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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 2
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    It is very stable it has not crashed and I have been playing a lot in this version, but I have encountered a few glishes, but like I said it is a smooth experience so I believe it is going in the right direccion

     

  • 1
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    When i first joined minecraft 1.18, the shadows for entities were the squid textures? I don't know if i did something wrong but I don't think that's right. I can send pictures but I don't know how.

  • 3
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    I am only finding passive mobs at spawn or villages.  Squids and fish seem normal but I had to walk a thousand blocks to find a sheep.  I have found one horse, no llamas or donkeys.  Each village seemed to specialize its mobs.  One had cows, one had sheep and one had chickens.  Is it me or has this happened to others?

  • 3
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    It's Awesome! 1.17-1.18 Will Change Minecraft Forever! Loved It! Great Job

  • 2
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    Yeah, to find any sheep I had to travel half a day down the coast by boat - where I found a flock of 12 of them, all together.  Since then I've found a couple closer.

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    Hmmm. In survival mode, I can't craft maps.  9 sheets of paper gives me nothing to pick up...

    Once I'd crafted a compass, I could make a map with a compass, but still no option to make a plain map.

  • 1
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    I tested the experimental snapshot, and I absolutely love it. However, I have been experiencing lag spikes and low FPS. Is this only because it is experimental or will 1.18 really be laggy like this?

  • 1
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    passive mobs spawn in big groups

     

  • 2
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    I don't like how some plains biomes blend perfectly in with extreme hills and meadow biomes. I think that the plains should generate at a lower Y level than these biomes to add more variation between the heights of biomes. I do really like the cave generation and how sometimes at a big cave you can see lush caves peeking out, however I do think this should be more rare. I also have found some cool generation in an extreme hills biome that i really like, with multiple ponds at different levels with waterfalls. I think this is some awesome generation and hope that it is intentional. Here is a imgur link to the cool gen { https://imgur.com/bWxhJVq } I think stuff like this can spice up a minecraft world and make it really cool. 

  • 2
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    With the new height-based biome separation, hostile mobs are able to spawn in cave biomes underneath mushroom field biomes. A previous feature of mushroom fields that I appreciated was that no hostile mobs would spawn in the underground areas beneath them. Could you please either disable hostile mob spawns in all biomes underneath mushroom field biomes or prevent cave biomes from spawning underneath mushroom field biomes?

  • 3
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    The amplified-like terrain of the shattered savannah biome is awesome. However, I think that similarly crazy terrain should not be the norm in a regular minecraft world. My suggested compromise is that during world generation, as the biome type is chosen for each area, there is a random chance that the biome is chosen to be "amplified/shattered" (which means it has similar terrain to amplified worlds or shattered savannahs).

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    I feel like there are waaay too many cave openings. The novelty of constantly falling into holes wears off quite quickly, and they disrupt the beautiful terrain generation. I would like to see them reduced by a factor of about 10.

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    I`ve found a pillager mansion wich was partially inside a mountain and for some reason that was water at some spots flooding it and breaking carpets, besides stone/ores/dirt on the ceiling, and plants from lush caves at the wood in the ceiling
    seed: -4771051128086530374 JAVA
    coordinates: 324 90 -1831
    Experimental version 1.18 7/24
  • 3
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    The biome generation is still pretty chaotic. I wouldn't mind seeing bigger biomes in general. It seems like the normally rare biomes like badlands, jungle, ice spikes etc. are much too common. Also, the hot to cold biome gradient is almost non-existent. It would be great if there were very large areas where only hot or cold biomes would generate with like a multi-kilometer gradient between the temperature zones. 

  • 0
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    I think you guys hit things right on the money with this update wrt world generation. surface caves occur about as often as they did pre-cave update, so the world is less swiss-cheesed, but they have much more potential, and are much more interesting, so they're a lot more fun. Ever since  (I think) 1.7, world generation has been a bit too formulaic, but I think microbiomes and separating height maps from biomes has led to a bit of the chaos that existed before then to return, which I think is positive. I like how not every cave leads to deepslate now, but some still do. Keep in mind that a lot of people testing do so in creative, which offers a different experience than survival (ores are easier to find in creative) so I think more ores is positive. overall very nicely done. Chunk loading is v janky though, so there's bugs to work out.

  • 0
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    Looking absolutely gorgeous! On both java and bedrock I loved the new generation. Maybe look into having geodees be a bit less frequent, though. On my bedrock world I found 3 geodes within about 70 blocks.

  • 0
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    Mojang sir, will the new 1.18 update need different requirements

  • 0
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    my game kept on timing out and was super laggy. And this was on a Scorptec Cryo GTX 1660 Super Gaming PC, AMD Ryzen 5 3600 6 Core, AMD B450 Chipset, GeForce GTX 1660 Super 6GB, 16GB 3200MHz RAM, 500GB M.2 NVMe SSD, 2TB HDD, Thermaltake S100 Case, 550W PSU, Win 10 Home.

    I dont like it i feel like its a virus

  • 1
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    I think snapshots 1 and 2 were two steps forward, one step back. Snapshot 2 seems to have decreased the frequency of truly cool, game changing generation, while increasing the apparent impact of wonky generation. In snapshot 1, everything "worked" because the generation was so striking, and varied - weird generation seemed interesting. Snapshot 2 feels loads more milquetoast (much more like pre-experimental generation) and the small glitches stick out more like a sore thumb.

    I wish I could offer more detailed feedback but this is all I really have, other than badlands and jungles seeming to generate all the time which others are picking up on.

    Lush caves looking awesome.

    Couple of other things:

    - Savannas seem too common, but I've had this complaint in previous versions too. Seems like when I find one, I hardly find another biome.

    - I wish that this update could truly push the envelope on what's considered "normal" terrain gen and focus on introducing mobility items to make the game more playable, rather than trying to retrofit new terrain generation to a game with honestly fairly unsatisfying movement mechanics (I think that's one of the weak points of Minecraft).

  • 0
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    Mountains should have hills surrounding them. And the hills could get progressively higher until it becomes a mountain.

  • 4
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    I absolutely love the new caves and the new biome generation. The caves are endless variated fun, and the surface terrain is more interesting and unique now. The light level reduction works perfectly, and despite the massive caves, the reduced exposed ores makes it just as difficult to mine, which is good. The ore levels make mining more strategic, and I love ore veins. Feels very rewarding when I find one.

    On to criticism:

    Tone down the amount of submerged caves. 2/3 of the ones I found were underwater, which makes exploring them very hard early on.

    Reduce the number of surface cave entrances. It's very easy to find caves at the moment. You can't walk a few chunks without falling into a cave entrance. It'd be nice if the caves didn't connect to the surface as much.

    Aquifers are cool, but they always generate as a pool of water bordered by a flat layer of solid blocks. More variation would be good, like intentional waterfalls, borders that go up and down as they run along the edge of the aquifer, thicker and thinner borders.

  • 0
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    This new snapshot looks amaaaaaaaaazing i really think the changes from the first snapshot were needed but i still think that the mountain biomes are taking up too much space on the world i think that with the biomes that become "mountain versions of themselves" need to be reduced because i feel like there arent enough classic flower forests, taigas, plains, etc as there should be 

    enjoying the snapshot looks amazing so far!

  • 0
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    I'm really enjoying the new river generation when playing survival. It provides an interesting way to navigate through the hills without climbing them.

  • 1
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    WE JUST ENCOUNTERED BOWLESS SKELETONS

  • 1
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    Well you guys have to fix the lava generation cause I am in bedrock and I play with the experimental mode and sometimes I just see lava floating and not going down

  • 1
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    Hey,

    the 1.18 experimental snapchot is so nice but i think the ores have to be bigger!

    Thanks!

  • 0
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    What about increasing the render distance by implementing LOD (level of detail)? Every modern game has it and there are even a few mods currently in the works that add LOD to Minecraft and through those mods you are able to see a lot further without an impact on performance. It's definately possible and it would complement the Caves and Cliffs update perfectly.

  • 0
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    フレンドならせろ

  • 1
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    Personally, I think this would be the most spectacular Update in these Minecraft days

  • 2
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    • i want to be protected but it is difficult to find iron in this new world.  and i need a map to travel this new world.