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Experimental World Generation Snapshot 6 Feedback

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  • 1
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    1. update dungeons and abandoned caves. what would be more interesting and complex make them more elaborate and detailed and exciting. 2. add options for different colors. cow, (like in reality) 3. add rust for iron objects. I've been called crazy! When I suggested this idea. But in 1. 17 will add copper, which is capable of oxidizing. Why not do the same with iron? And in particular with armor and tools. 4. add quicksand in the desert Will be found occasionally in the deserts, and will be barely visible when moving. When stepping on it will not get out. As on the block of honey. Will also have the effect of slowing. It will be difficult to get out. This will add hardcore and drive to the game. 5. diversify the weather, for example, add cloudy. As well as a blizzard, sandstorm and so on.

  • 2
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    Hello, Mojang! (Do you read comments?) Please, add goat horns (from bedrock beta) to 1.18 (or snapshots) Thanks!

  • 1
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    Oh, and I forgot to add: add the waterfall microbiome ;)

  • 1
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    I spawned middle in an Ocean.

    Seed: -7341762897377698546

  • 3
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    Aquifer walls cut off the entrance of many caves, especially spaghetti and superficial caves, and this creates many dead ends. Perhaps the aquifer walls should be more porous.

  • 3
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    Two things that have been bothering me about the new generation are:

    • The rivers are way too deep and you can't see them properly because of that, making them look like they used to look back before the aquatic update.
    • The plains aren't exactly plain, their terrain is varying a lot.

    Also, a little off-topic I believe, but I think the forests should have less trees in general. That would make us appreciate the new generation easier and would make the forests look better as well. Hopefully you agree with me. Thanks for all the work that's being put in this update.

  • 3
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    I love where it is, but it runs horrible, I have a good pc, but I'm worried for people with lower end pc and it kinda sucks playing at like 6 chunks load instead of like 16 or 20 and fps has dropped heavily.

  • 1
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    Hello dear developers of minecraft, I would like to offer you one rather interesting and plausible idea. As the caves have become larger and there are more resources, it is likely that players will practically live in caves. So here's my idea. The effect of miner fatigue at the moment can only be obtained from the ancient guardian in the monument. I suggest that you do it this way-if the player stays in the caves for more than 5 days (minecraft days), then miner fatigue will be imposed on him. Please note, the idea came only today!

  • 1
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    I've noticed a pretty significant decrease in mobs, particularly in caves.  I don't know if this is intentional  but I was able to wander through caves on a new spawn on survival with essentially no resistance from mobs.  Difficulty was set to normal and noted significantly fewer mobs than would typically be expected.

  • 3
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    Add back "ice caves" into mountains, please!!!! 

  • 1
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    Нellо Mojang! I have an idea over the caves, I suggest you add new cave sounds or one that will be associated with caves. You can also add a new tixturk of the object of non-grain, not nominally block, but nominally serge smoothing so say non-mirror as it was with: geliz, gold and copper. I know you said you didn't want to be a nezer, but it doesn't look fair on the side of the non-grain and only add 1 when you're in minecraft. I will wait for an answer during the day. Good luck Mojang!

  • 0
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    Hello, I want to advise you that you add something in. I want you to add an underwater suit with balloons so you can explore the underwater world. Thank you for the attention.

  • 2
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    Axolots are not spawning in the lush  caves or aquifers that might be a bug because this cutes little axolots should spawn in the water part in the lush caves, just like in the minecraft live event i would love it!

  • 1
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    the default minecraft allocated memory should be increased. 

    if you decide to play a single biome badlands plateau. the game can not handle having only the default 2gbs of ram and have constant memory related lag. (it can go up to use over 4 gbs of ram. i haad to change it to 16 gbs just to be safe)

  • 3
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    I miss the ravines with magma blocks in the deep, testing the new snapshot I didn't find any, just a few isolated magma blocks. I think the removal of this kind of ravines a loss to the oceans.

  • 3
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    mountains rarely pass the cloud limit, really dissapointing as gping above the clouds make them feel cinematic and more like a "real" mountain

  • 0
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    I wish there were snowy variants of giant tree/ giant spruce taiga so that we could get giant spruce trees next to snowy tundras.

    i really liked when giant tree taigas would generate next to snowy tundras, but this update removed the possibility

  • 5
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    Idea of beautiful waterfalls

    The idea to make the generation of rivers at different heights of the world, so that one flows into the other, and the other to the third, creating beautiful transitions of the waterfall from the rivers, so that you can comfortably slide down where the water carries away, also a new sloping river that constantly flows down. It can be wide and narrow, it would still be nice to add the generation of currents in the ocean, both on the surface and under water.

  • 1
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    The jungles feel too small.

  • 0
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    I have found different types of micro bioms. And most of the time when the micro bioms are big and dense they make the rest of the terrain to messy and the biom transition worse. But what have worked better is when the micro biom is spread of in the biom and less dense, it makes it blend in with the biom it spawns in, dosen't look messy, keeps the transition between bioms clear and you get some pretty cool combos with it like: A taiga forest with a spot of lager trees in the middle(tall taiga) or a savanna with a dry out area with spots of terracotta(messa biom).

  • 1
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    Pls make biomes larger

  • 1
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    Great job with this, I can't thank you guys enough for fixing mountain biome generation, I would like to suggest is that snow-capped peaks and the lofty peaks could generate together in one single mountain and the grove and snowy slopes together just to give that amazing variation, the snow capped peaks being hilly topped and the lofty peaks being jagged and steep, it would give the mountains the icy touch with the steep peaks :), also removing all the dirt lofty peaks and making it only stone, snow and the ores would make it look alot cleaner.
    And also Emerald generation is pretty bugged and they do not generate as given in the ore chart.
    Please make these changes if u can!
    Thanks in advance 🙂.

  • 0
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    what about new biomes?Let's say in the desert, in the icy tundra, etc

  • 2
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    A bit of biome distribution feedback:

    In my opinion, deserts are way too rare and badlands are way too common. Before 1.18, badlands were very rare, only generating in warm/dry regions marked as "special," which worked out to less than 0.5% of the world. I'm sure most players are open to badlands becoming more common than they used to be, but the change is drastic in these experimental snapshots.

    Deserts have the opposite problem -- Deserts used to be a very common biome in hot/dry regions of the old biome system, but they've gotten much rarer in the experimental snapshots and usually show up next to badlands. Savannas are much more common than deserts or badlands -- perhaps some of the areas that are currently savannas could be switched to desert under certain circumstances?

    Completely unrelated feedback:

    Please reduce the light level for monster spawners. At light level 11, it is impossible to prevent spawns with redstone lamps in a 9x9x8 room, the most common configuration for grinder spawn rooms, without placing blocks in potential spawn areas.

  • 4
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    Pls make biomes larger

  • 2
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    The generation of the world still needs changes:
    1-BIGGER BIOMES, with the new generation of the world that amplifies the verticality of the landscape, I would recommend larger biomes;
    2-IMPROVED BIOMES ARRANGEMENT, with the new vertical generation of the world that amplifies the verticality of the landscape, seeing in a hill hot biomes positioned higher than in colder biomes is very ugly to see, the same thing is true for couplings even on land plains between biomes with too different characteristics, an example would be that of coupling snowy biomes only with cold biomes such as taiga or meadows;
    3-SMALLER BEACHES AND CLIFFS AND BETTER ADAPTED TO THE HEIGHT OF THE LAND, basically I would assign the beach to flat coastal strips, and if it were more than 4-5 blocks high I would level it to make it look more realistic, instead for the high coastal strips I would simply assign the cliffs;
    4-REDUCE THE VERTICALITY OF THE CAVES, I would make the larger caves developed more horizontally by reducing their verticality
    5-IMPROVING THE GENERATION OF MICROBIOMES, exploring the worlds I noticed that if the microbiomes were described with more criteria they would be fantastic, for example it would be beautiful to see small areas of forest more frequently in the prairies, or to see small areas in the larger meadows of taiga, having said that what I would like would be to have specific microbiomes that are generated for each specific biome.
    sorry for the grammar but I used google translate
     
     
  • 0
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    Candles emit like no light even when I set it to Bright. Should emit more light at 1, 2, and 3 stages.

  • 0
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    Was it intentional to remove Amplified worlds?

  • 1
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    I feel like deepslate is too hard to obtain. It is a very nice block so you want to use it in your big projects, but you can’t instant mine it or generate it with something like a cobblestone generator. This leads to just hours of mining for deepslate, which is not the most fun experience. Maybe it would be cool if lava touches water under y 0 it turns to deepslate?

  • 0
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    Way to go