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Experimental World Generation Snapshot 5 Feedback

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    Volcanic Craters

    Can you please add some more varied generation in the volcanic craters? Maybe put a lake at the lowest point (like Irazú in Costa Rica), or an 'active' volcano containing lava or magma.

    Far Mountains

    This might already be a thing, but mountains could become more intense and shattered biomes more frequent as you move away from spawn. For instance:

    • 0-750: mountain height < 150 blocks and no shattered biomes
    • 751-2500: mountain height 100-200 blocks and rare shattered biomes
    • 2501-10000: mountain height 150-250 blocks and rare shattered biomes
    • 10001+: mountain height 190-260 blocks and common shattered biomes
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    Some of the peaks still look like snow or stone on top of big hills, rather than the peaks of mountainous terrain.

    Rivers are getting cut off again, though not as much as pre-snapshot 4, I don't like seeing this happen.

    In frozen rivers the water stops freezing when the biome transitions to a not-cold-enough one, even though it's still part of the river that's generated. It looks odd, and doesn't make sense. In real life water freezes from land first and moves inward.

    Another thing that happens in real life is rivers, or river systems, flow into lakes and oceans. This is true for all river systems in real life, wherever you look. Here in snapshot 5 you can have rivers generating in the middle of big land masses, or mountains, with no exit body. Like the frozen river, this doesn't make sense. Not only that, it would be intuitive while exploring to follow a river and find an ocean. It only makes sense, not just from a real life perspective but from a gameplay one as well, to bind rivers to a source body of water. So I would love to see a change like this made. Deltas and estuaries would be pretty cool to see as well.

    Rivers also start from elevated areas. I don't wish for headwaters as much as I do for rivers meeting oceans, especially because water level is mostly consistent across the board, but mountain waterfalls would be a cool way to start headwaters to sort of reflect real life a bit more. And given this update involves mountains and things relating, it makes sense too.

  • 1
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    The generation in this snapshot is defintely the best one yet! Some feedback for this one would be to have larger stony peaks. Most large stony peaks i've seen quickly give way to lofty peaks or snow capped peaks which always looks kind of strange especially when its next to a jungle. I'd much rather the whole thing be stony peaks. Maybe add gravel/andesite slopes to combat this? One other thing would be to slightly reduce the amount of water springs in mountains often there are too many and it ends up very messy. Also the intial world generation seems kind of buggy. It fixes itself in time but intially the chunks gen really slowly and tend to pop in and out of existence.

  • 0
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    I think that there are way too many aquifers. Please lower the chance of finding aquifers. Don't get rid of them completely, because I think they're a really cool idea just please make them more rare to where your not constantly finding them.

  • 0
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    Hello.  First time giving feedback on ... anything.    Well, it's actually a question, to both the Devs, and entire community now that the terrain generation almost looks perfect

    HOW do you guys think the Difficulty in Caves should be addressed now?

    What I mean is: Mobs respawning behind us was sort of an "Artificial Difficulty" modifier.  And just extending the no-spawn range within Lit areas kinda exposes how artificial that always was.  Especially when it's way easier to do Automated Crop production on the surface instead that buys Diamond armor from Blacksmith villagers.  ...now I'm not implying that what Blackmiths sell should be NERFED, NO.

    What I'm implying is that the "Risk and Reward" in caves is just too low in general.  What can the devs do to improve both of these short falls in the overall Cave meta?

    As for improving the Rewards without making them "TOO permanent":  What if the Devs went with a slight "Crafting tweak" for a couple of resources only found in caves, that then acted as weaker substitutes for Alchemy ingredients like Ghast-Tears, Blaze Rods, NetherWart, and Glowstone Dust?  This could put caves in a nicer middleground where they're just a little bit less rewarding overall than the Nether

     

  • 0
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    If possible it would be great if the Fjords could be made into an entirely new type of river biome. It would make them a lot easier to find by using locatebiome

  • 2
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    I would recommend to have larger biomes to give more emersion. Also the badlands to be able to have the shape they originally had rather than just being orange mountains. Finally it would cause more emersion on the mountains if rivers had real world like generation as in flowing from the top to the bottom rather than just randomly over the terrain.

  • 0
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    I love the latest mountains :D

    The circular shapes of tallest formations are amazing. It gives a lot of posibilities to build own custom structures like cool looking bases, farms, houses, whatsoever.
    It's awesome :D

    Bottom view at these mountains is really majestic. It's creating the composition of terrain like right from some fantasy world, like Lord of the Rings or something.
    Walking on these big boys maybe is a bit hard, but I think it is worth it.
    It gives us feeling of true journey and adventure. I think that is the right feeling of playing this modern Minecraft thesedays. At least how it should to feel :)

    If someone doesn't like it then well... You don't must go to this mountain, just walk around it and I think that is fine :)

  • 0
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    And Jungle Edge is fine :)

  • 0
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    I wouldn't be able to tell why but water flowing on top of ice causes a lot of lag, while water flowing anywhere else does not.

    Fabulous setting

  • 0
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    can they fix above ground biomes being used underground so blank

  • 0
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    Spawned in a sealed "Bubble" cave on new world generation. Also, can't craft Blast Furnaces. They don't show in the recipe list and when  I attempted to manually craft them it wasn't recognized as a valid recipe.

  • 1
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    I wanted to start this by saying that I love the current state of the snapshots! I will now list the suggestions I have in a simple manner.

    - Snowy Giant Taiga Variant. The current biome is often found around other snowy biomes and sticks out because of it. It would also look amazing.

    - Slightly smooth out the new peaks in Exp 5. The new peaks are awesome, but sometimes it is way too spiky. I think just a slight tone down would be perfect.

    - Ground variant for glow berries. Add them to lush cave generation. In bigger lush caves, the top is lit up and the bottom is completely dark. This looks a little bit odd, and could be solved by adding a ground variant.

    - Raise the overall height of mountains to make room for lower mountain biomes as well as being able to find cool mountains more often. Right now, they are very difficult to find without /locatebiome.

    Thank you for the amazing update and game! <3

  • 0
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    I saw someone say there's too many aquifers. I said this about snapshot 2. Actually I think the problem now is their max size is too big. Reducing it by 25-35% would be an appropriate change.

  • 0
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    I have made another discovery that might just be the coolest thing I have seen in Minecraft. 

    It was a river flowing through the mountains where it got cut off. At the end of the river, a flooded cave of similar size took off running just under the ground before coming up again (about 50 blocks later) right where the river started again. The cave had minimal branching and was uniform shape throughout, so it looked more like the river was just going underground for a stretch (as real rivers do sometimes).

    I assume that this was just a one-in-a-million accident of generation. However, this would make an awesome feature and may help resolve the problem of cut off rivers.

  • 0
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    For some reason i can't give unemployed villagers a job, i try to give a villager a lectern to give him the job but it just doesn't work

     

  • 0
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    While playing a survival world I happened across a large cavern and noticed an issue. When you're in a really large cavern you can see the fog far away, which is white, this looks unnatural in the darkness of caves, and I can see this being a big issue if not addressed since many of us will likely need to turn our render distances down.

    To solve the problem I think the fog should be black when you are underground. Once you start going deeper than some small distance below sea level the fog should start getting darker in colour becoming completely black by the time you reach deepslate. It might also be useful to have this dependent on the amount of skylight the player is standing in so the fog only darkens if the player is significantly below sea level and not standing in skylight.

    Another possible option would be to have the fog be a gradient with the shade being dependent on the y coordinates, instead of a solid colour.

  • 0
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    Is there a trick to finding Iron in this snapshot? A friend and I have been mining for days and can't seem to find any. We are in survival on bedrock.

  • 1
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    Will Java FlightRecorderListener still be required for 1.18 official version ?
    I use OpenJ9 JVM, and I cannot run those experimental snapshots due to this.
    Or at least can you make it optional and not required ?

  • 0
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    I do like the mountains, but I still think they need to be like bedrock’s new mountains, which are bigger, they fit better into the world, and look better too. I often don’t see spruce trees at the foot of a mountain like on bedrock. and mountain biomes are often small and somewhat flat on Java right now. I think in snapshot 6 we should make Java mountains near identical to bedrock mountains or even better then them, to see how they look then