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Experimental World Generation Snapshot 6 Feedback

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  • 5
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    It would be more realistic, if more areas (e.g the mountain peaks) had one layer of powder snow on top instead of regular snow because real fresh snow is in fact very deep. Mountains would be much more of a challenge to climb without leather boots, which is quite realistic considering the challenge of climbing a real snowy mountain.

    Additionally, an enchantment similar to depth strider but for being faster in powder snow would be a very good addition in my opinion.

    Sorry for any grammar or spelling mistakes, English is not my first language.

  • 1
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    can you fix multinoise bleeding cave biomes to the surface and surface biomes bleeding underground

  • 1
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    A mi parecerme gusta mucho de que las cuevas inundadas en la superficie den acceso a cuevas mucho mas grandes y que se facilito la manera de respiraren esta cuevas con los bloques de magma pero me gustaría que fueran un poquito mas profundas ya que este tipo de cuevas ayudaria a encontrar muchos minerales a la vista

  • 1
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    How about a backpack for hiking in the mountains?
  • 33
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    I am starting to really like a lot of the new terrain in this update. But I have a recommendation I think would be a really beneficial change. Please consider replacing the forest biome which currently generates between jungle and savanna with the jungle edge biome. This would be more in keeping with the real world tropical forests which occur between savannas and jungles and rainforests. 
    Keep up the good work!

  • 2
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    I love the update to the horses! I no longer have to punch them across the river!

    Getting them across is still very slow and makes me less motivated to use horses. However now I have an alternative that feels grounded in the game world; before it actively took me out of the game when I had to punch them across or make ugly block bridges. This is a fantastic improvement.

    Plus now you can more easily move many horses, including un-tamed ones! And while you could ease your journey with leads, I find myself much more often carrying golden carrots on my random expeditions than i do leads.

    Please keep this change!

  • 2
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    Todos os mundos que crio no Minecraft beta versão 1.17.20.22, após um tempo começa a aparecer barulhos do Herobrine e sombras dele.
    Já ocorreu de o tempo escurecer devido ao temporal e não ensolarar ... isso é um bug, erro ... ou é para acontecer no jogo?
    Isso foi muito assustador pelo fato de o Herobrine ser deletado do jogo, foi muito inesperado. Vocês colocaram ele de volta aos mundos do Minecraft? Sou a Suzy e tenho 19 anos.

  • 3
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    I have a couple notes, but overall love the new world generation. It brings me back to past versions, and its sorta a shame to call this update caves and cliffs instead of "the update that changed the world again" or some similar callback.

    In no order...

    Ruined portals seem to ignore terrain height in/around rivers, they just put themselves on top and it can be really jarring when its right in the center of a river.

    Dark oak forest were just meant to be scattered across a massive mountain, they look so good leading up to pine-y peaks.

    I love that the underground biomes spill out, seeing dripleaf and moss spilling out of a cave in the jungle, or the dripstone in the sands is just marvelous. But i would love to see this feature pushed forwards a little, let the biomes bleed into the caves a little... particularly in the drier biomes sand/terracotta feel like they should push further into the ground then the one layer, especially with caves and cliffs exposing way more stone then before.

    I think islands often get swallowed by the sea/water more the they did in the past.

    Something that looks out of place is that the bigger trees 2x2 often are floating above terrain and it would be better i think to bring the terrain up to all four blocks of the tree, or just remove the dirt from generating under the trees so its not floating.

    Minecraft is getting so much bigger and its truly marvelous to see.

     

     

  • 1
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    Lush caves can be found even if there are no Azalea Trees at the top of the cave.
     
  • 1
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    The new mountain in 1.18 generation should be like to Minecraft Bedrock Edition

  • 0
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    I think it needs to be fixed that there are really big mountains in biomes where should not be mountains. For example the desert.

  • 2
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    The terrain is wonderful, especially the plains and stone beach combo, and I appreciate the reduced amount of "lakes" in plains and meadows. I do have a few things to note however.

    • There are far too many "crescent" ravines/cuts (the ones with overhang that go diagonally), in the landscape in some areas. While these can add to the aesthetic in biomes like the badlands, in biomes like plains, it creates similar issues that the lakes did.
    • The amount of flooded caves seems a bit high, turning a game of spelunking, into one of diving. Even just increasing air pockets where one can surface would help this.
    • I noticed that there will be regions with large biomes, and regions with borderline patchwork microbiomes. having a jungle "biome" 15x15 blocks in area with on tree surrounded by birch forest and swamp is a bit jarring.
    • Also, not to seem ungrateful, I appreciate putting the "cave" back into "cave game" but it really seems a bit much now, sometimes I want to just carve a building out of the generated stone itself or build large mazes or mines. Looking underground in spectator makes it seem like the world is mostly air now which can be a issue for the above builds.

    Thanks for reading this. I'll include the seed and locations of some of the above landmarks below.

    seed: -6104375711246948802

    micro jungle: -1401/ 62 / -34

    lumpy bumpy sunflower "plains": spawn 

  • 0
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    Found an Iron Vein deep down in the deepslate. As I was clearing out the tuff to see how far it went, I kept hearing skeletons somewhere- i went to show them whose ore vein this was...

    OMG, rounded a corner, and just got swarmed by 8 unarmed skeletons sprinting at me- arms raised at me like a zombie! May have actually yelped a bit as fell back trying to keep them away. wow they were fast. (if its a bug that they spawn without bows- I LIKE fast melee skeletons as mob variant, please leave in!)

    Drove them back, and found it was a skeleton spawner. Awesome.

    Placed a torch on it, walled it off... they kept spawning. Still awesome. 

    Oh wait, there was a chest in that dungeon. umm... how to get at it.

    *tightens shield Cap America style  Welp, Im going back IN! wish me luck! 

  • 0
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    Using the seed 7689106761495856258 there is a patch of powdered snow right in the middle of a grass biome next to the spawn point.
    It does not make much sense in my opinion.

  • 0
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    Just a small random thing, but about every time I go to a Stony Peaks biome, it only takes up the last 10-20 or so blocks of the area in terms of height, with jungle trees surpassing the peaks a decent amount. They also tend to be really narrow, which really makes the stony peaks look like a giant stone stick separating the two lower halves of the surrounding biomes. So what I am saying is that stony peaks should be bigger, and look like a peak. Every other biome seems to be going great now, though!

  • 0
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    Found a few issues:

    • Fortune II prevents any drops
    • Red Mushrooms not spawning and larger one don't have drops
    • Balance - Increase Mobs spawn rates for Hard Mode as almost no Mobs spawn in caves (even a single lava can prevent spawns in a cavern)
    • Feature request - separate sneak toggle and hold keyboard options
    • Lighting - on moody, keep dark dark areas dark, but make the brighter areas brighter (exclude sunlight)

     

  • 1
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    I decided I really wanted to play survival mode on the experimental snapshot and I had a lot of fun. The cave generation was extremely fun to play in and it was very tense fighting mobs and especially creepers on the alcoves of the giant caves. I was also worried about whether the mountain generation that looked so good in creative would not feel awful when in survival, but as I have now played the snapshot in survival, I can say that the newer generation was not any more tedious to get over than the older.

    I have two critiques though. Firstly when mining deepslate ore, the sound it made when I broke it sounded sorta like a zombie grunting, and it was very startling. Secondly, spiders acted very passively and it removed a lot of the challenge of killing them.

     

  • 0
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    Found an issue with Acacia boats, the aft section against a surface. Standing up is easy enough, but actually walking from the boat to shore is difficult. Usually takes chopping the boat with an axe to get loose. Duplicated the same scenario with an oak boat, and no such problem. It's difficult to tell if I've duplicated the error properly, so further testing might be necessary. 

  • 1
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    I find it difficult to find broad flat plains-type biomes that have the feel of the classic generation. The biomes are considerably more hilly in general, but this means I only see hills then more hills, and it doesn't feel like it has the right balance of heights compared to flat areas. Have deserts significantly shrunk? These also use have broad flat areas and now seem overly contoured compared to how I think sandy deserts tend to look.

    I would love to see ocean-biome sized grassy or sandy biomes so that the distinction between the mountainous areas and other flat areas is more pronounced and therefore memorable to players. Having naturally generating massive flat areas would also benefit mega builders.

    Mountains look pretty good, though they seem to have pronounced horizontal banding in the snowy areas which results in very unnatural looking terrail profiles - perhaps an artefact of the noise generation used to carve the shape. I hope subsequent snapshots after 6 sort out this contour banding effect.

    Have you considered blue-ice stalagmites/stalagtites that follow the dripstone mechanics? They would be a wonderful addition to the mountainous ice caves.

  • 0
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    How cool would it be if you added full-fledged waterfalls that would be several blocks wide (like in real life) and that they would flow into lakes or something like that

  • 0
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    Less of the smaller surface caves. I like the larger surface cave openings, but there are too many small ones. 

    Large biomes need to be a thing again. I understand world generation is changing so maybe the old option won't work anymore, but the normal size biomes are too small. And I'm not even talking about the micro-biome problem, just normal biome generation in general is far too small and always has been. 

    Other customization options for worlds would be nice as well. 

  • 2
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    This is pretty good but I think mountains don't generate enough and it usually takes a couple thousand blocks to find good mountains Aka above y 200.  

  • 0
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    Seed-5931741465947072416

    Location 28/-72 is supposed to be a flower forest biome, and that's what it says when debug is on. But, it's an ocean bay instead.

  • 1
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    There needs to be a game interface to revert the spawner lighting rules. While I don't mind having to light things up to conquer the room, it makes it impossible to have switchable lighting to turn the spawner on and off again. (Lights must be at a minimum six blocks from the spawner, but that drops the light level of even level fifteen blocks down too low to turn off the spawner.)

  • 1
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    Hi! I love the new tinted glass block that doesn't allow the light to pass through it. However, I couldn't find the glass pane version of it. I really think it should be added if it isn't planned yet

  • 0
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    Love the new cave generation. The deep vast caves were interesting to explore and not too filled with hostile mobs. Fortunately no Wardens yet. 

    Like the way tunnels generate side to side, and reduce to small, crooked, but passable channels. Love the interspersion of water. It reminds me of spelunking (video). 

    The whole underground cave and tunnel system more fun.

    On the other hand ...

    Good old tunnel boring is boring. That hard deepslate with scarce ore. I tunneled 2km and got near zip except for deepslate and red stone.  

  • 0
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    Like:

    a) Big caves and open underground spaces. b) Generated tunnels that veer side to side and get smaller but still are passable. c) Water in tunnel systems is fun. d) Like that the generated tunnels seem to connect a long ways and lead to larger caverns

    OTOH:

    Ore (diamond, iron) distributing seems light. Between that and the hard deepslate it feels like "No soup for you!". I did get some diamond in 118.5 so maybe this is just a tweak or two. Right now the distribution graphic is "cake" (Portal)  

    Wish:

    1) A reason to continue exploring caves. Like a resource that can only be found there.

    2) uplift wind or thermals for Elytra

  • 0
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    With experimental snapshot 6 most caves near and within ocean above y= 0 are flooded. This makes it difficult to build up an island or cliff base or to populate a village on a small island. Especially coal and iron are difficult to mine, if there a plenty of water filled caves in the relevant mining layers. A solution could be to reduce the flooding below ~y=24?

  • 0
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    Don't make the elytra change go any further, this is going to be horrible for hardcore survival players

  • 0
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    I've noticed that emeralds aren't generating commonly on mountains that generate high above the clouds, It's shown on the ore distribution chart that emeralds generate commonly on higher elevations, but in actual generation, it isn't generating commonly.