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Experimental World Generation Snapshot 6 Feedback

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  • 11
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    The chances of flooding caves should be decreased by a tiny bit, since I think there should be a balance between dry caves and flooded caves.

    Also, I think there should be a world option that could replace the large biomes world type. Like a continental world type, which can determine the size of the biomes and oceans surrounding them.

  • 14
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    CAN YOU DELETE MICRO/MINI BIOMES PLEASE

  • 18
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    In my opinion dry areas should have less rivers overall. This could be done by making some big-scale areas have more/less rivers and tyeing some biomes to that (river-side biomes could have more "fertile grounds", eg. less rivers -> savannas, deserts, tundras; more rivers -> jungles, swamps, mega taigas)

  • 26
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    Typically when a Badlands boarders a shore it generates and Stone Shore or Beach which doesn't look real well. I was thinking maybe adding a Red Sand Beach to kind of fix this to make badlands and beach's flow together better

  • 29
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    Can you make the caves have a gray biome fog like the nether one? , so that when the chunks don't load you can't see the sky under the caves

  • 3
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    The bioms finally feel finished! And the micro bioms are doted out and not so dense, so they fit in to the bioms they spawn in! Wonderful! And please keep the feature with the horses and donkys! It makes it so much easier to find the fastest horse.

    thank you for your wonderful work! :D

  • 7
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    I've been noticing that Mushroom Fields generate mostly flat with no large hills or mountains. They should have a chance to be more mountainous and large, providing some nice terrain variety and great views.

  • 2
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    I like the idea of schown caves in the ocean,it looks very cool. but in my opinion on dry areas there shouldn't be rivers, for example in badlands and deserts there are a lot of rivers.

  • 2
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    Hello, I think that instead of changing all minecraft for the colorblind they could make a texture pack with the colors of the colorblind. please

  • 8
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    Maybe I'm having bad luck, but every single snapshot so far has had terrain mostly at y90 and most mountains in the y160 with a rare around y200. This makes the mountains look really short. Also, the layers of mountain biomes do not generate properly, unlike in the very first Bedrock beta (I use Java).

  • 7
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    Now that caves are huge I think that they look a bit ugly with all the patches of random stone tipes, I would rather see this stone variants on mountains just like we saw with the calcite strips and have a cleaner underground orake it so that It looks less noisy

  • 3
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    So I played the snapshot in survival and it spawned me in the middle of the ocean at 8 ~ 8, which I'm pretty sure Isn't supposed to happen. maybe you could add a feature where if the spawn point is in the middle of the ocean it'll generate a small island for you to spawn on instead of fixing it by just spawning you on the mainland a couple hundred blocks away. I think I may have gotten unlucky with this spawn though because I could barely even see land from spawn with my render distance at 24 chunks, so I think that spawning a small microbiome where you spawn in if you spawn in the middle of an ocean would be a good feature. Seed: -1948951926728652780

  • 2
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    I saw that you've made changes to how decorative stone generates in stony shores a few snapshots back. Idk if it's your intention to make them look like stripes of material similar to real cliffs but perhaps instead of stripes they can generate more like pancakes? Maybe not only in stone shores but inside caves as well. That way it will generate more like rock sediments when cut off by generation.

     

    Also I don't think the giant spruce taiga feels out of place in the snowy biomes and instead I feel like the podzol makes a really good contrast with the white snow around it. This is just my two cents though, and I don't think my opinion on this holds much weight to it as I've never been to a snowy place in my life. 

  • 1
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    I don't like how grass still seems to generate in the entrances to caves, it looks really weird in my opinion. I also think that to fix the issue where rivers are suddenly cut off from hilly terrain, the river could create an aquafer to mix the parts of the river that got cut apart. Just an idea. I did find one bug which is that Igloos can generate in the middle of frozen rivers. Otherwise I absolutely LOVE everything about this snapshot. The generation is simply beautiful.

  • 7
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    Lush caves and dripstone are a little too small and scarce, some players report /locatebiome not even showing them in reasonable distance. Also, blue fog under ground looks jarring and odd.

  • 0
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    I would suggest solving the stone problem the same way you did in stony beaches, make it so diorite and granite are less likely to generate with air exposure

  • 10
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    Really enjoy most of the changes overall, though I do really miss the Giant Spruce trees generating with snow on them. If at all possible a "Snowy Giant Spruce Taiga" variant being re-added would be cool to have, it really gave magic to some of the hilly terrain

  • 3
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    I've said this for 3 snapshots now, especially tall mountains are too rare.

    For 3 snapshots I've also said that there's tall grass generating on top of snow blocks in peak biomes below certain heights.

    I said this about the last snapshot, if I teleport to a mountain and then search for rivers I find tiny ones that look more like lakes or ponds.

    I said this about the last snapshot too, water stops freezing in the frozen rivers when biomes transition to non-cold ones, it looks weird.

    I've been saying this for all the snapshots, odd glacial formations are happening in caves beneath frozen oceans.

    And I am once again asking for rivers to exit at oceans.

  • 2
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    It would be nice if ore veins spawned in mountainous areas, maybe as coal or emerald. This would make mountain mining a bit more strategic and interesting.

  • 5
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    I like it. I have no major critiques for this experimental snapshot. however, I would love to see more biome variations for example

     in-game biomes => complementary variant

    Beaches => Sandy Dunes, this could generate with or in place of normal beaches on occasions. 

    Mountains/ Extreme Hills => Vallies, even though they kinda exist most of the time they are narrow with a big river. this could be a rarer generation spawning betwine two different hills or mountain biomes. 

    Desert/ badlands => Oasis, I think this would be a nice rare touch to a desert adding a small pond or some sort of water source and make a small area in the middle of the desert somewhat lush and green.

    of course, they are just quality of life features that would make exploring and generation slightly smoother and overall add more nice places to build.

  • 3
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    There is nothing natural and nothing good that combination of swamp and desert.

  • 1
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    There are random spots where the land is either pushed up or pushed down and it kinda looks more like a chunk glitch than a biome feature. There's also a lot of random little spots of water in non-water biomes. 

  • 3
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    Ok ,biome changes are an overall positive,dont need to discuss them
    Ocean floor caves are quite amazing ,they solve the cave diving issue mostly.
    Underwater caves overall are on a ready to release spot already ,with the slight caveat that they dont solve that issues with caves under y 0,either way very good ,also seem rare enough to not disrupt caves on shore.
    Horses and Llamas are too slow at swimming,to the point that it doesnt solve the issue much ,but good concept
    Thought of a few issues and fixes related to this update that are relevant:
    QoL suggestions: allowing soul torches to neutralize overworld spawners ,it would be convenient for creating farms but less so for mineshafts and such,therefore spawners are still strong but easier to work with.
    Add underwater breathing potions to buried treasure like in bedrock,there's demand for it.
    Turtle helmets need to recover the water breathing effect with magma blocks,or speed up breathing,otherwise they're very useless for the underground.
    Generation suggestions:
    Allow huge patches of magma blocks to generate on the ocean floor,so bubbly water streams are back
    Add in a rare chance of low elevation cave ground to create a one block deep pool of water,adds in extra variation and could be fun imo.

  • 3
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    In regards to Taigas in real life versus how and where they will appear in the game, the Giant Spruce Forests should no longer be called Taigas if they are no longer considered cold biomes as it wouldn't make sense. Continuing to call them Taigas would be misleading in terms of information and how taigas appear in real life. Considering the fact that this game is used to educate younger audiences, this is not a good thing in my opinion. This would be primarily due to the fact that Taigas in real life are considered cold forests of the subarctic regions around the globe.

  • 2
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    I went into the End and the towers with end crystals were all missing. Terrain generation for the middle island seemed off, as well (it was massive).

  • 1
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    Las montañas no creen que son demasiadas altas

  • 6
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    I like the direction you are going with biome arrangement. Microbiomes feel out of place a lot. Temperature clash is also bad and ruins the atmosphere/immersion of the world. I dont like the random frozen ocean areas. They feel out of place frequently as well. In general i believe people enjoy larger more immersive biomes. You cant feel deep in the jungle if its not big. Small biomes just lack immersion.

  • 8
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    villages look very odd in this generation... the way they were added in 1.14 with structure block functionality just makes them very unappealing when villages have any elevation to work with... the roads are just awful and not even navigational, any parts of a village jutting into ocean gets strange blobs of dirt generated with, and of course when you add extra elevation into the demand the villages just look very unorderly. Maybe an update to how villages generate to make them more appealing with terrain as Villages are the one above ground structure that will majorly be affected by this

  • 4
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    please make waterfalls coming out of the mountains, several blocks wide, I think it will be more beautiful this way

  • 2
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    Hello, Dear MOJANG, I want to share with my 7 ideas. 1) In the EXPERIMENTAL SNAPSHOT 6, the faults look very strange, it is very small, please add different varieties of these faults ( small, medium, large and huge). 2) Add a bronze set of armor, weapons and tools. It will be stronger than iron set, but weaker than diamond set. And for its crafting, we will need a bronze ingot that needs to be crafted in a workbench, for its crafting, we will need 4 copper ingots and 4 tin ingots, and in the center of which there will be a bucket of lava. 3) Add the tin. It will appear at a height of 60 to 20 blocks. With it, you can craft a bronze set of armor, weapons and tools, weapons and tools. 4) Add quartz in the normal world to make Minecraft more realistic. 5) Add vulcan's. Lava will erupt from them over time, there will be a lot of basalt and obsidian inside them, they themselves will be located under a cluster of basalt. They will be covered with tuff, obsidian and magma, and the top will be covered with ash. 6) Add a block of ash, it can be crafted from ash, which can be obtained if you throw wood or something made of wood into the fire. It will take an exclusively decorative function, and will also replace gravel in the Nether. 7) Please make it so that when lava enters the water, the water does not become a cobblestone, but tuff, because tuff is a volcanic stone and if I am not mistaken, it is made after cooling the lava. This is all dear developers, I wish you good luck!!!