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Caves & Cliffs World Generation Experimental Snapshot 4 Feedback

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  • 1
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    The world is now so capable of generating such magnificent rolling hills and mountains that finding a legitimately flat, and fairly large area, is actually fairly difficult. I feel like there should be wide stretches of flat land to compliment the mountainous parts of the world. Otherwise, it feels like the whole world has the geography of China.

  • 2
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    Mountains that reach up to 255 just cut off suddenly. They're beautiful for sure, but I think that making more well-defined peaks would make them even better.

  • 1
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    I think that rarer biomes like jungles, badlands, and frozen fields should be made a little rarer than they are now. It doesn't take long to find any of them as things are now, with the possible exception of the frozen biomes. Also, I think it would be cool if the lush caves were a little rarer than the dripstone caves, which I think should be a little more common. But that is just my opinion.

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    I came across a plains village partially on top of a Snowcapped Peaks Biome. It follows the sharp incline down to about sea level with the village spread all the way down the cliff. A little ways down is a Jungle Microbiome with the same distribution along the sharp slope of the SnowCapped Peaks Mountain. There is also a lot of snow underground on that particular mountain.

  • 4
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    I think it would be nice if you add commands "/locate amethyst_geode" and "/locate dungeon"

  • 4
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    loving this snapshot! the mountains look amazing, i wouldn't change a thing. i found a few problems:
    - most mineshafts in badlands generate above ground, usually in the hoodoos and higher terrain. it looks very broken; they don't connect and don't really lead anywhere, they are just random corridors.
    - weird, chunk-error-looking smooth pillars of stone and andesite underneath badlands in a high cave.
    - river generation is beautiful, boating is very comfortable. was swimming through a river that was in the middle of two high cliffy-mountains (it looked like real erosion and was. so. epic) but at the end of it, where the two mountains were meeting, was a pretty broken patch of terrain. looked like a few cave corridors tried to generate trough the mountains, but the river and mountain generation disrupted it. there was lots of floating dirt and dark oaks on 4x1 dirt patches.
    - too many cave openings, especially at the foot of the mountains, where they meet flat terrain.
    - lots of small aquifers and random lake-stuffs creating broken terrain, especially in flat areas. very often they try to connect and it looks even more broken
    - i feel like aquifers don't meet normal dry caves as often as expected? if they do, it's usually small caves close to the surface or they are blocked from connecting by a layer or few of blocks.
    - jungles generate too often imo
    - loving the microbiomes now! they differentiate the terrain beautifully, don't feel disrupting anymore

    amazing work guys!

  • 3
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    I played all afternoon and into the night in early-game survival, and encountered nothing but improvements to the surface terrain, incredible sights without sacrificing gameplay, all while still feeling faithful to the biomes as they once were.

    The caves I explored also were much more photogenic than in the past, but the gameplay has noticeably changed from the past, digging through a wall until you find another cave is no longer feasible, if you're not deep its better to find a new cave entirely, and in the lower y-levels mining through deepslate takes forever. This is probably intended to make caving optimal play, since it's more fun than mining long tunnels anyway, but backtracking all over my cave hoping maybe I missed a tunnel that brings me to another open area was frustrating at times.

    Additionally, in previous versions, it was feasible to get some lava in a pinch by just going to the bottom in the nearest cave, now that the previous lava layer is far deeper, and lakes feel rarer, it doesnt feel right to struggle this much to just find a pool of the stuff. I think returning the old gameplay by adding some more lava around would be a positive change.

    Lastly, there's always been these ugly waterholes everywhere in otherwise smooth terrain. In the past they kinda were nice to have the water source, but in the new terrain there's enough water and I dont think anyone would miss them if they were lost in the terrain overhaul.

    Incredible work overall, despite the nitpicks.

  • 2
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    Terrain generation is still too strange

  • 2
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    Hey there Mojang team,

    Just a few things I noticed whilst flying around in creative:

    1. There are still some weird microbiomes going on; I once saw a shattered savannah as a microbiome next to a plains biome, just looked odd.

    2. Still some biomes spawning next to each other that doesn't feel natural, I found a snowy taiga forest next to the stony peaks, that feels weird as there is no snow on top of the stony peaks but there is snow lower down? But that snowy taiga biome also wasn't very big, like 100x100 so it just felt a bit weird there.

     

    Great job team I'm so excited for this change of terrain gen!

  • 1
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    When will the new generation arrive on bedrock? 

  • 1
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    Lush Caves and Dripstone Caves are so rare and so big. They can generate more often and smaller and sometimes azalea trees generate underground.

  • 3
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    Skeleton Spawners will not spawn skeletons with bows. They are all skeletons that do melee.

  • 1
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    Snowy slopes generating in random places in the new experimental snapshot.

  • 3
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    Ok ,feedback 2:
    Tested over a larger period of time.
    First of all I retract what I said about badland gold,no need for more ,now I know how it works.

    Iron:
    Increase in mountain iron is good ,still there could be the issue of a lot of it not being exposed due to the smoother generation(same amount exposed on usual peak as stony shore),except on stony peaks.
    If there still are complaints I suggest allowing extreme hills to be placed on mountains themselves ,so there is more stone exposed.
    While cave iron feels a bit excessive,it could be toned down a small bit while still giving the player enough iron for armor,Im more worried about the fact that it could break the value of iron veins in the long term.
    Aquifer:
    Imo surface aquifers feel fine,but I want to call attention to flooded caves.
    Their reduction on snapshot 3 broke their mining purpose which is a very fun and rewarding experience ,just these ones that Im worried about,the ones with mining intended dont really branch off,and are just cut-off too frequently to be worth diving inside ,that mechanic is basically dead for now.
    I was only blocked by flooded caves in a region once in multiple times,so safe on that.Not sure of a solution.
    Last of all searching for biomes with a larger magnitude is a better goal than simply a common biome is better so I agree with their frequency,peaks need more because looking for y 256 is too hard for now.

  • 2
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    I've been working with "Seed Zero" (hash from grinnerslaphappier.org) in multi-player. While exploring, we hit upon a crasher bug:

    19.08 16:20:38 [Server] Worker-Main-8/WARN Worker-Main-8 died
    19.08 16:20:38 [Server] INFO java.util.concurrent.CompletionException: z: Exception generating new chunk
    19.08 16:20:38 [Server] INFO at java.util.concurrent.CompletableFuture.encodeThrowable(CompletableFuture.java:314) ~[?:?]

    (continues...)

    This was in both Snapshot 3 and 4. I have the backup so an autopsy can be run, but to recreate without the backup, use "grinnerslaphappier.org" for the seed value on a server. "/seed" will return "0". Explore from spawn until the game crashes generating a new chunk.

    I have not yet tried to find the location, nor have I checked this in SinglePlayer. I wanted to see first if this is a known issue or if I need to do some further investigation to make it easier to replicate on Single Player and heading for a specific direction until the game hard crashes. Do I need to come up with further info?

  • 0
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    I still can't access the snapshot even though I did all the steps.

  • 1
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    Hey team,

    I did some exploring in survival today, I found most of the terrain very accessable and easy to traverse so the smoothing is pretty good. but:

    The Wooded hills biome is too noisy I feel, especially if it's near a regular forest biome

    Sometimes on the mountain ridgeline the biomes get divided, on one side it is nice and mountainous, but the other side is often a medow without snow, so you can be looking at a mountain and it looks very grand with snow covering most of the side and a considerable way down too, but on the other side sometimes there isn't any snow as it is a different biome, like the meadow biome.

    In my personal opinion I think the lofty peaks/snow capped peaks? (oh whoops I can't remember the name) they should be in general larger and steeper. In survival it took me ages to find one, travelling for about 2500 blocks in three seperate worlds and only on the third world after 2500 blocks did I find one. The rarity is fine, but if they are so rare I think they should be a little grander!

  • 2
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    I think the new snapshots are amazing. I've always loved exploring the world. Now it's really rewarding to walk around because the new generation of terrain offers really scenic views. All the landforms and ravines caused by the rivers are beautiful. The mountains are spectacular and a nice addition that was missing in Minecraft. The new caves finally make exploring the underground worthwhile.

    However, I find it quite difficult to navigate the new terrain generation, especially at the beginning of the game. I think the addition of a simple recipe for a horse saddle could solve this kind of problem as traveling with a horse is much easier.

  • 1
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    There are 2 bugs i found, when i was playing survival mode, i found that bees can't found their hive and flowers. even i take them right in front of it, they refused to go inside.

    and second one was there's too much frame drops and lags while i played multiplayer server

    these bugs were did fixed when i roll backed my map to experimental snapshot 2.

  • 2
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    Please make mountains more common. Also, please make less water filled caves. I played Survival for hours upon hours in these snapshots but I didn't really find any mountains or large dry caves accessible by surface.

  • 1
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    Terrain looks really good, but mobs still spawn even if you turn mob spawning off in world spawn or run the command . All other /commands that I ran worked normally. Also it was raining in a desert biome?

    The reduction of microbiomes was noticeable, thankfully! The mountains are super beautiful, the rivers look better, and the caves are improving. I think it would be cool if dungeons that generated in deepslate were made of cobbled deepslate.

  • 4
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    wow i'm so amazed from this update! I love it so much omg. I live in Austria and we have a lot of mountains. This update is really exactly what it looks like in Austria. 

    I don't konw but I think I have a idea. What is about Villager in the caves? Like Neanderthals? Because than you can bouild a little city in the underworld. I mean like wow. how cool would be that. 

    I really like how it looks like everywhere. The rivers, the mountains, the caves and much more. Thank you mojang for making me love this game so much. Because you put so much love and creativity in this game!

  • 3
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    I feel like mountains are not mountains if there are no aquafur-based waterfalls like the caves do.
    How about adding an "aquafur" on top of a mountain, then letting the water from the aquafur fall down into the river, or even a plunge-pool? (Yes, a plunge pool exists in Geography) that would make mountains more interesting.

  • 1
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    Add a granit mauntain biome with lime green grass.

  • 2
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    In the lush caves it is irritating when I try to place a torch and I cannot, just to realize that the surface is covered with a moss carpet.

    In snow biomes, the snow thin layer is replaced by the torch (as if instantly melted?)

    That decision to destroy the snow layer was made to avoid the issue we have now with the moss carpet.

    Dropping the carpet could be a solution but then the player inventory will fill up.

    Ideally the torch should be place-able on carpets too.

  • 0
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    I found a bug with skeleton spawners: they spawn with empty hands, like in 1.7.10 (MY FAVORITE VERSION), when I made attemt to summon a skeleton with a sword

  • 3
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    I love a lot of the new additions in this snapshot, particularly the addition of calcite in the stone peaks. Calcite is such a pain to get in survival and this makes it a lot more accessible for large projects involving the block.

    I am so happy with the rivers, finally, they look and feel like actual rivers. I think that maybe there should be even larger rivers than in the snapshot but they should be rare like in the real world, maybe a new biome could be created for them like "deep river". I do think that there could be fewer drowned spawning in rivers because there was an overwhelming number when playing in survival. There is some tweaking that still needs to be done to water, in survival I came across several places where the water was glitched and just formed a wall.

    I still think that the dripstone caves need more tweaking to add some pizazz since they are kind of plain right now. I think copper blobs in them are a step in the right direction though.

    I would love to see some more types of villages in the new biomes such as a meadow village and the snowy slopes. Maybe even an underground village that could generate in some very large open cave chambers.

    Lastly, I think bundles are good as a "poor man's shulkar box" but I think they are too difficult to get. Either the rabbit hide drop rate needs to be increased or the recipe needs to be changed to use less rabbit hide.

  • 5
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    Rivers seem a bit better now! Fjords are great, but you can also allow rivers to cut through cliffs, creating river caves that you can boat into, possibly decorated with dripstone and vines.

    Mountains above 200 blocks are still far too rare. It's pointless to extend world limit to 320 if mountains are barely reaching 200. Also, snowy biomes can be made a bit more common to allow more snow-capped peaks. I'm seeing too many deserts. Pillager outposts on mountains are great additions, imagine seeing one on top!

    Dripstone caves should look more like in Minecraft Live. Currently, these biomes are mostly just uninteresting small patches of dripstone. They could use more work.

    It's great that calcite can be found in cliffs now! Though ideally, blocks should be renewable via crafting, trades, drops. Some players like me prefer to keep the world as-is, not destroying huge chunks of the land to get building materials like calcite, tuff, deepslate, dirt, netherrack, spore blossom etc.

    Now that we're seeing dead bush generating on Java grass, I'd love parity changes for Bedrock. That is, the ability to place dead bush on grass/moss. And for moss to be able to convert sand/gravel like in Java.

    Spawner light level changes are a bit problematic; it makes spawner farms more annoying to turn on/off.

    Other popular player requests include ice caves, volcanoes, and deeper oceans with strange life. These should be considered in the future!

  • 2
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    Make the mountains bigger and extend past 256 blocks

    probably up to y300 to make use of the extra build height

    also make meadow villages look different from plains villages and maybe give mountains their own structure. 

    and make some rivers start on the mountains as it does in real life

  • 1
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    i really liked the experimental snapshot but i would sea cliffs ! i would like them to generate when a mountain would form very near a beach , giving rise to sea cliffs, sea arches and sea stacks