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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 1
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    a set amount of coal through the world no matter what height. it's the worst to be down at -50 and run out of torches, have wood but no coal. especially in such large caves. good luck finding more coal because it doesn't spawn that low

  • 14
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    Ice Caves? I really like this idea! Ice Caves spawn on ice spikes and another ice biomes, i like snowy caves because i really like to fly around with elytra in big caves (or the megacaves) and would really like to fly around the big ice caves.

  • 1
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    Really liking the terrain shapes and biome blending, especially the vertical blending at the edge of hills. The large caves are amazing.

    Looking at seed -9103328654783147947 I found some unusual beach that reached up to y 223 @ 1892,223,-2736

    On seed 8763616245239053934 I found two unmatched boat halves @ -1248,67,144

     

     

  • 2
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    Hi. So, I want to give some feedback about the large ore veins. They give resources that is good. They have the perfect amount of ores too! But, they would be great if they were a bit compact. You don't have to change the amount of ores we get from it, just make it more compact!

  • 3
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    1. I personally think that zombies should have a small probability of destroying torches. I think the current mob spawning mechanism on torches may be a bit too safe. Are caves that are too safe really interesting?

    2. I think each block can be subdivided into several sub-blocks (if possible) in the upper and lower structure. When the player is exploring underground, we can unload the ground part; when the player is on the ground, we unload the underground part.

    The above content is personal opinion, thank you.

  • 5
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    I like that beaches are larger now, but they're often very flat. Many beaches have more height generation with sand dunes further out from shore. Still on the topic of beaches; since world generation is being tweaked, it might be time to bring back gravel beaches, which have been missing since Beta 1.7.

  • 3
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    I have traveled quite a bit in the new update and found 4 Villages.  Only one is some what normal.  The others were spread over very odd and massively broken terrain.  So bad I had to pillar over 30 blocks to get to some of the buildings, or build a bridge over big caves to get to the other half of the village.  I like some of the changes made, but there is still too much random generation to make it seem playable.  EXP SS2 is still way better than EXP SS1 for sure though.

     

  • 6
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    Definitely a great update, thanks to all who put in the hard work. Here is what I thought:

    Things I like:

    • Mountains generating in any biomes
    • Lava and water generating in "pools" sometimes in caves and mountains
    • Just the terrain generation overall is great
    • I would scale down the mountains and new terrain a little bit, in other words, add in a little more of the "old" terrain generation in (above the surface)

    Things I would change:

    • Badlands-type terrain being used for mountains in the middle of a non-Badlands biome - I think this is weird
    • Badlands-type terrain and snow in the same mountain - That doesn't make sense to me
    • I would also scale up the cave generation more to the new caves. I didn't see the new caves with large open areas that frequently and that is such a great feature so I would like them to be more common. I get you're trying to balance old caves with new caves but I would shift that quite a lot more towards the new.
  • 5
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    The /locatebiome command needs to be made to work vertically as well, as depending on my y level it would give me very different results whenever i tried to locate the new biomes. For example I tried to locate a lush cave biome and it said the nearest one was 2000 blocks away when I was right above one.

  • 3
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    I think cave spiders should be unique to Mineshafts. They should drop cobweb, making it renewable and giving players a reason to revisit Mineshafts. Cobwebs are important to have in builds and contraptions, but it can quickly run out in worlds.

    Some meadows seem to generate dead bush on the grass blocks, which is great. I do hope dead bush becomes renewable as well, it's nice for decoration, and I hope Bedrock edition dead bush can finally be placed on grass/moss like Java's.

  • 4
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    It would be best generation for Minecraft if Removed sky blocks and some generations that goes too crazy. Generations like a mountain which will not look like a mountain

    If not, you can decrease the chances of such type of changes and remove sky blocks completely

  • 2
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    The mining is impossible, i can't find anything. fix it pls

  • 3
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    Dear Mojang Team

    I Have a pretty cool idea to add in Minecraft 1.18 I Guess. Well in the recent update Minecraft 1.17 We can Use Glow Ink sacs to make the text on signs glow. So I thought it would be a pretty cool idea if we would be able to use the Glow Ink Sacks on Sheep to make their wool glow. And if this Idea gets added in Minecraft Than we can name the sheep as jeb_ And It will be freaking awesome to see a colorful glowing sheep or even an RGB sheep. I Think that would be a nice tribute to the decade year old Easter Egg. And I'am Pretty Sure That jeb would be also happy about that. Dear Mojang Team If you are Reading this feedback On 1.18 experimental snapshot and if you like it. Please consider adding this into the game   

  • 6
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    I’m loving the new update and a cool thing you could do is allow biomes to kind of “seep” into the caves as in a deserts caves would be filled with sand or sandstone or mesas and badlands stretching down and giving us terracotta caves with patches of red sand.

  • 10
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    Calcite needs to be more common in my opinion. For example, small blobs could spawn at the surface of oceans as in real life, or small blobs in the new mountain biomes above a certain height. 

  • 1
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    more feather fall enchantments need to be found for the new mountains

     

  • 1
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    More Featherfall enchantments are needed for the new mountains.

     

  • 0
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    I have found pillager patrol spawning to be bugged in this snapshot

    What I was doing is sitting in a boat with a pillager from a single patrol to pacify it, when the first one's crossbow had broken I came out of my box to find another 2 patrols right outside

  • 7
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    I'm not sure about spawners spawning mobs at light level 11. It will make spawner farms harder to turn on/off, adding more redstone lamp clutters.

    Challenge is always welcome in Minecraft, but I think it's better if dungeons are updated in the future. That box dungeon is very outdated, ugly, and too small for a proper "dungeon". We can have better-equipped mobs guarding dungeons, like a zombie wearing full iron and sword/shield. A lot of Minecraft's old structures could use an update, to make it more appealing.

  • 3
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    I love the new terrain generation I am a bit on the fence on some the changes between the first snapshot  and this one. i personally liked a bit more variation in the terrain by the smewhat more patchy biomes but some biomes did not work well together. 

    An issue Im seeing is a lot of river biomes at higher ellevation that barely generate any water and sometimes the change in ellevation suggests a river biome to be there but it is not.

    A thing I would personally love to be able to do is take a boat and explore the area by river or use rivers as a mode of transportation instead of roads but having lare portions blocked off. On higher ellevations I still expect a bit of a challenge exploring rivers and it would be fun to see some larger basins there and rocky streams that are somewhat more difficult to traverse.   

  • 1
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    I love the new caves. The tight crevices that open into mammoth caves feels more like spelunking. And it's a thrill to see deep, big caves from the surface. Please, don't change that too much.

    Has ore generation changed? I've yet to find diamonds, but other ores also feel rarer in this snapshot. 

  • 6
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    I feel like most of the caves I've found are filled with water, which is annoying for an early game player. I think the water caves should be a little less common.

  • 0
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    Mansions spawn in what seems like any type of forest biome. And i've seen desert temples spawn far underground and in the wrong biomes, like plains or savannah

  • 0
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    keep going so, that you are doing a great job.

    anyway there is a little bug to report if none have noticed it yet: sometimes near lush caves there are drops of elements of lushcaves like moss or azaela saplings

  • 6
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    • Enjoyable Terrain: The new 1.18 generation is really breathtaking. I really like the new biome and cave shapes; the breathtaking, massive mountains and caves; and how each formation is unique. Large lush caves and groups of large mountains in particular are amazing, and its so cool to see biomes form to the terrain. I also found a nice meadow cutting a path through a dark oak forest.
    • Meadows & Passive Spawns: The meadows in game break up the other mountain biomes well, and I like how they have unique spawning of sheep, rabbits, and donkeys. It would be great to have more biomes spawn specific animals more often than others or not at all, to encourage exploration and strategic passive farms. Also, it would be nice if animals spawned more often in general, especially on servers, where passives become incredibly hard to find after a while.
    • Darkness: The lush caves have cool illumination, but a lot of the other caves are too dark to appreciate the formations without night vision. Perhaps more lichen could be added (but nerfed so that it doesn't stop all monster spawning), or the brightness slider could be expanded to 200%.
    • Strange Biome Combinations: I did notice strange-looking biome mixes. Ice spikes generating right next to plains without a river or other biome between looks a bit out of place. The ice spikes were on a mountain, but perhaps start too low for it to seem plausible.

      Thank you Mojang for releasing these snapshots for us, and making these awesome updates :)
  • 2
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    The new mountains are super neat but I feel like they could be more interesting, maybe a unique structure that spawns around the peak, a dungeon variant that only spawns above a specific height. The mountains can go as high as 260 but are rare so maybe 220 and up an ice dungeon could spawn. Or have old hiking camps appear towards the top or resources left by ancient explorers. 

  • 0
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    but i feel like you still working on it you still have like 8 months to go i hope you make the game better. here is one way to make it better make the land chance you spawn to flat land more often than big hillside or near by. like 4 squares here all 4 squares are first one is flat land. Number 2 is very small hill. Number 3 is Normal small hills. Number 4 is medum hills. Number 5 is big small hills. Number 6 is small big hills. Number 7 is Normal big hills. Number 8 is very big hills. like how likely you can spawn there it will make people happy and here you go to the more far you go it changes rates of that place so if you walk like 20,000 blocks it will change form hill spawn rate 56% to 30% if you go more far it gos to 83% or what ever  but cant go 100% hills or flat land.

  • 2
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    The caves look PERFECT - but right now, they feel really, really empty. Even just one new mob for each biome would make a world of difference - maybe a mossy pig-beast, or a giant toad? We need something to do in the caves other than mine!

  • 3
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    Molly Oliver The "tall boxy cliff faces" and "floating blocks" are shattered terrain. Shattered terrain gives so much more variation to the terrain, and in my opinion, it should be kept. Minecraft was never meant to be completely realistic, and I've seen many instances of shattered terrain that's beautiful and should be kept to preserve that original Minecraft feel. I've explored in survival and it's not very common, so I don't really see a problem with it either.

  • 1
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    I think that there's an argument to be made for the removal of slime chunks and changing it to slimes spawning in lush caves. As it stands, there's no way for a player to find out which chunks in their world spawn slimes without the use of an outside program. It would also add slimes into the cave system more naturally, as well as in an area that they would fit into quite well - basically being a swamp for the underground.