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Caves & Cliffs World Generation Experimental Snapshot 4 Feedback

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  • 7
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    Dungeon spawners are bugged now; they will continue spawning mobs regardless of how well lit the surrounding area is, which makes them impossible to work with without either destroying them or completely blocking off the spawn area of 9x9x3 blocks.

    EDIT: I was able to stop more enemies from spawning by placing torches so that they were physically in the way of the blocks they were spawning on.

  • 11
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    Amazing. Rivers are almost perfect. Since rivers are overall bigger, and drowned spawn more frequently in rivers, there tends to be a ton of drowned in them. Got destroyed when I unwittingly swam in one in survival. 

    In survival, I had a really hard time finding a big mountain. While I do think they should be rare to lend to the amazement of finding one, I would like to be able to find one. When I eventually flew around to find one (also thanks to /locatebiome), it was AMAZING. It had this cool village leading up to it, an ocean being overlooked by it, it was epic. Very good stuff. Make them more common, add a sort of pattern to be able to track them down, I dunno. 

    Overall, the terrain is very smooth, and the several artifacts that I did find were so cool anyways that it really felt like a special thing. No two 'buggy' generations were alike, and that is absolutely amazing. 

    Caves: in one of the earliest snapshots of the cave generation, before deepslate was added, there were these really cool 'medium' sized spaghetti caves which had water in them, letting me take a boat throughout them and it was really wonderous and I haven't seen them since. I miss them. Also, progression seems really, really quick in the new caves. I was able to find a huge cave relatively easily, and get about 12 diamonds and kit myself out. Something can be said about the difficulty of the caves, but the deep dark isn't in here yet, so I will withhold judgment for now.

    Keep up the fantastic work!

  • 7
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    Hi wince im the first one. Let me comment, i love the new changes that you made on the mountain. I really want to see waterfalls in minecraft. That would be realistic but fun. I love the waterfall that you made on the bee trailer. Second of all the caves needs more touch like add some new cave biomes on it. I have feedback but its literally gone. Crystal caves in minecraft would be great with bigger shards and shiny area or could be luminated cave that are like glow in the dark that have new kinds of mobs and vegetation on it. The lava lakes need to have a new mob like one of my feedbacks lava lobbers. Ocean in the cave and also water equifer is really cool but it needs to have something like new stuff in the watery cave like bubble caves a thing that generate bubble and beautiful stone or new mob like skeleton fish will roam and bite you. Cave structure should be updated aswell since they are outdated with new mobs new rooms and new loots. This is my first ever commented on this i hope u guys were excited on the new update

  • 6
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    Oh and another thing that i couldn't fit, those random small ponds that you can find that have been in the game forever? I think they need to finally leave with this update. They are completely useless and overshadowed by the new aquifers. They make the land uglier.

  • 1
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    Created a world using seed 'Aug 18th, 2021'. I spawned in a cave.  My bonus chest, however, spawned on the surface, some way above me...

  • 3
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    the Overworld is so cool and I like the new generation but the nether is just a big cliff and nothing like it used to be there is no flat ground witch breaks it and the end is just another caos cus there are no obsidian pillars so it breaks the dragon fight a lot more easir and makes the fun finish hope sometime it gets fixed

  • 6
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    Increase mountain height to utilise the extra build height 

    like have some rare mountains going up to 300 blocks high

    also make canyons and valleys more common with rivers flowing through them and have small strips of flat land near the river banks.

    Also add something to the dripstone caves to give them a bit of a wow factor (maybe some plants or unique items/blocks, or an increased chance of structures like mineshafts in them)

  • 4
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    So far this is the most polished feeling surface generation in the experimental snapshots, and there's only one area that feels like it sticks out like a sore thumb. Eroded badlands spires have a tendency to generate as thin single block thick toothpicks a lot, and it ends up feeling very glitchy looking.

    As for mob spawning, the spawner change works very well with cave spiders in mineshafts due to the spiderwebs making it difficult to place torches in addition to the increased light level that a spawner can spawn mobs in. However, the same can't be said about dungeons. Nothing prevents a player from spamming torches as soon as they find a dungeon, immediately neutralizing it. The current spawner rules seem pretty okay, but dungeons themselves will eventually need a rework that takes the new spawner rules in consideration if you really want to make them challenging.

  • 21
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    It's a great snapshot but if i could make a suggestion would it be possible for stone shores to have a chance to generate a calcite cliff kinda like the "White Cliffs of Dover" ? I know it would be a big thing to add but imagine the builds you could make!

    Anyway great snapshot if i find a bug i'll put it here!

  • 6
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    So far, it looks absolutely incredible. The only things that I could think of would be to add those icy caves that we saw in that Bedrock beta from a while ago. Even if it is already in the works, it would be such a wonderful feature.
    As well as that, I'd love to see some form of pastel block set. In my opinion, dyed calcite could work really well especially with transition from badlands to caves and other biomes.

  • 7
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    It is nice to see calcite more easy to find.

  • 7
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    Dudes. My god.

    I dont know if i just got lucky, but holy hell, this snapshot is gold. Or should i say diamond?
    I have no complaints at all.

    • The dripstone caves seems more common, that good!! 
    • Copper in dripstone caves is a huge step in the right direction. Good!
    • The terrain generation feels soo much harmonic. The mountains are great and easy to find. The rivers are f*king delicious to travel. There are plenty of flat areas, and everything fits together very nicely! Awesome!!
    • The caves feel a little different, they are connecting very well.
    • Both the underground and the surface are beautiful and harmonic, it feels so good explore them. 

    To all involved, what we have here is an excellent result! I have no words that can express how good is this snapshot. Thank you all, devs. You guys deserve the best, the glory and happiness.

  • 8
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    Awesome, the world generation is getting better with every Snapshot! I liked the feature that more copper generates in dripstone caves.

    Can you add that more coal generates in lush caves!

  • 4
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    Oh damn how could i forgot?

    • The badlands are fixed now! They look and feel so good with the new generation. Incredible.
    • Way less microbiomes. That's nice. The map are less noisy. To be honest, it doesnt feel noisy at all.

    I still have to test more seeds, though.

  • 25
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    we now only have 1/65536 of the unique world seeds compared to pre 1.18. The rest of these are exact copies of each other. There are only 2^48 unique seeds instead of 2^64. Another way of putting it is that only 0.00152587890625% percent of seeds remain. 

    Seed example of if you want an in-game example:

    1

    281474976710657

    562949953421313

    844424930131969

    1125899906842625

    1407374883553281

    1688849860263937

    1970324836974593

    2251799813685249

    2533274790395905

    These are normally all different, but currently in 1.18 they (+ many more are the same)

  • 2
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    i love the new bioms and the generation is ausome the structurs are generating a litle bit wierd but beter from last time and i love the new changes for the rivers but it wuld be fantastick if you added a small chance for vains of calsait spawning betwin 10 and -10 and i know that almost all the is not spelled right

     

     

  • 18
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    English translation: we now only have 1/65536 of the unique world seeds compared to pre 1.18. The rest of these are exact copies of each other. There are only 2^48 unique seeds instead of 2^64. Another way of putting it is that only 0.00152587890625% percent of seeds remain. 

    From finding interesting spawn points with the coolest terrain generation to share with your friends, to complex searches using the top 16 bits of the long type getting the fastest possible seeds; the community relies on the long type (support up to 2^64), the relationship between the 48 lower and 16 upper bits that makes a seed. Unfortunately, in the 1.18 Experimental Snapshots, this has been reduced to only using Java random, which only uses 48 bits from the seed. This loses the ability to change the spawn point or biomes while leaving the structures, terrain, loot, Nether, and End the same. The seed finding community heavily relies on the full use of 2^64 seeds and the additional relation between the lower 48 bits (the "structure seed") and the upper 16 bits that determine biomes. In the current latest experimental snapshots, every seed you load will have 65535 other exact copies, so over 99.99% of seeds are redundant.

    The community is unsure if this was an intentional change by Mojang because A) it hasn't been fixed yet or B) it wasn’t listed as a known issue. We are deeply concerned over this and hope this message brings some attention to the issue and clarification over if this is intentional.

  • 2
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    I prefer bedrock edition world generation (except deepslate and dripstone caves). Bedrock edition world generation is better than java edition generation. Please mojang, put in minecraft: Java edition Bedrock world generation (but with deepslate under 0). So Ice Caves, Mountains Generation etc.

  • 12
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    Basically all of the new terrain looks great, but the amplified landmasses kind of make the oceans underwhelming. Especially with lower world height existing now, I think it would make a lot more sense if at least deep oceans were significantly deeper, maybe even down to deepslate level.

  • 1
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    Ok snapshot 3 :feedback 1
    I will focus more on the "looks" on this one,since survival needs more testing(extra iron and aquifer)
    Easy positives: pretty much all of the changes addressed were good this time(I say that after going through them one by one),but I do think some of it can be improved, considering the community's reaction ,this snapshot should be a good base for all the next changes to be made,and those changes should be simply slight improvements that are up to devs to decide if they do it or not.
    Possible improvements:
    Increasing the probability of microbiomes a bit again,but adjusting their grass color to be the same as as the biome around them could improve the terrain variation without permanent consequences!
    More transition biomes,which would both work well as microbiomes and create more interesting and better looking biomes,feel free to experiment,if it is viable.
    River biome going into land,more of a frequent bug really.
    Badland stripes/palette needs some help on being a bit more cohesive and interesting
    Deepslate level badlands could also use the same ore increase as dripstone caves ,but with gold instead,since the gold layer broke the need for it.
    Underground gen improvements by adding surface biome interaction
    Deserts having too much water sometimes 

    I cant pinpoint some issues because the issues on the snapshot are vague,except for imo the fact that microbiomes were overly reduced and need a bit of help.
    For survival-affecting changes I need time to evaluate

  • 3
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    Suggestion for surface biomes:

    This upcoming update is really promising, however I've some technical suggestions that are not bugs for vertical biomes.

    Currently, we often see multiple biomes generated on the same column, obviously this is expected since the update is based on 3D biomes, but it's really weird when it happens in mid-air above the surface. I don't really know how this internally works, but "surface biomes" (biomes that are not cave biomes) should be determined at surface height and expanded to the top, for the underground part this is already working well.

    To sum up, I suggest avoiding the generation of 3D biomes above the surface of the world. This should in no way change the shape of the actual world as biomes no longer directly determine terrain shape, and it would make biomes much more intuitive. This will avoid micro biomes in mid-air that are not visually perceptible.

  • 1
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    I'm really not a big fan of even more iron and copper. Inventories are already packed with copper to the point where it is annoying, and the new ore chunks were already more than enough for obtaining iron. This is just so easy it becomes boring.

  • 4
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    I like this more than the other snapshots so far. The terrain's really feeling like it's coming together, nice work. Still, though, I wish the biomes were a bit bigger. I like how big a jungle (why do I keep mentioning this one biome in all of my feedback things? Wild) can get in 1.17, but basically all biomes are pathetically small right now. I want to get into the middle of a biome and not be able to see any edges if I'm up in the air (with a somewhat high render distance, of course, I can always get this with a render distance of 2 chunks, but that's not the same). Other than that, I'd also prefer less "stripey" biomes. Many biomes seem to generate in strips, maybe a plains with a strip of forest separating it from a taiga. It looks kind of weird, and I can imagine it would ruin large-scale builds. There's also something similar to those lines, a kind of "hourglass" shape. I guess that's easily imaginable, just a thin strip connecting two large blobs. I'd like biomes to be larger and more rounded. Anyway, I like the way these have been going so far overall. Can't wait to see the final product! 

  • 1
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    can you fix surface biomes underground

  • 4
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    The rivers are so much more flush with the land. it looks good to me so far.

  • 9
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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"! - It's in the /locate command, but doesn't generate!

    • 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 high! Optionally, introduce a sub-biome that generates in the center of the island called "Mushroom_peak" that has a terrain ceiling of over 150y!

    • 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 Shroomlights do in the nether!

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

  • 2
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    I am loving all of the new generation coming better and better with each snapshot, and I am always anticipating the next! Just one small thing I think could be improved, around mountains where it isn’t unusual for the normal terrain to be up to 120, all of the rivers generate all the way down at 64. I think it could be better if they slowly went down from the higher elevation then down as they get closer to sea level. There could also be a chance to take advantage of what already generates and make a massive canyon, comparable to ones like the Grand Canyon in real life (but more Minecrafty). All I have to say about this marvel of an update for now.

  • 5
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    Overall really love the update, and I think this will be the best Minecraft update since 1.7.

    One thing that I would like the Mojang team to consider would be to maybe add a couple new island-type biomes besides the Mushroom Fields. As this is "Caves and Cliffs", maybe a volcano island with a crater in the center that goes deep with lava at the bottom, and frequent lava springs spawning on both the inside and outside, or this could even be a rare variation of normal mountains.

    Because this Minecraft version changes world generation, it would be cool to see new mainland biomes (and subtypes), and at least 1 new overworld tree type. Perhaps a cherry blossom forest? (similar to flower forest, but new tree types with beautiful leave colors) and some new flowers, or maybe a biome that represents the California Redwood forest sometimes with gigantic 2x2 and rarer 3x3 redwood trees that are bigger and taller than spruce trees, and more resistant to fire.

  • 3
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    The Dripstone caves biome spawns in weird patches at the surface in mountains. This overrides whatever biome is supposed to be there and you end up with small 'plains' like biomes on the summit of mountains

  • 0
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    They have blocked river in this seed -1180678590111366670 at 104 93 482 and in the mountains next to they have a giant tree taiga bugged (look the mossy cobblestone structure at -118 138 402).