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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 10
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    Hello !

    Here are the things I noted while playing :

    - Biome generation seems off, the biomes temperature don't really match and there sometimes cold biomes next to hot biomes + some microbiomes (seed : -6964850252821865984, x=1485, y=106, z=1311)

    - The terrain generation is very good, mountains look like real ones

    - Meadow biome is gorgeous, keep it that way !

    - There may be too much Jungles and Mesas generate weirdly

    - Caves are a bit too common

    - There are way too much water filled caves and aquifers looks weird, lava aquifers and water aquifers should not generate next to each other

    - Lush caves should only spawn over y=0

    - Mountains could go a bit higher in altitude

    - Beaches lenght is good but there should be palm trees and also cliffs, also beaches should alsways be flat

    - Grass generates at the edge of beaches (seed : -6964850252821865984, x=2352, y=106, z=-1931)

    - Rivers sometimes generates weirdly (seed : -6964850252821865984, x=1418 y=76 z=1551)

    -Eroded badlands float on water (seed : -6964850252821865984, x=3207 y=74 z=-3319)

    -Azalea trees generate in the middle of the ocean (seed : -6964850252821865984, x=2096, y=68, z=-1907)

    - Some of the biome specific terrain generation is lost like Savanna which were divided between flat plains and flat plateaus

    -Rivers sometimes generate without water (seed : -6964850252821865984, x=1225, y=103, z=-3934)

    - Swamps generates with grass underwater

  • 4
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    Every Carver Cave seems to be flooded. I don’t know if this is a bug, but I’m not a fan of this. Please remove the flooded water from the cave openings. It discourages me to explore caves.

  • 5
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    The generation of mineshafts is so much better. They seem to be more connected and put together. I mean, there are still areas that lead to caves and other areas, but the old generation seemed to give priority to the caves, and sometimes the mineshaft would just abruptly end. Now it looks way cleaner and smoother. Good job! Would like to see more mega caves though. Did not see too many of those.

  • 10
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    The tallest of tallest peaks are too rare. after an hour of searching I couldnt find a single mountain over y=190 while checking over 3 different worlds. I also think, that with a build limit of over 300, no one really needs more than 100 blocks of build height on top of an already giant mountain. Also on the topic of mountain height, lofty peaks should naturally spawn higher mountain tops than snowcapped peaks. The name "lofty peaks" should translate into the generation, making truly the largest mountain tops in the game.

    I really like the cave changes, it definitely fixes the first problem I noticed which was that there's nothing stopping a survival player from immediately dropping to diamond level with a water stream. At the same time, caves aren't hard to find, and they still consistently lead to diamond level, just by having to look a little more.

    the micro biome changes are good, and the tree in the meadow is a nice addition. swamps seem to generate in places that make more sense, but woodland mansions seem to still generate half out of their biomes (but that could just be their size obviously)

  • 2
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    The spawner changes are... underwhelming. The blogpost says:

    "we recognized that these spawners haven't been a real challenge for a while now. We hope this change will make conquering a spawner a more exciting challenge!"

    But there's 2 problems with this. In it's current state, it seems like as long as the spawner block is light level 11 or higher nothing will spawn, in which case basically nothing changed, which is its own problem. But, if the intention was to make it so the spawner can check for nearby blocks that are below light level 11, then it's still not great. The only real change here is that we have to place 4-5 torches instead of 1, which really isn't any more of a challenge, since for experienced players, that should take maybe 2 seconds longer than just placing the one torch.

    To make vanilla dungeons a challenge, we could change the floor to be bottom half slabs so torches couldnt be placed on it. Also if the dungeon rooms were just a little bigger, it would really help a lot.

  • 8
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    In world seed -711378052, there is an excessive amount small mesa/badlands biomes (and microbiomes in general), and they occur far too frequently. i also found three separate jungles within visual distance of my spawnpoint. I wish the mesa and jungle were still rarer biomes like they were in 1.17 and before. I can understand making the jungle slightly more common for the ease of finding bamboo, but the mesa doesn't feel exotic or special anymore...

  • 10
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    It's great that cloud level has been raised! And I love that mountains can generate up to 260 blocks, but it seems to be way too rare, most mountains didn't even reach 200+ blocks. Strays should also spawn here more often, and ideally, some ice cave generation in mountains.

    I'm not sure about "underground biomes interfering less with surface biomes". In the previous snapshot, players can find amazing huge cave entrances with dripstone and glow berries, and these should be more common to further decorate cave entrances! There were also aquifers above ground, creating nice lakes and waterfalls, and I hope we can still see them often.

    Bee nests on meadows is a very good change, and they should be MUCH more common! Meadows can also have a bit more flower variety, such as the tall flowers.

    A common request is to update the rivers a bit, as they currently look very outdated with the new generation. Filling up flooded caves with some corals and kelp will also be a nice touch, along with magma blocks for lava lakes underground.

    Please make Spore Blossom renewable. It's one of the best non-block decorations out there, but it can easily go extinct. Bonemealing it should produce its item form. Tuff, calcite, deepslate, and clay should also be easily renewable to make it usable in large survival builds.

    Lastly, ore generation. Please make it so that emerald, copper, and coal deepslate ores are obtainable in 1.18 survival. It's very strange that they're only available in 1.17.

  • 7
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    I played a bit more, and noticed a problem: it seems that huge caves are rarer now. There's not as many grand cave entrances. It might be because of the "made them less likely to go to deepslate level" and "made cheese caves smaller" tweak. These new caves often seem to be too straight and repetitive, it feels a bit like the old caves. There's also less caves overall.

    I do agree that getting to deepslate level shouldn't be too easy. But I feel like this new snapshot's a downgrade compared to the last one. I hope that there will be more huge dripstone/lush caves in the future, they're beautiful. Some of the dripstone caves are flooded (great for variety!), and they could even have magma blocks, which is amazing to have.

    I noticed that people are having trouble finding lush caves, and especially dripstone caves. I hope they can be more common. Also, it seems that badlands and jungles are more common in these experimental snapshots, and I liked that. Dark oak mineshafts should be more common for variety!

    Amethyst geodes seem very rare lately, but I could be unlucky? It can be made just a little bit more common.

    Grass blocks decaying in water is something that might cause lag, and I've seen some. If possible, they should instead generate as dirt.

    I'm still not finding mountains generating at 220-260. Most are still under 200, which is too short.

    As always, thanks for all the hard work! Soon, vanilla Minecraft can finally compete with mods, maybe even surpass them someday.

  • 2
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    There are some tall boxy flat cliff faces, which look like unnatural chunk errors. And some floating blocks here and there. These could use some cleanup.

    Hopefully we can still see large chunks of the amazing hills from experimental snapshot 1. It seems that there's too many boring flat areas in the 2nd one. There were also amazing cave entrances in experimental snapshot 1, and I hope it stays.

    Local water levels are great, it allows for lakes and rivers above the ocean water level, creating nice waterfalls. In the previous snapshot, I found aquifer lakes above ground, which is amazing. I hope that these are still in the game!

  • 1
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    It would be nice if running on any surface would be a little bit louder in volume then walking on a surface

  • 4
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    Bamboo can generate growing through huge mushrooms (when bamboo jungles overlap with roofed forests), and igloos can generate with most of the structure floating. I'd consider adding a feature to generate a base below the igloo when needed, like there is for Woodland Mansion.

    (Also I want seagrass in the caves again, it made them were cosy. :c)

  • 1
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    There was a random small 10 block chunk of snowy slops biome surrounded by a birch forest? that seemed a little off

  • 4
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    why not make oceans drop off at about 50 blocks from the beaches, from y=40 and drop off to about y=-15 to make the oceans look cooler and scarier. also why not implement a feature so more and more drowns and ship wrecks can be found the deeper you are in the ocean, make tridents harder to get by doing this too. this will give even more incentive to explore those oceans.

  • 10
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    The new cave generation is AWESOME but I have only one complaint. Iron ore is super hard to find unless you find one of those big elytra flying caves. I would only ask to have the Mojang team to make iron ore as common as it was before. Thank you!

  • 1
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    I was hoping the build limit would be higher than 320, I was thinking more around 400

  • 2
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    Cave biomes are generating on top of mountains. Also why is the top of the mountain filled with dirt and snowy grass? There should be stone instead.

    Seed: -240861352427657586

    Coordinates: -298 225 -33

  • 10
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    I like most of the terrain generation, though I have some feedback to give

    Biome placement is really wonky, you can find 2 small jungles, a mesa, 3 tall birch forest, a coral reef, giant tree tiaga really easily and it looks kinda bad. Biome placement should be a bit for organized

    I like the height variations in terrain, but some terrain is a bit too weird, stone shores look messed up, biome blending is not good, and some very spiky terrain pops up. I think the terrain needs to look a tiny bit more, per say, less like a jumbled mess in some areas. A lot of the terrain already looks amazing, there are some areas like I said that need fixing, extremely spiky terrain, weird biome placement, some world generation looking like a giant blob of blocks.

    The caves are great, they should be as rare as they are, but megacaves need to return.

    As I said earlier, biome placement looks not so great, you have extremely different biomes all jumbled together in a small area, a jungle beside a mesa beside a tiaga beside a snowy mountain doesn’t look all to appealing.

    My general statement is, is that the terrain looks great, but there are lots of weird areas in the generation like bad biome placement and very spiky terrain happening out of nowhere

  • 7
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     i liked the snapshot 1 generation more. ofcourse you cant have holes everywhere and the first snapshot was very buggy, but in this new snapshot big mountains and caves are definitely too rare. the caves almost look like ones in 1.17. it should probably be balanced somewhere in the middle so you can always find something cool.

  • 8
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    I think biome generation should be tweaked, I kept finding random snow biomes in the middle of plains biomes, I LOVE how rivers can be bigger and have islands in the middle of them and how there are indents in the ground to form grassy caves. Also, the lush caves biome is so magical. I love where this is going

  • 4
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    i would like bigger mountains and caves, also add bedrock edition mountains please. also, i liked the big hole lush caves in the ground, they were better in snapshot 1

  • 6
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    I just want to say that you guys have done a wonderful job in these experimental snapshots!

    But to be honest I miss the giant caves that were present in the experimental snapshot 1,
    I know they can still spawn but after hours of flying around, they seem to be quite rare.

    I also believe that flooded caves are way too common and should be reduced.

  • 0
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    When is the experimental snapshot 2 going to be in the caves and cliffs toggle for bedrock?

    I play java mostly but i wanted to see it on bedrock as well

    also an the absolultly HUGE caves have a return just a bit rarer

    and i found a mountain on the 1st snapshot on bedrock go all the way up to y=256 and then cut off, could you fix that because it looked very strange, i know that was the max height for them but it still looked weird. it was on seed: -1422088828 at coordinates x:3847 y:256 z:-398  on bedrock edition.       oh and this is a ABSOLUTLY HUGE mountain range. (DISCLAIMER: this seed and coordinates are on expirimental 1 cant tell you what it looks like on snapshot 2 as it doesnt exist on bedrock edition as of writing this comment)

  • 7
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    Caves should have their own fog color!

    I believe that this change can greatly enhance the player experience when it comes to exploring caves

  • 6
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    Hello Mojang :)

    I have a few words to say regarding the second experimental 1.18 snapshot.

    • Exotic biomes such as Badlands or the jungle should be rare, not common as they are now.
    • Cave entrances, canyons, and other gaps should never form near the shores of oceans, rivers, and lakes, or worse, just below those bodies of water. The sight of a river flowing over a cave, or of ocean water pouring into the space just below the ocean is weird and ugly.
    • The whole area should be smoother. Entrances to the caves should be more discreet. The vast majority of them should be tight, so that you cannot see from a distance whether it is the entrance to a large cave or just a small recess in the terrain.
    • The mountains should look solid. Therefore, they should not be shattered by large cave openings, or such a phenomenon should be very rare.                                                                                                                                                                                  Thank you for your attention.
  • 4
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    Greetings to all the Mojang team! I am an Italian concept artist and a huge fan of minecraft. I would like to give you my feedback even though my field of expertise is limited to the visual department and not to the design one. Personally, I really liked the eccentric generation of the first experimental snapshot but I realize that for the purposes of the gameplay it had several problems both for the excessive unevenness of the terrain that could create building problems and for the excessive number of deep caves that broke the game progression by giving access to advanced resources too directly. Speaking instead of the second snapshot it seems to me that there is an inverse problem, personally I believe that flat spaces are excessively present and I missed the particular mood that the previous generation offered, where every corner that was explored was unique and particular. I think a middle ground between the two could give an interesting result in this way the player would keep the feeling that by exploring he could find all kinds of weirdness and peculiarities while not being saturated with them. I realize that this is a trivial feedback and that you will have thousands of others to read, in case you read mine I hope that even in a small part it can help you find an optimal solution for all players! I am sure that in any case the result will be spectacular! Greetings from Italy!
  • 7
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    Survival

    First of all, early game caving is a lot nicer, at least in terms of diamonds and iron. Not quite sure about late game, I assume people will be mining out y16 with haste beacons and then moss mine that area to bedrock.

    Food is still more difficult than in 1.17, since there are more badlands now and they do not spawn animals, but it is better than the previous snapshot as we need to jump less.

    You need A LOT of torches to disable a spawner, and usually you don't have that super early on. Also it is easy to accidentally miss a spot. I would say it is a good change, spawners are now something you actually need to be careful with.

    Generation

    Grass generating below water causes lag.

    Biomes are located better than in the previous snapshot, but are still a bit weird sometimes:
    Beaches are a lot nicer now, but can generate not in contact with water
    Snowy slopes in the middle of a desert looks blursed
    A snowy slope leading up to a meadow probably should not be the case? Maybe something like a grassy slope could work for better blending?
    Temperature blending seems to be messed up with usual biomes as well
    Mushroom islands come in contact with other biomes and are not islands now

    Personally, a lot of cave entrances in the ocean floor sometimes being really close makes me slightly tripophobic.

    Rivers between mountains sometimes have no water, could they maybe be elevated? Since it would most likely allow for waterfalls, most people would love this change.

  • 2
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    When I spawned in a new world I likes how the terrain had larger flatter areas and was not as mountainous as the first snapshot. I really like the new larger beaches and stone-shore biomes they make the game a lot more realistic. When I found a new mountain I liked how tall and large it was and how it wasn't too close to the world spawn. I like the idea of the mountain transitioning to other snowy biomes. I do not like the micro biomes though and I think they should not be put into the game. The giant lava pools near bedrock are a cool feature to the new caves and I like how they interfere less with the surface. I am a fan of the lush caves cause they will be a good source of clay instead of having to have aqua-affinity to mine clay from rivers and swamps. I do not like how monster spawners can work in high light levels this makes making monster xp farms a lot more annoying. I am also concerned about how monsters spawning in complete darkness will affect mob farms that work because of a certain light level.

  • 0
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    Experimental Snapshot 2 for Java Edition this snapshote sooooo cool and so pretty =)  

  • 5
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    I was thinking about the generation of the new caves and I came up with this ... caverns with bats. this to give more interest to the bats since nobody cares about that mob. It would be something you would rarely find on a mountain. with bats at the top of the cavern so making a lot of noise would scare them all, just don't put as many bats to avoid game lag. do you think mojang that this idea is possible in the game ...
  • 2
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    This is SO amazing!!! The mountain and cave generation is absolutely breathtaking!!! Please keep this in the final release of the game!!! I love the HUGE lush caves that spawn in this 2nd experimental snapshot! I think this is what Minecraft has been needing for a very long time. Why not consider adding other bioluminescent creatures, such as glowworms to the caves too.