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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 1
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    Currently the micro biomes in snapshot number three are really breaking up the terrain, maybe it'd be better to have them only generate with very similar biomes, like a flower forest near a birch forest for example. Currently with the temperature system biomes that are humid can generate next to biomes that are incredibly arid, like a desert near a jungle for example. The terrain is really jarring and needs fixed. Perhaps biome colour could fix this but I'm unsure since I haven't taken a peek under the hood so I don't know.

  • 4
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    I'm not overly fond of microbiomes and temperature clashes, but I don't find them overtly objectionable. I do feel like microbiomes and temperature clashes should, at the bare minimum, be mutually exclusive, as having a tiny blob of mesa in the middle of a forest just looks... silly.

    Mountains should definitely be taller and pointier.

    Having consistent mob spawning rates across all Y levels is a godsend for those of us that enjoy having farms that don't look like trash. There will be a small but very vocal minority telling you to revert to the old system; I strongly encourage you to disregard them.

  • 1
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    Something you can try adding that wont be big is when you drink a fire resistance you shouldn't take damage when your on powder snow. 

  • 0
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    I really wish minecraft would bring back all the customizable options they removed from the world generations it used to be a lot of fun to see how you could tweak world generation. 

  • 0
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    It would be great if you could adjust the noisiness of the microbiomes, since personally I don’t like them, but if someone would like to have less or more of these in their world, it could be adjusted in the world generation menu. like back in the days when you could set the ore generation, water level, etc. in your world.

     

    this could save a lot of time for developers and a lot of compromise from players who don’t like them or like it more noisy.

  • 1
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    The player can't breathe in some levels of flowing water when sticking their heads above the water with a block above

  • 1
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    personally not a fan of the micro biomes... just seems odd, we have always had "large" chunks of biomes, if the micros are kept, maybe make it so someone can turn them off before generation of that world? 

  • 0
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    It would be nice if the devs took this opportunity of changing world generation to finally stop rivers from being blocked by land! It happens far too often, and it makes it very difficult to travel a world by boat.

  • 0
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    Some feedback would be to make a bit more of a slope or decline from the higher terrain areas (not even the mountains JUST higher terrain) I think this would be a bit more realistic and would be able to separate mountains that are very very steep and not much of a transition to the higher terrain which can still be high terrain but should have some more "slopeiness" this would separate mountains from higher terrain. But if you do consider this idea don't do it too much as you still want that awesome view just do it a bit! Finally i think there should be areas with higher terrain MORE COMMONLY, for more variation but still some flatter areas. And mountains could be a bit more common, but that's fine since we still have cool views with that higher terrain (if its more common that is) 

  • 0
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    In bedrock edition under y0, withers do not generate, and not all the blocks are deepslate, and i'm disappointed cuz this is a thing that's not simular with java edition.

  • 0
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    i love the new caves, but finding iron seems imposible, i found a whole stack of dimonds and only 16 iron in 30 min, flooded cave entries are annoying becasue there is no way into a cave other than drownding, i very much miss the old caves.

    sorry for poor grammar 

  • 1
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    Ok

  • 0
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    Ok

  • 0
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    Can you help me update mine minecraft to 1.17

  • 2
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    I feel like Experimental Snapshot 3 has nerfed the mountains WAY TOO MUCH, whenever I find a mountain using commands, they are always at least 2000 blocks away from spawn, and after that the peaks only generate around y=130-170, instead of 220 to 256 which was really disappointing ,so I'd say to make them at least 500-1000 blocks away from world spawn and their minimum height to be y=180 at least ,otherwise they don't look like a mountain

  • 0
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    산에 호랑이나 곰, 멧돼지 같은 생물 사람을 공격하는 동물이 나오면 좀더 스릴있고 재밌을것 같습니다

  • 1
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    Alright, so I have been playing experiment snapshot 3 survival for about 80 in game days, in that time I found a somewhat extensive network of lush caves so here's a deep dive into my gameplay experiences with lush caves and my opinion on their generation.

    For starters hostile mobs are scarce in lush caves, probably because of the non-solid like moss carpet and illumination from glow berries preventing mob spawning. In my opinion this offers a nice break, and I think it is fitting that the cave biome made to feel alive isn't crawling with hoards of the undead. I have found both dripleaf plants and glowberry vines useful for traversing lush caves, and this is fantastic. The biggest gameplay issue I have is the regular vines generating in the lush caves. In narrow passages these vines have pretty much unlimited growth potential and can easily take over caves and ruin the aesthetic. I would recommend removing these vines from lush cave generation between jungles and swamps we have enough places to find these vines already and they're a bit redundant with glowberry vines already there.

    In terms of appearance I think there is too much clay generating on the cave walls and ceilings, it looks really out of place there. Lush caves also feel too dry, there's clay all over the floor with no water and I don't think this works aesthetically. This might also be why I can't seem to find any axolotls, which were a pretty big selling point for the biome as a whole. 

  • 0
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    Hola espero y arreglen el rendimiento de la 1.17 experimental de Minecraft Bedrok no va fluido sera mi celular pero hay veces que da bajones de fps y sea el dispositivo que sea va lag espero y disminuyan al menos un poco eso

  • 0
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    Eu quero miny com meu amg

  • 1
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    i feel like sculk frequencies should also be tuned for when you have a signal strength going IN to the sculk sensor. Like if it has a signal strength of 1 going in to it, it'll only activate if a sound is created of that sculk frequency. that way sounds wont have the issue where they overlap and it doesnt detect certain movements
     
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    For Experimental Snapshot 3:

    • Too Small Mountains - When mountains biomes are spawning, the current generation makes them hard to spot, as they do not tower over landscape as everything suddenly is more mountainous than them. I am yet to see mountains reach the clouds in this snapshot. Sometimes they are obliterated by giant caves in them.
    • Mismatched Generation - Beaches are appearing in landlocked areas, structures of villages are broken apart by the more extreme terrain, and too many miniature badlands are spawning.
    • Rivers and Oceans - These areas are absolutely riddled with caves still, and it ruins the feeling of the biome, often causing less materials like clay to spawn.
    • "Floating" Biomes - While flying directly up and down with F3, you can come across multiple, non-cave biomes as you change elevation.
    • Goat Spawning - Mountain goats still rarely spawn, if at all, in the mountain biomes, or they despawn without coming back.

    In summary:

    Things seem to have been made too extreme for the game to handle, both in performance and generation. We probably need some scaling back in generation to a middle-ground for the sake of quality. Too many caves, too little cliffs, and too much verticality.

  • 1
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    Please, add mountain caves (ice caves) 

  • 0
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    I loved the new biomes also the stone biome could be a volcanic biome

  • 0
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    Cave spider spawner fire particles won't disappear after spawner is removed (java)

  • 1
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    I'm loving the new world generation and mob spawning changes so far.

    1. The mountain biomes are fantastic. The addition of stony peaks also works really well to accompany the notion that "in real life" not all high mountains are snowy all the time.

    2. Mobs now requiring absolute darkness to spawn is fantastic. It reduces the ugliness of torch spamming and makes lighting up the new larger cavern systems possible (I've placed over 4k torches in a cave system in a world I started with the 2nd experimental snapshot and I still see plenty of mobs in there as I explore). In no way has requiring block light 0 kept me from having mobs be a part of my minecraft experience.

    3. Making iron slightly more accessible does not, in my mind, eliminate early game. Previously in a new world, I would immediately start farming trees to dig a branch mine to get iron and other resources, taking great pains to avoid mobs until I was established with iron (at least) tools, shield, etc. Now, with the ability to (usually) find a piece of iron relatively quickly, I've taken to crafting a shield early on and then exploring the world more. This is much more fun than mob avoidance branch mining.

    4. As I'm sure you know, performance is sketchy at times.

    5. Keep up the good work. 1.18 is _well_ on its way to becoming my favorite Minecraft release since the Update Aquatic™ (and probably my favorite ever).

  • 1
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    I really like the big mountains, but in my opinion the Tree´s should get a few more variant. I don´t mean a type like Oak ore Spruce. I mean bushier, taller ore thicker Trees.

  • 0
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    I'm not sure if this is a bug or intended but in Java experimental snapshot 3, I created a plains CAVES ONLY world type world, and found that diamonds were being generated on Y levels in the high 20s and low 30s. I have a caves world type in 1.17.1 as well where diamonds are still between 16 and 5. 

  • 0
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    Am I the only one who had trouble finding any relative flatter areas? I found one in my aprox. 3 hours play and even that was filled with death hole with a huge drop into a large cave. I like the fact that biomes seem to meld together more and also the new mountains look great, but a regular plains biome became a death trap.

  • 2
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    I'm very confused! Whenever I toggle "Caves and Cliffs" in Bedrock's experimental and make a new world, I try and look for caves in creative or in survival on the surface, I only find aquifers! I hate not having normal caves in the experimental snapshot. I wonder why in my game this happens, but not my sister's game?

    Also, in a different world I deleted, I found a dessert that had as many vines as a swamp! I was so very confused. Are vines supposed to generate on sand blocks in a dessert? Thank you.  

  • 1
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    I was flying around at about y coordinate 117  to find the mountain biomes and some how I got to y coordinate -738 without touching the ground