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Experimental World Generation Snapshot 7 Feedback

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  • 1
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    If the base Elytra speed is to be dropped there should either be a speed enchantment or allow the different rocket tiers to give you greater speeds to get back to the original values (with the ability to disable these features on a weak server) . Then you could fly delicately through caves with tier one or minus the enchant but for the most part players could still avoid the tedium of long-distance travel. Travelling huge distances can become an absolute chore and I feel that uniformly nerfing the one practical option would hurt the game if there's no avoiding it. The world generation is still an issue but honestly time and resources should be improving that, not adding tedium to the gameplay as a band-aid. 

  • 6
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    The Elytra change is really good, because now there is incentive to use horses and minecarts, but I think there can be some othe changes:

    • Boats on ice shouldn't slide, or at least they should be a lot slower than now
    • Horses should be a bit faster
    • Minecart should be faster, at least 20 m/S
    • Elytras should receive a bit less acceleration by Riptide tridents

    Regarding the terrain

    • Maybe a bit more continental generation, with continents separated by  big oceans, instead of being all connected in some way
    • Bigger oceans, not necessarily deeper
    • A shallower areas near beaches, instead of a big drop

    Maybe all this can be made like this

    • Continent with its biomes
    • Normal ocean biomes for 100-300 blocks from the coast
    • Deep ocean biomes by 400-600 blocks from the coast
    • This will be the same for all continents, so travelling on boat in oceans, would be more adventurous
    • This type of generation would resemble a more realistic terrain

    Also, maybe adding that in Snowy biomes, at night or during snowstorms, maybe we should get the freezing effect.

    Also, maybe the icebergs shouldn't generate near warm or hot biomes, and only in open oceans or near Snowy biomes

  • 1
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    Why did my elytra disappear from my inventory when they reached the end of their durability ? Would I have missed something ?
  • 2
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    Make 1.19 call Cave and Cliffs part3

     

  • 0
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    I really do like the mountains but in my opinion less stone and more snow should be visible, i feel like that gives off a proper "its freezing" vibe, anyways love the stuff that you guys are working on!

  • 4
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    After visiting 10 lofty_peaks, 10 snowcapped_peaks, 10 stony_peaks, and 3 very tall areas of other biome types - all across 28 different mountain ranges in a creative world - I collected the following statistics:

    -The average height of mountain ranges containing the one or more of the three "peak" biomes is about 159 blocks, which is 34 blocks below could height.

    -Snowcapped peaks (avg. 174 blocks) appear to be the tallest mountain biome, followed by stony peaks (avg. 162 blocks) and then lofty peaks (avg. 156 blocks). This difference is fairly small though.

    -Only 7 out of the 33 peaks I found surpassed cloud height, and most of these only barely did.

    -The highest peak I found was 237 blocks tall. It was very impressive.

    -The lowest of the three peak biomes that I found was a splotch of snow at Y 106. It definitely did not look like a mountain.

    Considering these things, I would suggest a slight increase to the average mountain height. In survival mode, it would be difficult to find the big, cloud-scraping mountains, even after a long time of dedicated exploration. If the average mountain height were increased by something as little as 19 blocks, the highest mountain I found would have reached 256 (barely) and 5 of the near-cloud-scraping mountains I found would have been cloud-scraping, making the ratio of cloud-scrapers to non-cloud-scrapers ~36% instead of ~21%. I feel like this would be a reasonable change.

  • 1
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    This snapshot is amazing!

  • 1
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    I personally think that elytras should take only small amount of damage when gliding, one durability point for every 30 seconds gliding possibly and then take more damage one durability point every 2 seconds when you travel faster than a certain speed, e.g using a rocket or using a riptide trident, this will discourage using the elytra very quickly.

  • 5
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    I also feel like giant caves, and especially giant cave openings on the surface, are still far too common. I have statistical evidence to back up this claim as well.

    On one creative world, I explored a 2048x2048 map that was 15-20% ocean. In this area, there were not 5, not 10, not 15, but 18 cave openings that went from surface level to -50 or below. (-54 is the level where caves are cut off by lava lakes.) Furthermore, this number does not take aquifers of any sort into account; I never traveled through water to find deeper parts of any cave, so there are likely more surface-exposed giant caves that I missed. I also counted separate cave openings that obviously connected to the same large mega-cave as one opening instead of two. To put the number 18 in perspective, this means that on average, there is one surface opening that leads to a cave reaching -50 per ~483 square-meter area. Most (10) of the entrances to these mega-caves were larger than what you'd normally find in older versions; 3 were about the same size as old cave openings; 4 were MASSIVE; and 1 was smaller than most old cave openings. And I didn't even nearly explore all the surface caves on the map.

    I feel like this is just too much. Deep surface caves should be very scarce, as should HUGE cave openings. The ones I found looked awesome!... But frankly, the amount of big cave openings that I found really diminished their amazingness. I really think that the amount of huge surface caves should be vastly decreased.

  • 3
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    I've been playing some survival for this new snapshot for about 10 minecraft in game days

    issues: the gameplay kind of falls apart for me when I'm swimming in aquifers or mining in them in general, sometimes I'll see an ore and if anything I'll get demotivated to mine in the water because there's not that many places to breath and the only way ill go down there is when i have a door on me, this is a big issue because when playing on bedrock doors are waterlogged, and the fact that mining is slower under water doesn't help either

    suggestions to fix: add more magma blocks and places to breath in aquifers and make the swimming like how it is in bedrock, the movement when you swim in bedrock above water is quick and feels so much better, why not bring it over to java?

    again this is really important because aquifers are such a big feature in the update and they need to be accessible enough to mine in, i dont want aquifers to be an end game mining place, aka i have to use water breathing just to mine some ores in there

    other than that the terrain feels pretty great

  • 2
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    I LOVE slower elytra's. I really enjoy flying, but I personally think elytra negates a lot of gameplay, especially minecarts! Minecarts being a faster mechanic encourages building big rail systems which I find more interesting and engaging.

  • 2
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    I keep saying this for every snapshot since snapshot 4. I download this one. I teleport around checking out the tall mountains, I find the same thing. Especially tall mountains, ones that stretch above the clouds, are too rare. Increase the average height of mountains like you were supposed to in snapshot 5.

  • 1
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    Im going to be honest people would fly to this location and then place a beacon with haste 2 and mine it all down to bedrock because it has an absurd amount of minerals can the team reduce the mineral spawn rate in mountains because it would clearly just be a mining spot to an average player. The reason I think this is because the rate of the spawns is way to much to resist if someone told you to admire a mountain in real life you would be amazed of its beauty but the mountains as you said it is a place to not fly past quickly rather its a place to admire its looks.

    My request is can the team just debuff the mountain ores spawn rate and make the shattered savannah look like flying islands where flowing water comes out from?

  • 0
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    I don't know if this was added but a sort of bug I found was a ruined nether portal undergrown not connected to anything. If it is a bug can you please fix that.

  • 4
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    The old cave entrances almost always end in a dead end. I'd be really happy if you could fix that and make them more connected to the big caves below y0 :)

  • 3
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    Add ice caves into the mountains

  • 2
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    I feel that making Biomes slightly larger, by tweaking the temperature and humidity noises would be a welcome change! It makes regular biomes larger, more majestic and more varied. Whilst also increasing the size of microbiomes on average so they feel less intrusive and unwelcome.

    I also think that increasing the size of both continents and oceans would be great. They would feel more varied, realistic and more MineCrafty. This could be done by tweaking the continental slider and would make the terrain more amazing!

  • 1
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    Issues I have noticed in this snapshot:

    • Floating Biomes - As a side effect of 3D biomes, I assume, one can find full biomes or microbiomes floating in the air without any land. This can be completely unnoticeable in some cases, and in others it causes a patch of weather, or lack thereof, in a space. It can appear as a small area of snow falling in the air amongst rain, or a patch of dry land amongst a rainy area, but with splash particles still appearing on the ground.
    • Abandoned Mineshaft Glowing Planks - In many mineshafts, torches are not spawning, and instead the planks they would generate on emit light until the block is updated with interaction.
    • Underwater Deserts - A while back, the log said that lakes were reduced in desert-style biomes, and that is not the case. In fact, I have found multiple deserts completely underwater. While I would not mind a sandbar structure generating in the game, it was identified as a desert by code.
    • Villages - The villages are still completely broken. They generate completely broken, and savanna villages are the worst: spawning floating water source blocks. They generate anywhere from stacked on terrain to sprawled too far. New generation needs to be made if the V&P Update is to have any decent remains after this update.
  • 1
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    I like a lot about the change of the elytra as the flight was well exaggerated, good thing that they fixed it.

  • 0
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    Elytra suggestions. Make roclets boost you more. The speed is ok but the distance we travel with 1 rocket is not ok

  • 1
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    Idk how I feel about the elytra nerf. I think the problem is not just that elytra is to powerful but that everything else has so many drawbacks. For example soul speed is really cool but no one really uses it for travel even in the early game because it takes up durability. Also the fact that boats cant go up streams makes river transportation a huge pain on java because you cant easily get them out of water. I think you guys need to get rid of mechanics like these that make these forms of transportation hard to use to make other forms of transportation than elytra useful. Plus imagine how much less annoying villagers would be especially with the new terrain if you could boat them up blocks.

    On an unrelated note you should reduce the block hardness of deepslate a little. I like how its not instamine but I was setting up a spawner farm in one the earlier normal snapshots and it took way longer than usual.

  • 2
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    I think generating monsters should be changed to below 64 floors the lower the height, the higher the probability of generating monsters. The probability of generating monsters above 64 floors is the same.

  • 0
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    Using riptide trident while flying on elytra should also deal damage to it and using fireworks while accelerating from a riptide trident should not slow down the flight but superpose speeds

  • 1
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    the elytra durability change makes sense, i don't hate it.

  • 1
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    The biome world generation is looking really good! However, I'd like to provide some feedback about the caves. I think the caves still need a lot a tweaking, and it may be good for them to go through the experimental snapshot round again as well.

    There are two things that I'm not really a fan of. First, the caves are far too large and empty, in particular the cheese caves are way too hollow. As a screensaver, the caves look very pretty, but it makes ores much harder to find (more air volume, less stone surface area). It also makes mining less enjoyable as there isn't as much of the excitement of having to "peer" around the corner of (narrow) caves, twisting and turning, and having to make choices about which direction to go. Instead all of the ores are visible (assuming high brightness), the large areas make it impossible to get lost (which is fun), and everything is out in the open. The cheese caves have far too much verticallity, they can be 30+ blocks high which is excessive.

    Secondly, there are too many caves that go all the way from the surface to deepslate, and sometimes even close to bedrock. Since all you need is a water bucket, it really undermines the early game challenge of slowly gathering iron, delving deeper into caves bit by bit. Instead you can now bypass iron and get diamond really quickly. They aren't fun climbing up/down.

    Also, I wish there was a 50-50 ratio between the old cave carvers and the new noise caves.

    Glow lichen is also too common.

  • 2
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    I'd like to suggest some small tweaks to the terrain generation. As someone who started playing the game in beta 1.6, I really enjoy the new facelift the world generation is getting. It feels like a nice half-way point between current and old minecraft generation styles.

    Walking around worlds, there is one feature that I think adds a lot of charm to the game, and that is the "shattered" or "extreme" terrain generation. It's very reminiscent of beta-style terrain generation, which I really like. Thank you Henrik for sharing with us some of the technical details of the new terrain generation. Looking at the F3 menu, I think the sweat-spot for the F-factor is 200-300 (generating features I like). I think it would be nice if the F-factor parameter could go low as 200-300 more often. Currently it feels really rare, and I think it's a shame. To summarise, the frequency of low F-factor values should be increased.

    Second, since terrain generation is no longer coupled to biomes, I think biome transitions are the next things that need tweaking. Currently biome borders feel really sharp and jagged. It would be nice if the transitions were much more smooth and gradual (grass colour). Also more beta-style green grass =D

    Finally, beta-style smooth beaches and (1-3 block) shallow oceans would be absolutely amazing! I hope there is time for them to be added. Caves and Cliffs (and Coasts) would be a nice surprise :) (if possible)

  • 1
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    I like the changes to the elytra, so that other transportation could be more viable. I think elytras are overpowered right now and need changes.

  • 0
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    In a jungle, when You are in a Cave ther is spawniing vines at stone

  • 1
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    I've been playing several of these snapshots and I've noticed a troubling change to certain biomes. I typically only play in single biome worlds but the recent alterations to biome generation have made some of the biome types far less attractive.

    Swamp biomes now generate as mostly hilly open forests with a few ponds instead of endless lakes with a few hummocks of land.

    Mesa biomes now seem to just refuse to generate with tiny patches of grass and trees on the highest peeks like they did before.

    I've waited for a while to report this since I figured that it was just experimental snapshot weirdness but now that's it persisted across multiple experimental snapshots I decided it would be a good idea to bring it up.

    It would be nice for customized worlds to be given an exception from the new biome generation or at least a way foy the player to control that generation on world creation.

  • 3
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    Parrots aren't spawning in jungles, I even used "effect @e[type=parrot] glowing 100 1" and it said no entities were found. This was across multiple jungles and hundreds of blocks.