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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 1
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    Biomes are still messed up and spawning randomly and in small patches. For example jungle next to snowy slopes next to bad lands. Ice spikes next to plains, snowy tundra patches with in the middle of plains.

  • 1
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    Biomes now are more normal, more big flat areas instead of constant hill and mountainous terrain

  • 0
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    The new generation is just insane! But the only thing that I want so bad to be added is taller peaks, I found some really MASSIVE mountains, but they all were cut off at 256 level, so, a very steep mountain had kinda weird plain at the top. I guess they they would reach 300+ blocks height without a limit. Please don’t make mountains less massive to fix that. The peaks are really small compared to the whole mountain, so it won’t be a challenge for a computer. Remove this limit, in my opinion there’s no point to intentionally cut the mountains at 256, moreover, such a high peaks are super rare, they would almost certainly not cause that much lags. In earlier bedrock betas I found seeds with 287 and 292 blocks peaks, but in recent ones they also just cut off((

  • 0
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    First impression: Spattered bits of biomes everywhere (WLLBYUG seed). Badlands especially. Also, almost no beaches.

    Secondary thoughts: I really like the dripstone caves and lush caves. I really don't like the weird small caves that you can only move through with a pickaxe, though. They may be realistic and interesting in that sense, but from a gameplay perspective, I find them tedious.

  • 2
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    I spent a few hours playing survival in seed "test1". Some thoughts in no order:

    I liked the mix of hills vs flat areas.

    Wide rivers look great.

    It feels weird to me that plains biomes can appear on a hill.

    I found a large copper ore vein while caving. I like this mechanic a lot.

    Villages appearing on hillsides are super broken.

    Biomes seemed larger than last time, but are the ice spikes okay? I found two tiny ice spikes biomes, 1 with only a single spike. Coords for the single ice spike: x69603 y99 z70603

    Still a few tiny biomes but less disruptive than before. I found 30ish blocks of snowy tundra next to a snowy taiga. 

    I miss the canyons in the old badlands.

    It seems like lush caves might almost be too well lit. I found almost no mobs in the lush caves I explored. I did like the number of mobs in the regular caves.

  • 1
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    Diamond ore looks pretty strange in deepslate and there is too many these big caves.

  • 0
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    I've found that in the bamboo jungle biome a lot of bamboo generates on top of small lakes and then breaks leaving a lot of bamboo items floating.

  • 2
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    ->Add a gradient between the snowblock and the grassblock with only a layer of snow to soften the separation between the two and thus add a natural effect.

    ->Make the mountain biomes generate higher than the next biome as it makes inconsistencies /or make it so that at a certain limit no matter what biome snow is generated.

    ->Make the mountains more pointed (like in the Beta of the Bedrock edition)

     

  • 0
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    Mountains do look slightly better than the last snapshot, however the majority of them still generate like pre-1.18, ie looking more like plateaus rather than mountains. I've noticed that the mountain biomes are also significantly rarer now, since when I typed in a locatebiome command in previous versions, I could find all kinds of mountains. But now in the 2nd snapshot, I can only find wooded mountains and meadows with locatebiome, which don't go very high. And this was after creating several worlds with random seeds. So I couldn't really check out the mountains very well, but the few mountains I could actually find weren't very imposing figures. Maybe my luck is just bad. The caves however are absolutely magnificent, I haven't found any problems with them.
    Edit: The snowier biomes such as Lofty Peaks and Snowcapped Peaks look great, and I have been able to actually find them. However the other biomes such as taiga mountains, extreme hills and etc, basically the grassier mountains, are still super rare or look like their old plateauish versions. I think these need a little tweaking, maybe to make them a bit more common as well as make them look better.

  • 2
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    The water-filled underground caves are very annoying when trying to build or mine in a straight line(for example, an underground minecart track). They really stop all forward progress for a long time while you try to work around the water. These need to be limited in some way.

  • 0
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    Pls make more mountains variants, not everyone need to be ended by snow, and also pls make sure there will be still some flat surfaces to build on. And why grass in mountains are so blue, i think its time to change grasscolor file.

  • 4
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    1.18 Experimental 2 Java

    • Biome rarity should be where it currently is in 1.17. In 1.18 swamps are rare, and flower forests, jungles, badlands, sunflower plains are far too common.
    • Microbiome/fragmented biome generation needs to be eliminated - visually it's chaotic and produces bad interactions particularly with structure generation, like villages.
    • Biomes that are flat should be flat - plains should not be mountains. Deserts should be mostly flat. Not everything should be a mountain. The improvement in 1.18Ex2 to flat area generation is not enough. Still exceedingly difficult/tedious to traverse terrain in survival mode. Not fun to play.
    • Further reduction in surface cave breakthrough is needed both aesthetically and for gameplay. Finding a big cave should be an event. Should not spawn in, and turn in a circle and see eight enormous holes chewing up the terrain.
    • Deserts/warm biomes should never spawn up on a mountainside with cold biomes. Warm biomes should disappear at a certain height with transition biomes between them - jungles and snowy peaks should never be coterminous.
    • Mining is still difficult, tedious, and not fun with the lava/water aquifers and giant caverns. It's difficult to sink a mineshaft without running into a big empty space or worse, a lava cavern. Suggest reducing frequency of lava.
    • Went down to -59 and mined for 40 minutes using standard shaft mining techniques; found six blocks of diamond ore total. Diamond still feels too rare when ore veins are 2-4 blocks each
  • 2
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    Greetings!

    I'm an old gamer but have only been playing Minecraft for about a year. I like the look of the new update, but I agree with many others that there need to be more tall mountains.  If you're going to keep iron more concentrated at higher elevations, you need to have those higher elevations available. Iron ore seems extremely rare. In 1.16 and 1.17, I could find plenty of iron while mining down to the lower levels to find diamonds. Now that doesn't happen, and mining tuff and deepslate with stone picks is not fun. So instead I have to spend time trying to find a tall mountain, and most of them seem to barely reach 150. And some of the taller ones I have found are very thin and spindly with little room to explore.

    I also had one world which seemed to have no large mammals due to some glitch. I saw lots of bees and a few squid; but the only rabbits I saw were in the desert, and I saw no cows, pigs, sheep, foxes or wolves.

    As I said, I like the way things are looking! With some tweaks to iron distribution and mountain formation you'll definitely have a winner.

    Peace,

    Mike

  • 0
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    Hello! I am loving this new snapshot and don't have any problems with it. One thing I had noticed was that some shipwrecks tend to spawn on land. The seed for one of the experimental worlds I created is -4370539596324619694, and where I spawned was -118 63 58. If you start walking south, you can see a shipwreck that is partially on land and another shipwreck that is also on land if you look a little to the east. Again, a streamer/youtuber called, Philza also saw a shipwreck on land. I don't know if this is intentional or just luck, but I don't mind. Thank you for your time and I hope you all have a great day/night. 

    Sincerely,

    Mia 

  • 2
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    Ok take 2 on survival feedback
    tried exploring some more features this time
    First of all ,the bundle shouldnt cost 6 rabbit things,4 is enough,tried getting one in survival and it's honestly frustrating how annoying it is to get,takes a lot of rabbits ,and even then they were too sparse on the meadows,either that or putting rabbits on some weirder biomes like lush caves or forests.
    Now with the feature I decided to look into: submerged caves.
    I honestly do like how they're laid out and how it encourages you to swim for resources,but their positioning is a bit weird sometimes,by that I mean sometimes they just make it harder to go down,(which is somewhat balanced now,gradual steps into the deep,now looking more cave-like),when you dont find a huge aquifer.
    Mountains are quite good at the moment ,look stunning.
    But there are things that I miss from the last snapshot that could be more frequent.
    Huge cave openings are fun,I would want 30% more of them compared to this snapshot,same with larger caves ,though their placement is what matters the most,surface level ones are much less impactful in progression so should be more common.
    As one extra thing ,I think the ocean floor is probably the best place for the interaction of cave openings and aquifers,it would be quite neat to just go down into huge spaces ,trenches ,on the ocean floor,and it does work out well with the fact that those would be flooded. 
    Also turtles might be rarer than they should ,not sure about that.

  • 5
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    It would be great to have more effects on the environment in the higher mountains, as well as in the "basalt deltas" of the Nether. They could add something like more fog or snow particles that lift off the ground.

    Another idea that would seem great to me would be for the sky to change color at high altitude. Like turning bluer and seeing some stars because of the high altitude.

  • 3
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    Iron and diamonds are easier to locate, but diamonds still outnumber iron 3:1 and I find myself going ridiculous lengths just to get some more. In my opinion biome generation on the surface is a little too perfect? I don’t really need it to feel logical (I really enjoyed back when generation used to be very wacky). I never seem to find something I don’t expect and the views from clifftops are rather bland like this. However, I am a big fan of the new cave distribution that allows for cave dwelling alongside strip mining. Any change I haven’t mentioned I think is a positive. Thanks for reading!

    p.s.: mobs also spawn in too light of areas in my opinion, requires a ridiculous amount of torches

  • 2
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    This update is amazing. To be honest, these iron veins and copper veins have been the best mining experience ever. I didn't have that much fun in a long time

  • 1
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    I've got a bit of colour blindness so I appreciate the intent behind ore blocks having different textures but, at least for me, the copper blocks are way too similar to iron.

    The fact they are two of the more common blocks spawning in the same areas with similar colours makes this a considerable irritation. I'd request making the texture shapes vividly different so you can tell at a glance and from a distance which is which. E.g. keep the large 'spots' on iron ore but make all the copper 'spots' on the block much smaller.

  • 1
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    Eu encontrei um fóssil + ou - na camada 40, com minérios de diamantes na deepslate, nos espaços que eram para ficar sem osso tinha esses minérios de diamantes(eu encontrei quase 20 minérios).
    Também no mesmo mundo eu encontrei uma woodland mansion em meio a um vale, e as paredes de pedregulho que eram para ficar quase invisíveis estavam com quase 60 blocos de altura.

  • 1
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    Mob light level should be controllable, or at least return to 7 or less on Hard difficulty

  • 3
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    I've had one of the best beginning spawns in this snapshot. A jungle biome mixed with badlands and two villages very close by.

    On the way to a village I noticed a dim glow emanating from a tiny crevice at the bottom of a cliff. Further investigation revealed that the crevice opened into a large cave system. It really felt like spelunking. A narrow lush cave eventually gave way to a mammoth deep slate cave. I hadn't even noticed at first that I had gone well into the negative Y levels.

    I am having trouble finding iron. If I'm reading the ore distribution correctly, iron should be prominent at Y16 but I went through 4 stone axes before finding a small vein of 4 iron blocks. And no coal at all at that level.

    It could just be the seed. Overall the experience of exploring is much more dynamic. I love the seashore cliffs. Really nice. Don't change too much!

  • 0
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    I Put The 1.18 Folder Into Versions i Have been Restarting The Launcher So Many Times But It Won't Pop Up. What Do I Do?

  • 3
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    Dripstone caves need a LOT of work to make it better. They're too difficult to find, and they're often just small patches of pointed dripstone, with only a few large pillars. It almost feels like this cave update only adds one biome, the lush caves. Dripstone caves need to be more common, with more of those large dripstone pillars, and the dripstone biomes should extend further in the caves.

    Some player suggestions include adding night auroras in mountains and certain skies to beautify the world further. Caves could use a different fog color; seeing light-blue sky colors in caves break the immersion, this tends to happen with low render distance, and when chunks are loading. Adding echo sound effects underground will also help make caves cavier!

    Submerged caves and aquifers are always a nice find for variety, but I wish that they can have seagrass and more glow squid.

  • 1
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    I really miss the snapshot 1 generation. this one is really boring compered to that. But in snapshot 1 the big caves were a bit usual so i would tune that down a bit

  • 2
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    The strange things i found that seems broken:

    - A shipwreck spawned on land but looked AWESOME

    - Very very tall trees for some reason (idk if thats intentional)

    - A weird mountain that wasnt generated properly and had a large gap on the back leading in to an incredibly mob filled cave, there were a lot of these

    Stuff i would like to see added:

    - a boot enchantment that doesn't let sculk sensors detect you

    - ice caves because they would be awesome

     

  • 0
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    I would love to be able to appear invisible to other players when using the invisibility potion. They can still see my nametag and potion affects. I think it would be a lot better if I could be actually invisible to other players and not just mobs.

  • 0
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    The name of this game is minecraft but the purpose is being forgotten... the mines with rails and the rails system can make more sense if each biome be generate especifics ores so the player will be forced to use the cart between each biome for cultivation and supply.

    it would be nice if the game change the dificult the survive to negate farms and food on caves; each biome need be focuset in certain types of cultivation and animals and all this biomes need make destructive by enemies conflicting; the enemies can kill animals and destroi farms to dificult the survive player, so this factor will make the cart useful because it will give the miner purpose to use rails to back to safe zones and separate farms of conflicting biomes.

    another idea is the player's survival difficulty must be increased in rich by ores or resources, the dificult make this biomes more dangerous with persistent wave enemies, locations with cold or heat and fire persistent... so the player needs to use the minecart to transport resources as the cave is not an ideal place to survive.

    ps: the nether portals seems clumsy on the surface, need to be hidden on caved because the nether is a achievement.

    thks.

  • 1
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    Clouds bumped up just a bit more? Many mountains I've encountered have clouds going through still or any bases I build are full of cloud.
    Maybe put clouds to 200/210 or make clouds not interfere with blocks in the mountains.

  • 1
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    I love the new mountains! Plenty of space to build different stories and playgrounds/battles/easter eggs without ever leaving the snowy, yet diverse, biome! and the caverns are just sublime. In general, I like that there's a lot of space to build and explore now, yet there's still immense height variatons that make the landscape gorgeous, which is excellent. Although I'd like to see smoother desserts (by the way now it always rains there), combined with badlands like in real life. Beaches, which I liked more too, could be smoother, under the sea too, which would make them more paradise-like. Less dense forests as an idea could also be great, and if trees were a little bigger, so the canopy almost covers all light but not to the roofed forest level, it would make a beautiful landscape too. I rate it 8/10, very very nice! But now I'm expecting a lot from you! I dream of creating a medieval fantasy-like story inside one of this precious worlds, full of towns, cities with strange names, paths with monsters, caves, underground eerie landscapes, quests, people, trips and much more. Thank you!