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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 11
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    Honestly the grass block generation underwater needs to be fixed as it causes lag. Additionally, the Extreme Hills biome should be removed from generation as it no longer has a purpose and has been replaced by the new mountains, although maybe it can remain in the game’s code for backwards compatibility. Or maybe extreme hills can be retooled into a new biome (called Crags or Cliffs or something).

  • 13
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    Great work Mojang, but I feel the mountains are too rare now as opposed to the first experimental snapshot. The first one had lots of terrain differentiation, and it was exciting to explore, while the newer terrain generation is way too flat. The caves are perfect in every way, though, you can really get some breathtaking mountain ranges and caves mixed in, they really do look awesome, though these mountains are a little less common than I would like. Overall, good snapshogt,  but make the mountains more common. Not as common as the first experimental snapshot, but still more common than right now. It's really boring to see flat forests and stuff.

  • 11
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    The following observations are from a quick fly through in a creative world:

    • Lava can generate in lush caves, and this is a recipe for disaster due to the flammability and abundance of moss amongst other flora, further moss blocks are capable of holding back water so when they burn away it can create new flowing water, between the lighting and the fluids this could create quite a bit of lag, although my laptop was apparently able to handle it. However, it should be noted that my laptop has a quadcore processor, RTX 1060 graphics card and runs programs on a solid state drive so the lack of a performance drop doesn't say much.
    • Local water levels aren't stable, it seems like caves are carving out the water source blocks making weird walls of water, I wonder if this is connected to the shoreline issues mentioned in the snapshot notes. I also stumbled upon magma blocks generated next to water but otherwise just on the dry floor of the cave. I suspect that the cave's floor dug through all the water leaving exposed magma blocks.
  • 7
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    Jungle floors don't seem to be as dense with bushes as they used to be.

  • 10
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    Many more hours in, I settled down in a village after on on-foot adventure of 15,000 blocks.  Started upgrading the village, tripling the population, creating jobs (sound like I'm running for mayor).  Had 250 block fields, chickens, pigs, cows, and sheep in large fenced areas, everything was going well, until I realized I was suddenly on my last stack of iron.  I ran around the plains, the forest, and local hills, finding nothing but flooded caves.  I'd swim down, looking for air pockets, often on the verge of drowning when I had to return where I began.  

    So what I dislike about the update:  A lack of dry caves, livestock, and most of all: iron.  As I had less than 24 ingots of iron, I found the Ore Distribution chart on Reddit for 1.18, and went down to level 16 and started branch mining.  While I found coal and some copper, I found as much gold as I did iron (single digits), eventually getting killed by a mob of skeletons and calling it quits.

    ..and like others have stated, everything else is beautiful.

  • 14
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    Here are some tweaks that I would make to the temperature of certain biomes:

    • Biomes with warmer temperatures should have warmer water colors, while biomes with cooler water temperatures should have cooler water colors. This would give Java parity with Bedrock.
    • River biomes should have greener grass, that way they don't look weird when they go onto land.
    • Stone beaches should have greener grass and shouldn't have snow at higher altitudes. They should also have shipwrecks.
    • Snow should be removed from extreme hills at higher altitudes. Also, "Wooded Mountains" should be renamed to "Wooded Hills".
  • 11
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    The taller mountains are fantastic! However, the Snowy Slopes seem awfully big—and the Groves seem awfully small. The Grove is my favourite of the new biomes because it reminds me of the ski areas where I grew up, but the fact that the biome is always so small greatly lessens its effect. Since tree lines of mountains are generally really high, I think it makes sense to extend the Groves up further into the range currently covered by the Snowy Slopes.

  • 10
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    I would appreciate it if the concentration of ores was increased in the area surrounding cheese caves to compensate for all the empty space inside. The cheese caves are a great addition to the game, but there is much less ore in the world overall because the air blocks substitute what would have been stone in previous versions of the game. In summary, I would like to see the amount of ore in the world increased to previous levels but I am not sure what would be the best way to do that. Adding veins of the other most useful ore types (redstone, gold, and diamond) is another possible solution.

    The caves are certainly useful to players who only want to obtain ores in small quantities because players can find exposed ore, but I personally lament the reduction in ore quantity because I am one of those survival players who wants to collect lots of ores for projects without relying on farms like iron golem, zombified piglin, wither skeleton, and witch farms.

  • 2
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    I really don't like the idea of monsters only spawn in lightlevel 0

  • 9
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    the mountains are not high or big enough and snow capped peaks now generate at y 71 for some unknown reason

  • 3
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    Have all Spiders that spawn in caves be replaced with cave spiders, just like how zombies in deserts are replaced with Husks and how Skeletons in snowy biomes are replaced with strays.

  • 1
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    Have the shade of green on lush cave blocks match the shade of green of grass on the surface to help allow vines and grass in lush caves to blend in more with the surrounding moss. Or do it the other way around if possible.

  • 14
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    I see everyone saying they want more big caves, but honestly it's not really needed. They're cool to find but having them everywhere makes underground exploration extremely boring and not much variation, i think having more small/medium sized cheese caves would be good.

  • 15
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    After a couple of hours game testing this version I noticed very important things to point out at:

    1. The terrain is too hilly almost everywhere. Biomes like plains or forest became lofty. The terrain is not flat/plain like always have been.
    2. Flooded caves are way common. The number of caves full of water are everywhere, except for cave biomes "dripstone caves and lush caves". I think this is a bug

    There should be both old and new terrain generation spawning not only the newest

  • 13
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    It would be great if local water levels could apply above ground, and possibly apply to rivers as well, allowing for mountainous lakes and potential waterfalls.

  • 6
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    Gotta have my Large Biomes!  As in the previous version, caving is thoroughly satisfying.  Light level 0 for monster spawns is the right decision.  But to explore above grade, Larger Biomes!

  • 1
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    The End dimension generation is slightly messed up, whenever you load the dimension there isn't any pillars with end crystals anymore, so the main End island is just a vast wasteland with only the empty exit portal being spawned

  • 2
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    Why there weren't any obsidian pillars in THE END?

  • 1
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    water waves should generate in beach. desert should contain a new tree such as joshua tree. desert lakes should rarely generate a oasis with palm tree.

  • 2
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    what if mangrove tree generate in swamp. it is better if mangrove tree also generate when a river meet the ocean.

  • 1
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    Maybe the end pillars, end ships and end cities needed to revamp and modify by adding more interesting feature.

  • 2
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    ice spikes and eroded badlands should have different sizes and shapes such as round and rectangular.

  • 2
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    for large rivers in this snapshot, there are too many splotches of sand, dirt and clay blocks in the river bed and making them too noisy with the difference in textures and colors. It is fine in smaller rivers but with large rivers it creates noisy river bed.

  • 2
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    You can add granite biomes, or you can add generating azalea trees

  • 1
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    Meadows should have a unique tree instead of birch trees! And the saplings should be rare to drop. It allows the player to explore different medows to get a sibling!

  • 2
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    Maybe there should be two layers of clouds.

  • 2
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    I think there should be small veins of Emerald & Coal ore somewhat mixed together surrounded by diorite. This why if the vein generates near Y=0 there could be a chance to get Deepslate Emerals Ore & Deepslate Coal Ore similar to how you can pontentially get Deepslate Copper Ore from Copper veins in Y=0. This way Deepslate Emerald Ore & Deepslate Coal Ore aren't 1.17 exclusive blocks

  • 2
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    Lush caves should be less likely to generate in places that you can see from above ground, especially in cold biomes

  • 1
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    I think river biomes should be far less likely to generate grass blocks on the edge and cut themselves off. However, it also felt like there may have been too many rivers. It seemed a bit too difficult to find large expanses of land where there was little water in sight.

  • 3
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    Wow! i cant wait for 1.18! this all will make minecraft so much more interesting in the exploration area!