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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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  • 1
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    I found a stone shore inland at least 100 hundred blocks from the nearest river or sea...

  • 1
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    I didn't see any comments about this, but when I was exploring the snapshot I went to the end dimension to see if anything has changed, and I noticed that the obsidian pillars were not there. I just thought that that was somewhat strange and I wonder if it was intentional or just a bug.

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    I dont like the way deepslate textures look repetitive with the geometric looking textures they have in open cave areas. Maybe there could be more patches of other material like granite andesite dirt moss etc or maybe even a new block to add a bit of variation.

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    Waterfalls! Have naturally generating waterfalls on hills, and have dripstone generate in them

     

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    Dripstone caves are way too rare, and there are too many lush caves

  • 2
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    Dripstone caves are too rare, and should generate almost as frequently as lush caves. 

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    There are too many lakes in lush caves, and also i can't find enough of the old caves

  • 0
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    lush caves with high ceilings don't generate enough lush cave stuff like moss block or clay or dripleaf on the floor

  • 0
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    I found a snowy slopes biome on the floor. I'm pretty sure they're only supposed to generate in mountains.

    Seed: 6355009254773389667

    Coordinates: -56 74 204

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    I believe that the game may have become too easy. I played in several worlds today and found multiple diamonds within 5 minutes in all of the attempts (thanks to finding a large cave and simply walking through it). This is far drastic from the beta in the early 2010s, where I remember just a single diamond was an achievement. 

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    Thank you for all the work you put into this!

    The new terrain generation is looking pretty cool. I really like the steep hills and narrow valleys that can now generate; they give the world a lot more variety. Obviously, there's still some tweaking to do there - microbiomes and very odd generations still exist - but in general, I like it. Especially the broader, more defined rivers.

    However, I really feel like the mega caves are just way too common. Like, WAY too common. I understand that not everyone wants to explore a long way to find the massive caverns, but in my exploration, about 3 of every 4 caves I set foot in led to an unbelievably massive system. It's not just unrealistic; it also reduces the awe of finding such caves, since after seeing the first five awe-inspiring caverns, the rest feel commonplace. Small caves are good for a lot of reasons, but most importantly for this update, they put the large ones in perspective. So please, reduce the number of awe-inspiring caverns. I love the cave generation - the dripstone is awesome, the lush caves are beautiful, and the aquafiers give a whole new sense of adventure to caving - but too much of the same kind of awesome!!! in one place becomes bland very quickly.

    One more note about water. Now that the world depth is much lower, I think it would be really neat if the oceans were deeper. It just doesn't make sense that you can dive to the bottom of the deepest sea in one breath. Just my opinion. It's not a huge problem though.

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    It would be nice if apart of the world generation changes, we get a multi-entity move packet. World gen is going to be massive, so you'd figure having a good amount of entities present would sell it... being able to put a bunch of data in one packet, compress it, and send it will do wonders with handling lots of entities.. which would be a nice perk for servers.

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    I think that some biomes shouldn't spawn directly next to each other. For example, I just found a small swamp surrounded by snowy taiga and ice spikes. It didn't look natural at all so maybe some sort of gradient system or something where for example a snowy taiga goes into a taiga which goes into a plains which goes into a swamp or something would be well suited to stop such drastic changes especially with these new mountains and such. Not big gradients but at least maybe 10 or 20 blocks of transition between dramatic biome changes. Another extreme example being desert to jungle or lofty peaks to plains. Might just make this update and game as a whole seem a bit more polished.

  • 0
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    I've had so much fun with this - I have played survival in several worlds and got a massive variety of starting areas.

    I have noticed a distinct lack of the new axolotls in every new world I've tried. :(

    I spawned underground in this one 9034153111544809314

    I spawned in the middle of the ocean (no island just in the water) once and twice on tiny islands with no trees in the middle of nowhere!

    On a few attempts I've spawned directly next to massive mountains ! and found huge terrifying caves that look really good for flying around.

    There have been a couple of really strange water areas - like lakes with no edge extending out into a ravine - so the water just bulges over space strangely and then drops into the cave system below.

     

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    When I went to the End, the starting platform spawned inside the ground. When I got to the surface, the dragon was there and the End portal, but the obsidian towers and re-generation crystals were missing. I spawned a new world and got a similar result. The starting platform was in the open but the towers and crystals were missing again.

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    -=@ Mineshaft tunnel supports in open caves are often very densely packed together @=-

    Absolutely love the new caves so far and excited to see what will be added in the future!
    Here is something I've noticed exploring the new generation of terrain so far.

    I love the way mineshafts will now generate through large open caves and adjust accordingly with log supports and chains keeping the paths up, but occasionally with so much wood and structure being placed around the short winding paths of the mineshaft this can create quite a messy effect.
    To highlight this I have the following coordinates in a world with this Minecraft seed: -1169321751075727451

    -750 5 1009
    -233 11 332
    833 11 906

    This does not happen often but depending on how mineshafts are generated this could be fixed easily by making the average length of a straight mineshaft tunnel slightly longer, causing the mineshaft entirely to become less dense and feel more man-made in larger open spaces.

    Thank you for reading and I hope this tiny nugget helps improve Minecraft!

  • 1
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    -=@ Drowned miners in submerged ocean caves? @=-

    The new submerged caves add a very interesting twist to the underground and can become a dangerous new challenge for the reckless miner who decides to keep their breath and mine that ore they see at the bottom. 

    What if many who tried before never made it back up? Caves beneath oceans could contain a semi-new hazard that gives a little extra 'life' to the underground.
    Drowned Miners would essentially be drowned that spawn in these caves holding various tools like shovels, pickaxes and perhaps rarely even pieces of ore. Exploring a cave with water breathing and aqua affinity seems like an easy way to score some quick materials, no mobs spawn in the water in caves after all. . . Or do they?

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    This is the first time in a long time that I've really felt like I'm on an adventure in minecraft. The last number of updates made biomes way too predictable, but now I'm finding the craziest formations in places I wouldn't expect. This feels like the old, good sort of world generation cranked up to 11. I absolutely love how things are. With a little tweaking (and I mean a little!) this could be perfect.

     

    A few little things that are really more of a wishlist than any proper feedback

    -stone areas where the common stone is replaced with granite, andesite, or diorite. Add functionality to these so that they work just like stone (such as usability with new bricks, in crafting, etc). This would make areas (especially areas with exposed stone) even more unique! (I'd also suggest a warm, tan colored stone).

    -whatever you do, do not make biomes of a type too samey. Keep it wild.

    -oceans could be deeper in some places. I found several "almost islands" where the land was juuust under the water and that was cool, though it'd also be really cool to see sections of ocean that go DOWN.

    -I'd suggest some kind of arid/desert peaks, where the mountain could rise out of a desert/badlands/savanna. Instead of meadows, it could have jagged rocky brushlands.

  • 1
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    Could you guys please add normal deepslate stairs, slabs, etc. Normal stone and blackstone both have this feature so why not deepslate?

  • 0
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    finding diamonds isnt the same anymore so i feel like a new guide to help finding them would be helpful 

  • 1
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    It'd be cool if you could stack up moss carpets on the ground like you can snow carpets 

  • 3
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    I started a survival world and found the progression to be quite tricky. It's hard to go from stone tools to full iron armour with an iron sword and pickaxe. Earlier, you would find enough iron for a full set of armour within a single good cave or 2-3 medium ones. Now, iron takes forever to find. If you skim the surface, you can only find 1-2 pieces at a time. That's fine so you don't get too OP too quickly, but none of the caves go really deep (at least when I was searching around) or they have water in them. The water gets a little annoying, because you have to mine a lot of wood to make doors so that you can breathe and don't drown. But since you can't go deep, you don't get a good amount of iron, which makes you prone to dying to a mob. Strip mining is fine for diamond but for iron, caving is better and I still think it should be that way, especially since you're trying to get it at the beginning of the game and that's supposed to be fun, while strip mining is really boring. I also faced the problem with iron being too rare with the datapack earlier, and I thought it would be fixed but it's still a problem.

  • 1
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    How the overall generation should be

    I think the overall generation of the update should keep the feel of the old generation in some places, but at other times the new generation comes in at times and it just blows you away, kind of like 50/50

  • 0
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    Can you make a update in which you could use dye and glow dye on strings and feathers and could use them to make bows and arrows and while using glow dye on feathers of arrows the arrow would emit a light level. That would be so cool

  • 2
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    It looked good on paper but after playing it, my impression of caves and cliffs is negative.

    • Massive iron ore veins was the one thing I was most excited about. Too bad I can't find any. I wasted my time fruitlessly mining large, irregular veins of tuff.
    • The addition of copper is baffling. It's a decorative block that doesn't serve any useful purpose. How about adding some tin so we can smelt bronze? It would make up for the scarcity of iron. Usable ores in general are scarce as teeth on a hen, which makes the prevalence of copper all the more infuriating. Every piece of copper I mine is going straight into the nearest magma pit.
    • Reduced air exposure and reduced clump size of diamond means finding more than a few will require extremely tedious and methodical mining of chunks.
    • Surface caves are very shallow. The deeper caves are all but disconnected from the surface.
    • Despite the increased frequency of mountains, none of the mountains I found reached high enough to be worth mining.
    • The drastically increased height of EVERY little hill makes traveling the surface a chore at times. Minecraft doesn't handle "slopes" that well. Flat terrain of any kind is almost non-existent, even in plains. Hills should be smaller in most places and resemble their original forms from older Minecraft versions instead of being mini-mountains. River generation might need some adjustment too.
  • 1
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    Miss the Massive Mega caves. The caves feel thin and not grand enough feels lackluster in comparison. make them a little rare but common enough for many people to find them on servers!

  • 0
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    eroded badlands and ice spikes should have more shape such as round, thorn and rectangular.

  • 0
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    i think that some biome in minecraft should generate mountain such as desert, forest, jungle, taiga, badlands and mushroom islands to give more variant for 1.18 mountain.

  • 0
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    can you expand the village house, the house is too small. because village is generate too frequent, i think that village should form a town and a city depending the number of village house

  • 1
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    i think that the iceberg in frozen ocean is too small, it should sometimes generate longer and huge that can make a ice cave