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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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    I think there should be longer low points and valleys between the mountains/hills in some areas. The current terrain generation makes The whole world feel like a mountain with the valleys and shores just being canyons. It would be nice if it was a gentler slope up to mountains/hills instead of the almost full incline with shelves that it feels like now.

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    people great snapshot! But will the lush axolotl caves be smaller?

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    Is it petty to comment on oak tree generated on snow block in cold ocean biome? Surely trees should NOT generate on snow or ice blocks? Loving new game otherwise - great that one is forced back to using stone tools with iron and diamonds being harder to find. And a new phobia - not only do I get sweaty palms working at heights, the game plays on my fear of the dark! Awesome!!

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    The spawn for seed 811721099812919859 is in the ocean

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    Found a woodland mansion, about a days travel from my original spawn point.   Has the large biomes change allowed for larger areas of dark woodlands, making Woodland mansions more common?  Seems to be on a beach front - there's water going right up to the front door.

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    I tried it myself, and only the look at the lush cave I visited took my breath miles away. Glorious! Keep it up, friends! I don't know what to say, what error occupied me... when there was nothing bad.

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    made a new world to check out the beta: the mountains are beautiful!!

    But an issue I keep having is that there is TOO MUCH water underground! I cant explore the new caves because half of them are filled with water! Makes mining very difficult too. 

    speaking of mining....where is the iron? Im having difficulty finding much at all.

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    The terrain just feels... too mountainous. I like the new generation, but I still want to have that Minecraft feel in it. Maybe keep the old caves and make megacaves rarer. I also definitely think that the lush caves biome is too common, especially with it breaking to the surface all the time. I would like the before 1.18 world generation except for the mountains. I think the mountains are great, but for there size they need to be rarer. I don't exactly like that some of the hills biomes, including the shattered savanna and the plateau biomes don't generate anymore. I see the reason for the hills biomes not generating, but not the shattered savanna and the plateau biomes. I like to think of those biomes as separate variants from hills biomes. Other then this, I love 1.18.     

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    Molly Oliver I agree that dripstone caves need to be more common considering that they only have 2 block types. From my survival experience, I have found many lush caves before I found a small dripstone cave. I also feel like lush caves are too common considering that if you dig under the large surface azaleas, you can easily find a mega-cave and get so many diamonds.

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    (Bedrock user) I prefer stalagmites and stalagtites to be found in big open areas in caves and not in small tight spaces.

    I feel like mountains should not have some other biomes covering a part of them and should just be found at the foot of the mountains. Swamps and other few biomes are usually spawing at the most highest height levels and it just doesnt make sense.

    Cave enterances should not just be exclusive to being diagonal.

    Can we have ice caves. Where caves are not covered in rock but just ice and snow. Imagine having ice spikes though that act like stalagmites and stalagtites but are unique to that ice cave biome. Just an ice cave and smow mountain combo would be unique on its own. Stone can appear but in small parts.

     

    Also I would prefer if mega caves be found around and inside biomes exclusively and rarely on flat areas with very low height levels like plains and swamp biomes to name a few.

     

    The meadows need a lonely tree or 4 with a beehive(s) as well. That would be great.

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    Can we have mountains that actuall form a basin inside, with water and underground water cave in it. That would be really awesome since Youtubers have been featuring these mountains with basins (that have no water caves by the way. But look cool non the less.)

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    Swiss cheese caves are too rare now. In the snapshot added before caves and cliffs was split into 2 different versions, there were plenty of massive swiss cheese caves deep beneath the surface that intersected with each other and let me explore vast areas underground. Now it's all spaghetti caves and ravines. The caves went from apparently going down to diamond level too often and having too big entrances to being almost invisible.

    I get the occasional swiss cheese cave and very rare massive ones but the small ones are so rare you can barely tell they're part of the game, and the big ones may be rarer still but they can't be missed. Among the ones I have found yuge or small, about half are filled with lava or water.  They might as well call it the cliffs and deeper underground update with how rare the cheese caves are now, and all the massive lava and water aquifers intruding on the few that do exist.

    Something else that's too rare is ore. It's supposed to be more common now than it was in the last snapshot. While I didn't play the last snapshot, I don't think I've found less iron ore in my first hour of playing a world than any other. Ores may be less rare in this snapshot but they're still too rare compared to previous releases.

    In short, too sparse cheese caves, too few ores, too many aquifers (especially lava, seems almost as common as water, should be twice as rare compared to water, or rarer. And all should be rarer by a factor of 5.)

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    Deserts and Badlands are currently really strange. They are usually super small or will generate in the side of a mountain.

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    Redstone isn't sending power down slabs or glass

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    I'd really like to see some deeper oceans, or maybe trenches that almost reach bedrock. Warm Oceans seem to feel very natural, being as shallow as they are, but everything else is kind of underwhelming when there's so much more space now. In a similar vein, having some sea grass and kelp in the aquifers would be really nice, they're very barren. Honestly I would love to see more distinct cave/aquifer flora in general.

    I hope the team will consider this.

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    Generally speaking I liked the new generation. Sometimes though, you would end up with some disproportionatly deep lakes and it would be cool if the caves' openings were smaller and led to larger underground caverns. I personally would make powdered snow a little bit more common. I really liked the new lofty peaks biomes they were very fun to explore, and the new cave biomes were really cool! I think it would be cool if you added some scull slime that spawned on the walls of caves in the deep dark.

     

    I am really looking forward to the new update and aim excited to see the new generation in action!

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    with the ocean generations i cant find coral reefs because of caves on the ocean floor is that something that is going to be fixed. i need coral reefs for the axolotls, breeding and such. 

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    I agree that in the future, Minecraft should add deeper oceans and trenches, with strange plant life and stronger hostile underwater mobs under y=0. Minecraft needs something scary and tough lurking in the deeper oceans. It'll also make Axolotl armies more useful! A hostile arthropod mob is preferable to make Bane of Arthropods enchant useful.

    I disagree on keeping the old caves and making megacaves/mountains rarer, and reverting it back to 1.17 generation, just to have the "Minecraft feel". A lot of people in the community are already hyped with the new generation from experimental snapshot 1, and it'll greatly disappoint them if 1.18 looks just like 1.17. People are bored of old Minecraft generation. Minecraft should continue to evolve to a better game that remains relevant for decades. I'm against the idea of sticking to a strict "Minecraft feel". Instead, they should continue making daring updates that keep the community alive!

    I think lush cave rarity is fine as it is. It's a beautiful, useful biome that should be common! However, they really need to make dripstone caves more common and longer/larger. There's too many normal caves, surely there's room to put more dripstone biomes here and there?

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    The new worlds are fun to play in and explore.  The increase in world height and ability to go deeper than y=0 allows for bigger builds and more interesting exploration!

    2 big pieces of feedback on the new snapshot:
    1. There seems to be very little iron in the world.  Exploring in survival. for hours yielded no more than 5-10 iron.  Lots of copper was found (50-100) but very little iron.  This is problematic for anyone in Survival as iron is key to advancing past the early game.

    2. In a variety of different random seeds, I found few cave systems, few caves, and few mountains.  Many of the mountains I found were small, awkward, and abrupt in the landscape.  I expected to see more caves and cliffs : )

    Thanks for your hard work on this!

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    Hi mojang team. I don't have the official launcher for you guys because it's very expensive. And for that, I use the unofficial launcher from you guys, and tried to play the experimental snapshot as you guys said, but it didn't work. Can you please solve this?
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    I honestly don't see how removing shattered terrain is going to improve Minecraft. While I was following a treasure map, I saw a shattered mega taiga that reached above the clouds and had an amazing floating island. The buried treasure was on top of a shattered snowy beach right next to it, and it was fun to climb it to get the buried treasure. I would be very disappointed if this was removed, especially since shattered terrain reaching beyond the clouds is already very rare.

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    With that cloud elevation I wonder if there would be more layers of clouds with that kind of height?

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    Wow I am behind the 8-ball a little here! So my feedback from Snapshot 1... The only thing I can think to add is that I found two mob spawners that were open to the same cave. Something in how everything generated made these easy to access and find. I did test mob spawning by creating an area of absolute darkness, and did not find any mobs spawning in it. I will do a larger area lower down in the world and see if the levels are higher or lower, then report back. Glad to hear the broken terrain has been addressed, as well as the addition of the missing biomes (especially ice spikes.)

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    Generating (visible) clumps of cobblestone in a mineshaft would be a nice detail to show that people used to mine there

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    I had a good look at this 1.18 version update. I would like to share my personal opinion about him, the good points, and the problems.

    1. The terrain is wide, but life is scarce!
    - The terrain is very wide and satisfactory. However, there seems to be a lack of biological population and diversity. For example.. Fish, wild beasts, etc.. It's hard to find animals that seem to live in the mountains.

    2. Mountain terrain is generated too often!
    - We usually live at an average of 500 meters, but Minecraft seems to have too many overwhelmingly large mountains. A lot of majestic mountains like the Himalayas are even nicer, but there are too many to interfere with gameplay and make it hard to find flat terrain.

    3. The mountainous terrain is so empty!
    - In our real world, civilizations have developed even in high places like alpine cities. Of course, Minecraft isn't the real world, but I think it's a bit plain. So, I would like to add a newly designed NPC village to the midpoint of the mountain range, etc.

    Finally, I think it's a very personal update because it's got a lot of scope for Minecraft world. Thank you for the 25% increase in Y coordinate. It would be great if you could reflect my opinions in this update, but I hope that these contents will be updated in the future, or even reflected.

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    Here are some of my thoughts after exploring many worlds in this snapshot:

    • It feels like the perfect blend of the old beta-style terrain generation and the current 1.7-style generation.
    • The "rules" that each biome follows for terrain are less noticeable, meaning more interesting terrain overall. Yet, they still play a part in how the terrain in each biome generates. (Eroded badlands still generates thin plateaus, etc.)
    • I think you've struck a nice balance on the rate of giant caves.
    • I love that the size of biomes is more variable again. Small biomes can lead to more interesting terrain spawning if a small, hilly biome is placed in the middle of a larger biome that would normally have flatter terrain.
    • I think the balance between sharp cliffs and blending elevation changes is spot on. I love that biomes don't need a specific "hills" variant to generate interesting terrain now.
    • This is something else that I'm not sure is intentional, but ocean biomes seem to generally line up better with the temperature of the land they're placed next to. (Warm ocean is placed next to desert, etc.)
    • I like the larger beaches. This change helps to create some nice coastlines, but I do think that they need to be generally flatter.
    • Rivers could still use some work and should wider in most cases.

    Overall I think this terrain just needs a bit of tweaking and fine-tuning, but is an extremely solid foundation for this update and really brings the organic feel back to Minecraft terrain. Keep up the great work!

     
     
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    i am finding that slime chunks are not working. 

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    I have an idea for the new update 1.18 if you could add some more smooth transitions trought the biomes 

    maybe you could add some new blocks to make the transition smoother. <3

     

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    the beaches and deserts are still a bit buggy and around the height of 65 generates a lot of gold in my world.
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    Jungles generate too often and cause massive lag spikes, so reduce jungle generation please. Also more diversity in the dripstone caves? It only has 3 blocks; dripstone blocks, dripstone itself, and stone. Yeah there's the occasional granite/andesite/diorite generation but it doesn't really make the dripstone caves look any better.