clears up for a small bit and then returns--this is extremely weird--it always has been weird. :P This might be a good time to look at it. Thanks for your time. <3

  • 3
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    Loving the new terrain changes. It makes the scale of the game feel much bigger and more natural. My main suggestion would be to make extreme elevations in terrain more uncommon. This way most terrain remains closer to sea-level and when it does increase the difference is more obvious and dramatic. That being said, some elevated terrain next to rivers and oceans would make for some great valleys and cliffs and the oceans themselves could benefit by making use of the new terrain depths to become even deeper, allowing for some truly deep-sea builds. Obviously with the changes to world height there are a lot of areas to consider in which making them deeper or taller would be an improvement depending on their individual circumstances... These are just a few of my suggestions into making those decisions and I look forwards to seeing the Cave and Cliff's continued development. 

  • 1
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    its all good but me and probually most of the people here would like to have a friends menu for minecraft

    so we can play a nice game of minecraft without plugins of any sort with are friends without other random people playing in the world

    its rather hard to let are creative juices flowing with friends playing with us it gets boring real fast

  • 3
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    When I was exploring a world, there would be new biomes in random areas, and they felt like they didn't belong there. For example, I saw multiple patches of snow in the middle of forests, plains, and even deserts, all at the same y level. 


    Examples: Seed -7452526149826695881, Coords: 910 -1307, 963 -1475, 514 -80 (yes, all on the same seed).

    Besides this, the update is great!

  • 2
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    I would love to see a "mid-sized" biome generation option. Ever since large biomes was released, I've always felt that large biomes were too large and regular way too small. I'm hoping that these terrain changes will make regular sized biomes feel richer and more natural, but it's something I would love for Mojang to consider in the future perhaps. Thank you.

  • 4
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    I really like the mountains, my problem is that I don't think mesa/badlands biomes shouldn't be mixed in the terrain like how it is right now. Right now you can find snowy jungles and random mesas which are simply far too common for one of the rarest biomes in the game. Personally, I don't think jungle or mesa should generate with other biomes, but they should only generate in their own perspective biomes rather than generating so often in other biomes such as dark oak and mountains.

    I really liked seeing the big spruce biomes though, they looked fantastic with the new terrain. 

    A cool idea I think would work well is having the light level where hostile mobs spawn is tied in with game difficulties. 

    For example:

    Hard difficulty = block light 7

    Normal= block light 4

    Easy= block light 0

    This means the max light level hostiles can spawn. I think this will just bring a whole lot more meaning to the difficulties and would actually make hard difficulty much harder than easy. 

     

  • 0
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    I think the new world generation will be a good breath of fresh air for the game, BUT Im concerned about how will light based farms will be affected (mostly the ones that include redstone and portals) and the current problem with biome imersion(considering the biomes are so much shorter)

  • 1
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    So I have a few things to consider. It's honestly looking awesome and I support all the hard work you guys are doing, however, it looks like the caves systems is "to much". And what I mean by that is, I'm exploring the map in spectator mode so I can travel through all the terrain and such to see all the caves underground, and all I can see is caves for miles. It would be nice to have the big caves systems not so close to each other and repetitive. (More spread out) 

     

    I also noticed the mineshafts in the caves, don't look very natural. When they enter into a big cave system, the planks that act as... catwalks... I guess?... just end in the middle of huge open areas and then the support beams go down to the ground for 20+ blocks.

     

    Hope this helps! Can't wait for the official 1.18!

  • 0
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    So i went to the end in the experimental 1.18 snapshot and there are no obsidian pillars. Is this a new feature or is this a noteworthy bug? 

    seed is : 1756120912372603605

  • 3
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    My suggestion is to raise the snow-capped extreme hills even higher - like Y=200 - and make the hills variants of other biomes about the height that the snow-capped mountains are in this snapshot.

    Also I think the new caves are slightly too intrusive on the surface, but it isn't that bad.

  • 1
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    I only messed around with the snapshot for a few minutes, but overall I thought it was great. The terrain I spawned in was beautiful, albeit a bit hard to traverse. I also tried to go into the caves with nothing but some wooden tools, and personally found it pretty difficult. I'm a casual player, so the amount of mobs in this large, lush cave quickly overwhelmed me. I must have counted at least 5 in one spot near the entrance to this area. I died several times before deciding to leave the caves with my head hung low and a lone piece of coal to my name. I don't really have any complaints as long as the lag issues are fixed in the actual game. Obviously this is a big update, but I was worried my computer wouldn't be able to take it.

  • 2
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    So far it seems pretty good, but I feel like diamond spawn rates were reduced a bit too much. 

  • 5
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    I'm really happy with the new biome generation mechanics, but there are many instances of biomes generating in wonky ways, which is no big deal, but it can make the world look quite weird. Here is my feedback dedicated to the messy biome generation and some potential solutions:

    • Biomes often generate way too small. This doesn't look too strange with biomes like beaches and forests, but it can look very weird with rarer biomes like jungles and badlands. This might also cause structures to generate in the wrong biome. Maybe tiny biomes should have a chance of being replaced by adjacent larger biomes?
    • Beach generation can be quite glitchy. Beaches won't generate at all if the terrain stretches too high from the ocean. Beaches, or at least stone shores (which might also need their temperature tweaked), should always generate between land and sea. There are also instances of beaches being randomly replaced with tiny swamps.
    • Plains should only generate in flat areas.
    • If an inland pool of water generates, the game doesn't seem to know what to do and turns it into a lush cave. To fix this issue, make a new "lake" biome that spawns squid, but not salmon. This placeholder biome would prevent glitchy lush caves.
    • Lastly, the spawning of biomes with different temperatures really needs adjustment. Hot biomes should generate closer to sea level, while cool biomes should generate higher up. That way, a desert doesn't spawn right next to a snow biome, which is surprisingly common currently.
  • 11
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    There is an over-abundance of aquifers, they're really cool when they're more rare.

  • 1
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    Right off the bat, the stability seems fine for a snapshot. The main issue is that where in 1.17, the biomes were more or less where they should be, the 1.18 experimental build has entirely new biomes. If we could at least get the 1.18 biomes to be 80% similar in location, the upgrade wouldn't be so jarring.