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Caves & Cliffs World Generation Experimental Snapshot 4 Feedback

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    Weird/bugged nether portal (natural) with this seed -1180678590111366670 at 215 32 847.

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    Bugged cave entrance with this seed -1180678590111366670 at -778 68 1249 and next to at -874 70 1385 they have a bugged river .

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    when i search for a biome with /locatebiome, i get teleported to a different biome because the biome that it took me to was only one block large and it was floating.  Biomes are still kind of broken.

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    Alright, so this might just be me being unlucky but I have so far generated 2 worlds where I spawned in the middle of the ocean. And I don't mean on a tiny island (mostly) I mean dumped into the actual ocean. Once on a single block (seed: 9154733606420190508) and the other time literally in the ocean (seed: 8822739748696384534). I am not unfamiliar with spawning on a tiny island but I think there should be some sort of safeguard to keep the spawn from being in an actual ocean biome, and I'm pretty sure there was something preventing this in previous versions.

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    The new terrain generation is really great but there are a lot of areas where it seems like terrain is made of blocks or parts and this parts don't fit well together, leaveing some spaces that don't look like caves, otherwise they look like gaps.

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    Hello, found this while I was exploring my world with experimental 1.18 (ocean ruin)

    seed : -8027960491295998430

    co : -1856 140 -1456

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    that thingy randomly generated in the middle of the river? xd

     

    (I acctually didn´t build it!)

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    I think this is related to world generation, but I'm not sure. I found a panda and some parrots in a plains biome, and there were no jungles nearby. This may be caused by microbiomes, but again, I'm not sure.

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    MOJANG. Add dripstone bricks. Currently dripstone is the most boring  feature in the update. There isn’t much reason to go out and look for it more than once. U guys seem to like adding building blocks into your game and this is a perfect opportunity

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    i love this snapshot. it's really beautiful. i love how the rivers generate now. the caves are very pretty. only thing i found a bit odd was that vines generate on the surface when theres a lush cave. is this normal? i came across a mountain with a lush cave underneath and the mountain was covered in vines. it looked awsome but a bit strange since the biome i was in didn't realy have trees 

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    There's a common problem in all of these experimental snapshots, including Experimental Snapshot 4, where mushroom islands generate with significant parts of the landmass being "deep ocean" biome. This can range from a small bit of deep ocean on the edge of an island to only a small bit of mushroom biome with most of the island overridden with deep ocean.

    I can't know this for sure, of course, but it seems like when these large islands generate in the ocean, they're intended to be entirely "mushroom fields" biome. Small islands do generate in the ocean, of course, but these "deep ocean" landmasses are much bigger than those small islands, and always have at least some mushroom biome on them, so this certainly looks like a bug.

    One such example of a mushroom island overwritten with "deep ocean" biome on the landmass can be found on the seed 17722835214 at the coordinates 2400, 1600

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    Treasure maps don't seem to generate properly in shipwrecks. All I find is empty maps.

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    Biome blend is causing a lot of frame rate drops for me, when i have it on i lose half my frames and when i have it off i stop losing frames

     

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    Spawned in a water only world as far as I can tell. First time in the snapshot. I feel (un)lucky.

    Seed is 1301043517489283409

    Anything that can be done to help prevent it?

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    Got in a solid world. Seed 179872557769389544. Looks nice so far. However, I find this drop to be a little rough

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    seed: 179872557769389544

    Some sections seem a little narrow.

    There is also water near the bottom. Every cave system I found has water.

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    I played this experimental snapshot in survival for about 6 hours. These are my impressions:

    • The Overworld is overall the best looking so far. The transitions between biomes really feel natural and smooth most of the time and create some rather stunning terrain. The adjustments in this snapshot improves the new world generation alot and fixes some of the weird terrain of former snapshots.
    • In my opinion the plains biome, savanna and desert are in most need for some work to be done. They look too rough, there are many inconsistencies, e.g the plains being usually flat and smooth itself, but there are alot small weird hills, which make the biome look kind of ugly. This is the same case with deserts, which imo deserve some variation, e.g dunes, stone-, rock- and gravel deserts and of course flat deserts.
    • Rivers look way more natural and really feel like its own biome now. In higher elevated terrain rivers always create huge canyons, because they are the same height as the ocean. When its near the coastline this makes sense, but farther inland with already high terrain, it gets a bit extreme and annoying to climb down one side and climb up on the other. Higher elevated rivers would fit in more natural, that get lower propotionate to the surface height. That would also create flowing rivers.
    • Jungles generate way too frequently. They are no rare sight like before, which make them less special.
    • Biomes in general should be larger. It is too easy to get different materials, like wood types.
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    Skeleton spawners have a bug that spawn skeletons without a bow.

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    I love the cliffs please give us more.

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    I think also generating more cliffs having a triangular and pointed shape instead of all being rounded at the top would make the mountain generation very good (since I've only found cliffs with rounded peaks so far). I also liked the new generation of wider and deeper rivers and less microbiomes, but I think some small changes in the generation of beaches would be nice <3

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    Honesty I love the new rivers but I think we need a new type of river which I have been asking for, for years, and it is the raging rivers; a river that starts up high, from an aquifer and slowly builds in size, heading down hill, until it dumps out into a larger, sea level river, or the ocean. No I'm not talking about those random one source block waterfalls, I'm talking about something that will stretch distances. And maybe we might get to see some huge Niagara falls size waterfalls!!

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    Amazing work so far, I love the improved terrain! I played around in survival today in snapshot 4 and I found one issue when searching for iron. Around my spawn I had several hill/mountain tops that were about 130-140 blocks high (top at Y=140). I went up searching for iron but could not find any. Later I found a top that was about 160 blocks high and there in a cave I found some iron. According to the wiki iron now starts spawning at Y=128 and I think this makes it difficult to go mining/searching for iron in mountains without using F3 to see one's Y level. You don't want to spend hours mining or caving when there's not even any iron there. Having some sort of indication of where iron starts would be helpful (same height as where snow starts? stratum layers?), or having it start generating from a lower Y level closer to "ground level" so it's easier to estimate what hills/mountains may contain iron and which to avoid.

    The lower boundary (Y=64) is easier to estimate since you can always count blocks down from sea level.

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    From what I've seen, this does seem the most polished version of the experimental snapshots and it looks like we're getting closer to a fulfilled and finished product :) Overall I'm very happy about it (I cannot play it as I don't have Java, so I'm describing from the previews I've seen; just keep that in mind). What I'm particularly happy with is the re-introduced smoothness and decreased noise in biome distribution. Combined with the improved temperature bordering from last snapshot, the biomes now look about as natural as they did before, except with a ton of variation, making the experience actually immersive compared to the first snapshot. I'm also really happy about the bigger Copper Ore blobs in Dripstone Caves. That's precisely the touch they needed to be worth exploring while keeping their simplicity. Not all biomes need to be absolutely fleshed-out; there needs to be some "gameplay rest spots" where journey features are prioritized, just like with the Basalt Deltas (not the most exciting but looks very cool, so is worth checking out). One last comment is that I'd like to see the new Mountain biomes specifically generate in a similar fashion to how they do on Bedrock, adding more noise to them and making them more contrasting and dramatic compared to Extreme Hills and other mountainous terrain. This would really add character and uniqueness to them. Right now I see people struggling to know the difference between Extreme Hills and new the Mountain sub-biomes.

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    You can report bugs on the Mojira bug tracker. It will make it easier to them. Biome distribution is great at this point from a Survivial perspective, the problem is that biomes still continue generating independently above the terrain, due to the 3D biome distribution. I think this could be fixed without changing distribution, if they can make surface biome extend upwards instead of having other biomes generate in mid-air. Don't know how possible that is. Anyway it is not the most critical of issues. As for performance, they said they have optimizations coming up for the actual built-in snapshots coming around September. Don't worry about that.

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    Personally, I would like to see rivers that are much wider. Like, really wide. Huge rivers that are similar to real ones. Small streams and waterfalls from mountains that can merge together, heading through several biomes, getting progressively wider as more streams collide, eventually emptying out into an ocean with a possible delta. I understand this may be extremely difficult to implement through random terrain generation, but I appreciate you taking the time to read.

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    Mountains don't seem to reach their posted maximum heights, instead they seem to peak out at Y=175 instead of Y=260. Also, nearly all peaks don't really feel like peaks, there isn't much of a point or cap to the mountains, the peaks instead only seem to raise the ground ~10 blocks.

    There is way too much water underground. It seems like half of all caves are completely filled with water. I like the concept of aquifers and cave lakes, but they appear to a point where its annoying. Perhaps aquifers and lakes increase in size or quantity the lower you go?

    Cracks seem very uncommon for some reason. Also, cave entrances I believe are way too huge. An occasional big entrance is fine and good, but most entrances are pretty huge.

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    I have to say, despite my being somewhat skeptical of the new generation in previous versions, this snapshot (and the one before it) blew me away - in a good way! :) Keep up the good work. That being said, I do have a few suggestions, which I'll post individually. I really like the way this is going, and can't wait to see the finished product!! ... And I realize that this probably won't get approval since it doesn't have any actual suggestions. But I'll let you read it anyway just so that you know that I approve of what you all are doing. :)

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    I know that other people have mentioned this, but I think that oceans should be deeper now that the land can go so much higher. Swimming across oceans was pretty anti-climactic after exploring the mountain peaks, and since the world goes far lower now, I wouldn't think it would be infeasible.

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    Despite this update supposedly making rivers cut through mountains uninterrupted more frequently, I didn't really see a good example of this. I definitely think that the world generation could still go a little bit farther in terms of more well-defined rivers.

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    I think that aquifer generation should be made a little less frequent, at least on the surface. Perhaps even cave generation in general; sometimes the surface looks like swiss cheese, which is not particularly scenic. Also, if it is at all possible, I think a huge improvement would be to merge aquifers that are at similar Y levels. This would prevent underground lakes from suddenly stepping up one or two blocks and make them in general more congruous and easy to boat over.