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Caves & Cliffs World Generation Experimental Snapshot 4 Feedback

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    Hi, this is my first time commenting here! First of all, I love the new update for 1.18 that is being experimented. But

    honestly I’m torn when it comes to this🤔. The mountains look really beautiful and I like how they’re trying to make them look better, and I do think we need better mountains in the game as it would give more players a chance to explore⛰🏔. But, I guess what I don’t like a little bit about it (and I could be wrong, as I could just be confused by the way he explained it) is that Xisumavoid makes it seem like all the biomes are going to be mountain valleys🤔. For me, I wasn’t really fond of how the jungle biome looked like just a big mountain valley. Now even though mountains are awesome and I definitely think they should be upgraded to look better, I wouldn’t like the fact if they changed the biomes to make them into just big mountains, because we still need to lots and lots of these different forest biomes to explore as well as lots and lots of terrain and flat areas in some of these biomes so we can build houses, towns, cities, ect. I’m also a little bit worried on how these mountain valleys will affect the way the villages look😮, because they already look messy and disorganized as it is, it really is kind of rare to find a village that is put together nicely. When it comes to a meadow valley for the mountains, I think that’s a great idea too, but they should also add the meadow valley for certain areas in the plains biome, also, they really should add more different varieties of flowers and plants to the game, which you can make more dyes with. Also, and this is just a lil opinion of mine, but they should really add herbs to the game too, which can be eaten or used to make special remedies to make you stronger, and to heal you.💯

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    -rivers should be shallower
    -mesa biome too common
    -tiny crevices 1 block wide and a few block deep sometimes spawn and look unnatural 

    other than that this snapshot is killing it

  • 1
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    Further regarding dungeon spawners: After flying around in spectator for several hours I noticed a pattern with dungeons. They only generate off the side of the older style caves. Given that the majority of large caves eats away at the generation of those older smaller caves, we are now left with far less dungeons. Perhaps dungeons could be coded to generate off the sides of the newer caves as well.

  • 0
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    It's been amazing, but i think the stone shores and stony peaks should have way less diorite, granite and calcite, it's too much and it distracts from the actual cool generation.

    Other than that no complains (Waterfalls?)

  • 3
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    I'm noticing a problem with rivers cutting through tall cliffs. They often look like ugly boxy ravines, which ruins the land, villages, etc. These could be made better! Alternatively, when rivers cut through tall cliffs, they should instead create river caves. As for larger rivers, they can cut through the entire cliff, with some cleanup to prevent it looking too boxy. They can make nice fjords.

    Submerged caves are great for variety, and I'm noticing more magma blocks in it, which is a very welcome addition for oxygen and beauty! Submerged caves should try to spawn more glow squids, and ideally some seagrass corals etc, to make them look better. They can live off the heat from magma blocks.

    There's still plenty of strange, small floating islands here and there that could use some cleanup.

    Stony mountains could use variety, such as mountains primarily made of granite, or andesite, or tuff, etc. Too much stone can get boring. I think it's better to have snowy mountains with powder snow, more so than stone mountains.

    In Java, zombies and their variants do not pick up glow ink sac, but this is not yet the case for Bedrock. Persistent zombies can cause lag in worlds. I recommend that they don't pick up bone, arrows, slime, leads etc either. There are also cases of armored zombies drowning in caves, turning into drowned, and re-equipping the armor, causing persistence and lag in large amounts. They should just despawn.

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    I played in survival mode and it's definitely more difficult but fun to play.

    The only "flaws" I have found are the difficulty of lighting the caves (I played with the Mood brightness) and searching for resources in the deepslate.

    Illuminating the caves

    Finding coal in caves was very rare. I had to smelt the wood to be able to craft the torches.

    Once I reached y <0 when I ran out of torches I had to go back to coal level or to surface. It's less boring find coal under level 0.

    Mining deepslate

    It's cool at first because it's new, but after an hour of searching for diamonds it gets a bit boring.

    It would be nice to have the possibility of instaming, for example, with enhanced beacons (for example, made of netherite or diamonds) that increase haste levels. (Instamining for deepslate is achieved with haste 7)

  • 0
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    Leaving the feedback here since I couldn't find the Snapshot 3 feedback post.

    • Mob spawning no longer speeds up in low terrain or slows down in high terrain. The new spawning speed is similar to 1.17 spawning at y=64. This change is intended to make spawning more consistent in the updated overworld.

    I strongly dislike this change, largely because this doesn't actually change much for the average person and from what I heard on how it works sounds laggier than the old algorithm.

     Variation in spawning rates will vary far stronger just from the amount or lack thereof of spawning spaces.
    As such I can only see this as a targeted nerf to mob farms. (especially y-0 mob farms) Seeing how its effect elsewhere is negligible.

  • 0
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    The snapshot is great but not a cave on the ground and at the beginning of the iron and it is hard to find a more important than finding the diamond to find challenging.And the cave covered with moss and there are too many underwater caves is not visible.

  • 0
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    sea lo que sea que usaron en la experimental 4 que lo pongan en futuras versiones, para los que no tenemos un pc de calidad esta experimental 4 nos corrió de lujo, se sintió muy bien poder jugar fluido sin tanto lag.

  • 0
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    This doesn't exist in bedrock :/ yes there is the option to do so but it doesn't look like this. The mountains are so rare and the rivers doesn't look good. Deepslate caves doesn't go from 0 - -64 it just goes to 0 - -20 or something. And the flooded caves are so so common and all of the cave entrances are flooded, lush caves are very rare (rarer than the mountains) and dripstone caves just doesn't exist.

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    This is all a great concept, and most of the time it's fun to explore in, but there are a few caves that new players can get completely lost in. The terrain generation still has elements of the old deep caves, now with a deeper hole; it's kind of like those early Minecraft beta glitch chunks. You can really see a lot of hard work was put into this, and the payoff is great. Ironing out the few small caves with deep holes will, in my personal opinion, make this update perfect. 

  • 2
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    Too much springs generated in mountainbioms, particularly in snowcapped peaks. With spreading by vertical drop, the foot of the mountain almost encircled by water.

  • 1
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    I really love the new terrain generation, especially the mountains being so massive yet so smoothly blended into the landscape and actually take some effort to climb. Also the new caves are just so much more cooler than the old ones. I like how it is a small cave entrance that just starts getting bigger and bigger until it looks like something out of The Lord of the Rings. I'm really excited for the upcoming update! And please make the performance smoother since my poor pc can't handle the render distance of 32 chunks. Keep up the good work!

  • 0
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    Maybe turn down the "uniqueness" value down. It looks so fun and cool, but its a little complicated.

  • 0
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    I do not see a post for the Experimental Snapshot 5 yet so gonna post feeback in here. the villages look much better now with less issues with the water in the villager farms, which is a good thing! Also with my particular seed, and this seems true with Experimental Snapshot 4, but when I do Locatebiome for the variations of the snowy mountains, it says that it could not locate any such biomes within a reasonable distance. Wonders why that is? Does this have to do with the seed or the snapshot itself? Something for you guys to explore.

  • 2
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    Some biome placement/terrain generation comments I've noted from playing up until Snapshot 5.

    Giant Taigas: These seem out of place on the biome temperature gradient. Rivers that run through Giant Taigas become frozen rivers and they are often bordering frozen biomes even though they don't have snowfall. They are often higher on mountains than biomes with smaller trees (taiga, grove, etc), which doesn't look very natural.

    Deep Oceans: Please bring back the small islands (forest and plain biomes) that generated in the deep ocean biomes. The deep oceans feel very empty without them. Would be interesting if the island biomes matched the temperature of the Deep Ocean as well (i.e. Jungle Islands in warm oceans, Taiga/Extreme Hills in Cold Oceans, etc), instead of all of them being forest and plains islands.

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    I found a skeleton spawner that spawned skeletons without bows, along with the spawn regardless of light level. I don't know if it's fixed in 5.

  • 0
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    Hello minecrafters and hopefully mojangers.

    Personally I don't really care for the world generation update. As a player who's been playing since around 2012/2013 if I remember correctly, it just doesn't 'feel' like minecraft anymore. For me, the chunkiness, randomness, unreality was awesome. So please, for the players who feel like me, can you please consider keeping the old world generation as optional? Like you did with amplified?

    Dont get me wrong. I like the 1.17 beta stuff. And the deeper caves as well. But when it comes to the 'over' 'overworld, I would hate to see that change. 

    To me the new world generation feels bland. Not minecraft anymore. Not that game on which I spent so many hours on, and revelled in for days on end. Of course, throughout the years stuff changed. Combat changed, redstone changed. But it was still that chuncky game, that ressembled the real world just enough, for it to be fun, but not so much that it would be 'non-minecraft'. 

    A lot of people seem to be liking the world generation update, so not doing it would seem dumb. But please, for us og minecrafters, could you please consider keeping old world generation as an option.

    Sincerely,

    an old minecrafter

  • 1
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    the mountains might be steeper but the are still not  high enough

    it would be much better if mountains could go all the way up to y305 so the utilize the build height. Capping block generation at y256 doesn't make the mountains feel big enough and most mountains don't make it past y192 making them not too different from the old extreme hills. Please make the mountains higher

  • 0
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    Mojang can you please make the render distance longer for xbox one xbox series s/x and ps4 ps4 pro and ps5?12 chunks is too low and longer render distance will be needed for better view of the new mountains and terrain.

  • 1
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    I'd like to see rivers changed to better reflect the biomes they're placed in. Rivers in cold biomes should be entirely frozen and have more rocks/stone on the bottom as opposed to dirt, and should also have snow fall on them. Currently, they often have unfrozen bits in the middle that never get frozen over and have rain instead of snow, which can be quite jarring and noisy.

    Rivers through hot biomes should get a similar treatment, being a bit shallower, having more sand/terracotta/coarse dirt on the bottom, and no rain.