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Caves & Cliffs World Generation Experimental Snapshot Feedback

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  • 1
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    Create a spiked biome like the ice spikes but replace it with stone spikes, it would make a cool wasteland and tuff and calcite would generate there too. Also replace diorite crafting recipe to calcite + add calcite stairs, slabs etc.

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    Calcite walls, slabs, stairs etc.

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    Optimization for Caves and Cliffs on Java Edition. I have found that my fps has taken a hit in the new snapshot. I believe this is due to the additional height and depth of the world. Adding a separate vertical render distance or vertical entity distance could remedy this problem. I know that if my up-to-date system is having issues that many entry level gaming systems or even minimum specification systems will struggle on the new update. Another fix could be making the new generation below y = 0 generate only within ~50-75 vertical blocks of it could reduce lag. While I am not sure how that would mesh with the current state of the new cave systems I have confidence in the development team to form an adequate solution in this regard.

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    The Caves and Mountains are looking really nice, the new terrain with the biomes blending in with eachother is amazing, the mountains do spawn very frequently and there are allot of hills. The terrain could get some work but its experimental. For the rest i like the new things being added! 

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    I love the changes to terrain generation with land elevation and cave generation, but I think the biome placement should be a bit closer to the way it is currently. I've seen a lot of small strips and patches of biomes, some only small enough to grow a few trees in, and not a lot of large biomes you could get lost in. I love when my favorite biomes go for hundreds of blocks in every direction, and I'm kind of missing that in this snapshot. There's also a lot of previously rarer biomes everywhere, like jungles, badlands, and tall birch forests, to the point where it's not really a cool find anymore.
    I love the new mountain biomes, I think the meadow was a perfect unexpected addition to this snapshot. I hope it'll be in the update even if this terrain generation isn't.

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    This new terrain generation is amazing!
    I noticed that if you set the world generation option to caves, there are no trees that spawn

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    Icebergs are extending into lush caves and maybe other caves and getting cut off awkwardly in said caves. I don’t think the icebergs should go through the ground. Also the biomes are too fragmented. Very tiny like 10x10 random biomes are all over where they don’t belong.

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    Tall Grass in lush caves should more closely match the moss color. Currently, it’s a different shade of green and looks weird. It’s too blue to match the moss.

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    Generally speaking, everything looks really nice, we haven't had such crazy terrain in a long time, and even though there are some quirks with biome placement, this is amazing. However, rivers between elevated biomes do not have water, which feels strange. Echoing other comments, rivers with such placement could be flowing down. Then, there is a question of them having to start somewhere, so maybe there could be mountain lakes generating at local maximums of the height map in mountain river biomes? In this snapshot, we already have something like a large surface lake below sea level due to some caves with aquifiers being exposed (example: seed: -1227209673370776380 coords: 243 65 -178), so maybe we could have mountain lakes as well? This change would probably also allow for waterfalls connected to rivers in places with rapid height changes.

    Also a note about lush caves: since sometimes only the floor/very little of the ceiling is a lish cave, could there be some extra glow lichen on the floor, so there is at least some light garanteed in a lush cave? This would also help with really large caves where glowberries light range won't reach the floor even at maximum cave vine length. Lush caves are beautiful, but not being able to see half of the lush cave really does not help.

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    Hello Mojang Team. I played the new snapshot and it was AMAZING!!! After playing for a few hours, a few things stood out to me.

    Pros - All the new biomes looked great. The amount of elevation change is perfect.

    - The change of light level for mobs to spawn is a great idea and should be kept for 1.18

    - The amount of powdered snow is just right on the mountains.

    - I ended up using the bundle so much and it was very helpful for inventory organization.

    - Ore distribution seemed very balanced for the rarity of the resources. Maybe slightly more copper.

    Cons - I had a hard time finding amethyst geodes. Maybe slightly increase the generation rate.

    - A few of the lush caves had way too many glow berry vines hanging from the ceiling.

    - The normal mob spawner rooms (zombie, skeleton, spider) look very strange and awkward just being a box every time it generates. Maybe make the room a different shape or add a couple of unique rooms.

    Overall it looked great for an experimental version of the game. Keep up the good work and take as much time as you guys need. :)

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    I really like the new additions in the new updates, however i also think it would be amazing if certain mods would that other's have created could be looked and possibly added in as well. Or adding in blueprints for building houses, so that player's like myself who aren't able to make nice houses. They would be able to have either a pre-made house or follow a block by block tutorial showing how to build a nice or decent house.

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    I haven't actually ran into the large scale mountain terrain just yet. Still I like the massive caves though, while I am able to torch the place up, the amount of mobs I have encountered has been really low from overworld height down to y12. I only encountered one creeper on the entire trip and that was it. I feel that the 0 lighting mobs is a bit too restrictive, it kind of makes me feel like I am playing on peaceful mode when I am on normal difficulty. Also bonus chests remove blocks from trees by replacing a tree piece with a torch.

    I think that the mob spawning light level should be reduced down to a light level of 5 to a min 3 to make the game a bit more balanced. I would prefer a light level of 5 as I feel it provides a sufficient amount of different mobs that could spawn at lower light levels. This would make any light areas of 6 or higher to be safe from mobs. The exception to this rule would be the use of endermen, spiders and pillagers which would spawn at light level 7.

    I feel that torches should be nerfed down to a light level of 9 instead of the current light level 14. Lanterns would carry a light level of 12 being a step up from torches. Campfires which provide the most light would be at a value of 15 similiar to lava. I feel this would make the game a bit more balanced and would make latern's more powerful. Right now laterns are level 15, vs level 14 torches, not much of a difference between the two, same goes for campfires.

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    This looks amazing! So far the only things I have noticed out of place are when I went into a mineshaft. Sometimes the cobwebs or a piece of wood gave off light like a torch.
    Once I broke it the light went away. Other then that, and having a little trouble finding passive mobs, the game looks great!

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    I also feel that the light engine should be tweaked a bit to add a +10 light level to the current engine to have light ranging from 0 - 25, this way different light sources could be used more effectively. Right now with this new complete darkness mob spawning, a redstone torch is the lowest item you could use to prevent mob spawning. Previously a redstone torch wouldn't stop mob spawning. If we do want redstone torches to stop mob spawning, maybe raise the redstone torch light level a bit.

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    besides all the strange generation of some structures or biomes, it's always amazing to find a giant cave which makes you get an elytra and fly down to -50 while dodging tons of obstacles
    As someone who has been playing since 2011 this update is just out of this world. Thanks a lot Mojang Team and please don't rush. You're already doing a great job!

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    1.18 is really cool and pretty, I can't stop playing and watching other people play it. The only thing i would ask for is optimize this version please!!! I played for 1h 30min, exploring the caves in survival and after some 50min my fps was getting a lot lower than usual, even tho I didn't really explore that much.

    Also, i found a woodland mansion in a birch wood forest, and i guess that isn't supposed to be there.

    Apart from that, everything is great, i can't wait for 1.18!!

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    Local water levels on the surface would be very cool, and could introduce waterfalls. For example, currently a river that runs from a plateau to a flat area creates a ravine through the hill because the river stays at sea level (which looks very cool and should definitely stay), but with local water levels on the surface, the river could be at the same height as the plateau and form a waterfall as it returns to sea level.

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    Suggestion: I think it would be a good idea to make the clouds a bit higher. When I got on some mountains that weren't very tall, and I was already above the clouds.

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    Is mob spawning in the overworld bugged currently? Because I've been trying to find cows and pigs but they seem extra rare on this update.

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    Hey Mojang just wondering if you guys are going to fix the diamond rates in 1.18 because currently there are no 8 veins spawning and diamonds are rarer so please fix the spawn rate of  diamonds and bring back big veins of them like in 1.16.

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    Just for performance reasons, lush caves should have less cave vines, and they should grow slower. The amount of growing plants, combined with constant lighting updates, can have a noticeable impact on performance. The reduction of cave vines would also look better in gigantic caves, and the slower growth functions to reduce the amount of light updates.

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    So I think the new world generation and mob lighting is great, I also like how big the caves are! I would however change the lofty peaks/powdered snow, because you get stuck in the snow a lot! Other then that I seem to find floating moss and vines in random place, but I think Mojang did a great job with this! P.S (please don’t change the bit where there are random caves out in the open that you can fly down with an elytra!)

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    Hey Mojang can u please fix the diamond rates in minecarft and bring back 8 veins like in 1.16 make the spawn rate not as rare because they are extremely rare for me.

    Excited for 1.18 hopefully you guys can bring back big veins and also in the new 1.18 where do diamonds spawn is it still one y 12

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    If the download link is incorrect, can you please provide the correct one? Also, I'm having trouble because the  zipped file doesn't have all the files needed to run it

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    Hi Mojang first things first, the mountains are SOOO beautiful! The caves are also super amazing especially the huge caves where there is multiple biomes in them. Ok a few things I noticed in the snapshot. I located a snowy slopes biome and tp'd there and it was only like 10-15 blocks big. I also found villages that were in biomes where they weren't from like I found a snowy village in a plains biome when there wasn't a tundra anywhere near. There are also small spots of lush caves that are visible from the surface. And there are only a few biomes where I feel like the terracotta really looks good. In plains biomes the terracotta on the hills looks gorgeous but in the jungle for example it is just really ugly. No offense*. Those are the only problems I have noticed so far.  

    I also have a couple of suggestions for travel in the mountains. First is instead of wearing leather boots to avoid sinking in powder snow, you guys could make snow shoes. It wouldn't make a difference but I think it would be more realistic. And for downhill travel it would be really cool to add skis. I this helps you guys! Thanks for all your hard work into making a fun game for us!

  • 0
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    Is it normal that moss blocks dont stick with sticky pistons but leaf blocks do?

  • 0
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    How can I revert to before you took diamonds away?  Perhaps 1.16?
    This isnt fun.... 

  • 0
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    Rivers should have a more green grass color, so they don't look ugly when they generate too high.

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    Hi. Im back.

    Time for a story!

    I was in the survival world trying hard to find a mountain, and... well. I find nothing. So i've used commands to locate one. I've been using /locatebiome lofty peaks. They generate normally 1000 to 3000 blocks away from world spawn. That's good, but, still very hard to find in survival. 

    Then i tested other worlds, teleporting to [1000/1000], [-1000/-1000], [1000/-1000] & [-1000/1000], then locating lofty peaks. The result is from 2 to 4 mountains around those coordinates. The overall observations are:

    • The "Huge mountains" are very low. Since the terrain around tends to be higher, is causes them to feel low, even when they're big.
    • Not all of them are that inspiring. If they are hard to find, they should be inspiring and majestic most of the time we find one.
    • There is elevated terrain in the world. That's nice! Keep it! But, high terrain and mountains are two separated things, and normally, when together, they dull one another.

    Sugestions are:

    • Have more mountains, that arent that high. That's okay.
    • Make the huge mountains high, generate near elevated terrain less often, so we can appreciate them. Also make them be in a good shape more often.
    • Keep elevated terrain! Its cool!
    • More Powder Snow.

    Have a nice day!

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    So for the experimental update for bedrock, the giant caves are spwaning only in water. That's really been my main issue. I've tried it with 5 different worlds and went creative to see. Hope this helps to fix anything :)