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Caves & Cliffs World Generation Experimental Snapshot 2 Feedback

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    Obsidian towers do not form in the world of the end.

  • 3
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    Would be cool if beach water shared colour with the ocean next to it. So some more beach variants based on temperature. Also love the wider rivers but just like in the older versions the water sometimes dissapears despite there still being a river biome.

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    Hey i dort know if this is an bug, but I've never seen this in Survival before. 

    I found a Skeleton spawner that spawns them without bows. Just a bunch of naked Skeletons. 

    Seed: -1399153306563102285

    XYZ: 105 19 226

     

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    Hello mojang

    Thank you very much for your hard work and awesowe snapshots. Most of current features are in my honest perfect, but there are some changes I would love to see in incoming snapshots:

    -Add snowy versions of Mega taiga and Giant spruce taiga. I Noticed these biomes generate now very commonly next to mountains, snowy taigas ans tundras, so snow-covered, giant trees would fit perfectly to the landscape
    -Improve generation of tops of the big mountains. I often see a perfectly- flat, like cut with a knife, tops of these Giant, above 200 blocks Mountains. In my opinion more steeper, rocky and jagged peaks would look much better. Maybe even a new biome, generating only on tops of highest mountains?
    -Giant mountains should be more common. I had a hard time finding a mountain reaching above clouds in creative, so in survival that would be almost impossible to find!
    -Decrease amount of exposed diamond ores. These are wayyy too common, making diamond easy to find, contradicting their premise.

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    Please make a new village variant for the meadow villages (like taiga villages or desert villages)! It would keep the consistency of every biome that is able to spawn a village have a unique type of village and new villager outfits!

    Overall, great update and the mountains and caves are amazing!

  • 0
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    Wow. That's different.  Seed: "Aug 11th, 2021"

    Ice Bergs. Lots of Ice Bergs. Lots and lots of ice bergs...

    A very, very small starting island (looks like it adjusted the spawn point during world generation to find land - be nice if it could have found a slightly bigger bit ;-) )

    A Mushroom island?  In much the same way that Australia is an island.  Took me over a game day to walk around it...

    Couple of caves and chasms in it.  Not bad.  If I had some wood it would have been worth going down. Might be a lush cave down one of them (but no Azalieas visible) - certainly something green about 20 blocks below me...

    Between it and a nearby stone beech that seems to be littered with coal, there was a suspended ship wreck, sticking out of the side of an ice berg.  Impressive.

    I like it, but it's a pretty hard start for a Survival game. The largest sort of wood is the ship wreck...

     

  • 2
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    the flooded caves being everywhere in low elevation inland areas makes caving a pain early game, because you can almost never find a cave that actually has iron or something in it without have to take a swim, and so unless you are able to find a magma block or something, it's going to be a pain to mine stuff. This makes it difficult to go mining unless you just wanna go strip mining or branch mining, which kind of defeats the purpose of this update.

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    In the new Experimental 3 Snapshot, I’ve noticed that a lot of rarer biomes like Badlands spawn very often. I don’t know if this will change or not, but the rarer biomes should stay rare like they were before.

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    Water pools in snowy biomes should be ice automatically instead of slowly forming this could also probably help with performance a bit since it won't need to update the water

  • 3
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    I think it would be cool if the transition between biomes are more smooth.

  • 0
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    Nice mountains but too small. Also loves the news caves but sometimes there are somes dripstone on an exposed cave. Also can't find the mountain_edge biomes, the /locatebiome couldn't find themes. 

     

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    I would like to see more types of ores in minecraft like your doing caves and cliffs update and you're only adding one new ore like come on. I think you should add silver ore so we can have copper silver and gold. You could add in lead ore it would be or around the same tier as iron. There could also be steel added by combining iron and diamonds i think it would be the same mining and combat tier as iron but more durable than diamonds. There could also be aluminum as a later game ore as it can only be smelted with a special smelter that's a hotter than a normal smelter like you should have to make it with a furnace iron and a fire charge. I think there needs to be more mining tiers. And i think there should be more ores to mine in the nether. Add in cobalt to the nether that can only be mined with a netherite pickaxe. Add titanium to the nether as well and make it so that only a cobalt pickaxe can mine it. Then the last tier in the nether should be a special Hellstone ore that can only be mined with a titanium pickaxe. Then there should be a fine diamond tier which would be the best but it can only be mined with a Hellstone pickaxe and it comes from normal diamond ore blocks as well as normal diamonds. And then the fine diamonds could only have a 20 percent of dropping from being mined with a Hellstone pickaxe. There should also be an ore in the end that can be mined with a Hellstone pickaxe or a fine diamond pickaxe

  • 0
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    On my first try of Experimental #3 I spawned in a giant ocean with no land around for 100's of blocks. I noticed that single block veins of diamonds were more common but usually any bigger veins where either completely covered or only had 1 ore visible. Many times ores were in pocket tunnels hidden underground with no path to them. Also, a large majority of the time these pocket tunnels (whether ores were in them or not) were filled with lava or water, usually lava, to the point that they were unusable. I love the pocket tunnels but the liquid inside them needs to go. I also found a lava lake in the overworld that made me thought the nether was spilling out. It was impossible to find a new mountain even with /locatebiome because the command does not look far enough. I was not able to locate a single new biome with the command or with flying around for ~5 min. 

  • 3
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    Justice for Mushroom Islands!  For such a rare biome, they're too flat & too dull!

    Suggestions?

    • Re-introduce the missing "Mushroom_field_shore"! 

    • Increase the height that Mushroom biomes can generate. Their current "ceiling" seems to be no more than y80. This could be increased well over 100 blocks! Optionally, introduce a sub-biome that generates in the center of the island called "Mushroom_peak" that has a terrain ceiling of over 150!

    • Some are too small, some are too large. If the sizes are going to vary so much, why not make them slightly more common? It's no fun finding a mushroom biome that's entirely submerged due to it's tiny size!

    • Allow Ocean structures (Shipwrecks, Ocean Ruins) to spawn *on* the mushrooom islands. Possibly at an even more commonly than the rest of the ocean! It would thematically improve the biome, giving it that er of mystery it had when it was first introduced. You could populate the currently missing Mushroom_field_shore biome with them as to insinuate thematically that people have crashed on the mysterious island!

    • Populate large caves under Mushroom biomes with Mycelium pockets, and allow mushrooms and giant mushrooms to spawn within those caves in greater-than-default quantity. You could even increase the lichen spawn count substantially to help illuminate the mushrooms just like how Shroomlights do in the nether! 

    I know this was long, but I hope you see the passion behind my suggestions :)

     

    Thank you!

     

     

  • 1
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    I want higher clouds and strays in snowy peaks

  • 1
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    I think that mojang should add different tone to biome according to temperature and make changes to biome that clashes together by add features to make the transition smoother

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    Honestly, I'm not a fan of the new microbiomes.  It makes it more difficult to find a decent area to build a large-scale project while keeping the same grass and foliage colors throughout. Can we please revert this change, or at least can we get a toggleable option to keep it more vanilla?

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    With 5 hours of mining, I haven't found more than a stack of iron mining at level 16, which by the graph should be near the ideal area for iron.  Why is it so rare now?  During that time mining for iron, I found 7 stacks of copper.  If iron spawning is kept this rare, it'd be nice if we could get possibly weaker than iron copper tools and armor.

  • 0
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    Well, the first and most obvious complaint I really have is performance. I know this is just a snapshot, but no other snapshot before, nor any power hungry game, made my pc run extremly loud like this. There needs to be a lot of optimization changes to make this work, especially on older systems. The fact that 1.17 runs much worse than 1.16 doesn't help this case or ease the thought.

     

    Overall though, I really dig the new caves and world generation, especially the superior mountains. My only complaints with those are that the caves are a bit too big for my taste and I don't really that there are so many flooded caves that are just so hard to explore.

  • 2
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    Ok snapshot 3 :feedback 2
    Overall best exp snapshot so far ,but I've found 3 issues to be addressed,some being related to microbiomes.
    *Microbiome generation is good in my opinion,but yes ,some biomes do cause more issues than others,simply because of their aggressive change.
    Badlands small microbiomes shouldnt happen,unless they generate red sand.
    Desert microbiomes/weird stripes are ok on savannas and badlands,not much on other places.
    Snowfall also a bit too invasive.
    Badlands should also get taller/bigger versions overall,at least taller than it is now,to compensate for the fact that their mineshafts usually spawn on places with no iron which means no gold , and more building materials.
    Snowy biomes are fine.
    *Second issue : structures spawning on microbiomes,there should probably be a biome size limit required for one to spawn.
    *Third issue: Aquifer generation

    Their interaction with non flooded caves is ideal as it is,but flooded caves still took too much of a hit,they do go further down but arent good for cave diving anymore,since they cut off frequently.
    I do have some suggestions on fixing that:

    Increase their probability a bit(?)
    Make so there are more vertical tunnels ,wider caves for the flooded version
    Connecting aquifers through their own underwater system
    Signaling for the player regions with flooded water systems
    Any of these would help on creating a better experience for the player,as long as they dont block the way for other passages frequently.

  • 1
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    New comment, now that I've explored a little more. I think the new mountains are cool, but they're still a bit much. I'm having a hard time finding much flat terrain, especially in places like jungles, my favorite biome. Plus, again, the biomes are all way too small. Even with my pathetically low render distance, I can usually see other biomes in the distance. I explored a savanna-jungle thing, too. The biomes kept breaking up into each other. I'd suggest splitting biomes into large "blobs" that don't intersect each other very much, so you can still get unbroken views of whatever biome you're visiting, even with a high render distance. Plus, having more plateaus would be nice, all of the mountains seem impossible to build on!

  • 0
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    They may put the mountains peaked

  • 2
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    TL;DR: Let's change from seas surrounded by land to continents surrounded by ocean.

    The land-to-ocean ratio of Minecraft is backwards from real life Earth, and it doesn't need to be backwards. Boats are fast. It's okay for oceans to be pretty wide. They have always felt strangely small since the 1.7 "Update that Changed the World."

    • The reasons for making oceans small are GONE. They used to be empty and boring, wasted space. Now they are anything but.
    • It used to be hard to mine under oceans. Now we have a whole underground world under every ocean.
    • More oceans give us more space to enjoy the better beaches and possible really cool shores with the new terrain.
    • We can move around the map faster on water, exploring the coast. This is more important nowadays with the wonderful variety of biomes and features there are to look for.
    • It's not as easy as it should be to find enough space for an undersea city without any visible shores nearby - oceans are tiny!
    • I love the idea of mapping an entire continent and putting that map on the wall. I can't do that if the whole world is one continent!
    • The world feels slightly more "real" if it matches our expectations from our real lives, and we live on a planet that's mostly covered by water. A map that's less than 30% water is weird. I'd like my map to be 60%+ water, with large, distinct land masses surrounded by oceans of various widths.
    • You're already making big changes to the overworld. Make it the best change possible!
  • 1
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    Hello! Everything is beautiful, only issue i noticed is the lack of axolotls, i spent over a hour trying to find them in survival mode and nothing. After that i spent another hour in creative doing /effect give @e[type=minecraft:axolotl] minecraft:glowing 999999 1 and still nothing (yes, it was in the lush caves)

  • 0
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    There is an issue with my world where the stronghold closer to spawn didn't generate at all. Seed is: 5604930446128513174

     

    Keep it up Mojang team! The overworld generation is AWESOME!!! Especially the caves!!! Love it :)

  • 1
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    New world generation is good, but better is bedrock edition world generation. (except deepslate generation) 

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    So I've been playing survival on the new terrain generation and it's great. I went looking around the world for a bit by boat, I found a very spectacular, laggy Mountain which was great. I enjoyed the size of some of the biomes and liked how flat and suitable some of them where. Some places looked great and idealic. The biome blending was great as well. Now while I did go sightseeing the real reason I traveled 5000 blocks was to find a village. Which I did, I set up base there and terrarforming was/is a big task. Performance was great after I turned my render distance down. Sidenote; going to the nether made my game very unstable IDK if that's imporant. 

    With my base set up; I decided to start making stuff. My villagers dissapeared for some reason; I think they froze in powered snow or something. But I set up a breeder so it didn't matter.  While mining I found the new caves looked great but they made mining more tedious; glad there weren't many mobs to make it impossible; I also like the way the cave system keeps going if you follow the flooded caves. But I still haven't found diamonds for some reason. There was terrian generation in some caves near the surface, but I found it cool when I mined some gravel that it connected to a surface lake. One thing I didn't like were some of the standing water ponds in the caves. Looked like someone had just walled them off. Overalll I have found the new generation thouroughly enjoyable and enjoyed the new challenges. Hope this helps :)

  • 0
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    It was super cool 

  • 0
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    Water spawn (at least in snapshot 3): 4132717526906494724

    Amazing cliffs a good swim away though.

  • 0
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    In warm biomes, they should not generate stony peaks, but rather mountains where snow is generated much higher, only at the top of these mountains.