X

NOTICE

Are you sure you want to report this?

84

Experimental World Generation Snapshot 7 Feedback

108 Comments

Post a new comment:

Please sign in to leave a comment.

Sorted by oldest
  • 0
    Registered User commented
    Comment actions Permalink

    Here is my feedback for 21w40a:

    • I'm really enjoying the increased size of biomes. It looks a lot better and makes Minecraft more of a challenge.
    • I really like that deserts and badlands will generate in warm areas regardless of humidity. It prevents jungle microbiomes from appearing in the middle of the desert, and it makes deserts more substantial overall.
    • I love that drowned are now able to spawn in the aquifers of dripstone caves. However, as of 21w40a, aquifers are a bit small, fragmented, and ugly. Sadly, this means that less drowned are able to spawn.
    • I like that dungeons are more common, but still reasonably rare. I think that they might be annoying to encounter in the Deep Dark though, same for mineshafts, so they shouldn't be able to spawn there.
    • Villages are rarer, but they still seem quite common in my opinion. I think that they should be a bit more spread out.
    • I've barely ever seen any axolotls when exploring lush caves, probably due to the new spawn rules with clay. I think it should be changed so axolotls can spawn at any light level, but only over clay.
  • 1
    Registered User commented
    Comment actions Permalink

    It would be cool to have a sparse bamboo jungle, because it always looks weird when the trees slowly fade out but the bamboo just stops when transitioning into a sparse jungle

  • 1
    Registered User commented
    Comment actions Permalink

    the Elytra changes should be reinstated as they significantly improved the balance of transport.

  • 1
    Registered User commented
    Comment actions Permalink

    Changes to the Elytra aren't too bad, and every frame for me counts, so it's a good thing on it's own. As I played on the latest generation snapshot I was amazed by the new found beauty. You'd walk into what seemed like a normal hobbit hole cave on the side of a mountain and end up treking down into a beautiful lush cave with snow falling in from the top of the roof from the outside, surrounded by quaint waterfalls and neat patterns of dripleaf in clay formations. It would be amazing to find little hidey-holes on the tops of mountains and wonder where this little cave leads. Considering I spend most of my time mining in survival, it would be lovely to have more mystery as you venture down into the depths of the overworld. I am very excited for this update; the team has already outdone themselves.

  • 1
    Registered User commented
    Comment actions Permalink

    If you, as the Dev's, are restructuring the world as we knew it, can oceans get some attention as well? If the really stunning new world comes to us, the oceans will seem rather flat. So could it be possible to deepen deep ocean bimes? Or have a new one called "the abyss" (maybe like an inverted shattered savannah), and that one goes deep, like to -32 or so? It would be great for underwater builds, as they are probably the least ones built, space reasons being one reason why.

  • 0
    Registered User commented
    Comment actions Permalink

    I think the cold mountain biomes need to match the surrounding biomes more I saw a snow capped peak biome in a forest and a savanna biome with stony peaks on top. I think stony peaks should be near the ocean along with the stony shore. All cold mountain biomes should have a snowy tundra or a large meadow around them so they don't look out of place. I also saw a stony peaks biome inside a jungle biome and the terrain was elevated a lot. I like how you try to transition the altitude slowly from a high mountain to normal sea level by making the surrounding biomes at a higher y level but sometimes rivers generate inside these at their normal level making a big drop which can be dangerous in a jungle because the trees are so dense its hard to see ahead of you. I like the drop but I wish it was less common. Keep up the good work!

  • 1
    Registered User commented
    Comment actions Permalink

    Can we have easily renewable concrete in 1.18 or 1.19? That's an important building block, many players need a lot of it for megabases, but it's very difficult to renew due to the materials.

    You can only get renewable sand from Wandering Traders (if you're lucky) and they only sell a stack. And due to their spawning intervals, you can only get 64 sand every 3.5 hours of gameplay, assuming they always sell sand. You also need a lot of gold for renewable gravel, via Piglins. Gold farms are much harder in Bedrock edition. I sure hope that these blocks are easily renewable in the future!

  • 2
    Registered User commented
    Comment actions Permalink

    The new terrains, both above & below are beautifully generated, more so than ever - but the world as is feels devoid of life right now. I get the experience of it being quite empty.

    What I mostly miss are more villages, pillager bases, ruins, temples, dungeons, shipwrecks, mines etc - basically the things that make exploring so much more interesting and want you to start building somewhere more than anywhere else.

    (Also I rarely get to discover any deserts but that may just be tough luck)

  • 2
    Registered User commented
    Comment actions Permalink

    Feedback for 21w42a: Having unique music playing on different biomes is a great idea, and I hope there will be more in the future! It's great that music plays on cave biomes, but the normal caves seem to be lacking music. Mobile Bedrock players should have a tooltip to let them know that they can download the music for free on the marketplace, they're missing out.

    Lava waterfalls/springs generating on high mountains is not always a good idea, as they tend to burn the forests below and cause a mess. I recommend keeping this to a minimum, and on lower heights.

    Regarding strongholds, please make Java strongholds generate infinitely like in Bedrock edition. Currently, you can't access Java strongholds if your base is too far away from spawn. This'll be essential for a future End Dimension Update!

    And I hope there can be more ambient SE in Minecraft. Crickets at night, birds chirping, winds howling at seas and mountains, echo in caves. That'll fit well in the 1.19 wild update. If that update looks like the concept arts, with hazy fog, fungi in tree logs, pebbles & flora scattered about, it'll be a great update. Also, fireflies in a jar is a popular request for light & decoration! They can also be used to breed frogs.

    I'm hoping that the liquid mud from Minecraft Earth also makes it to vanilla, it fits well in swamps, and is necessary for easy renewable dirt, which in turn makes clay and mud bricks easy to renew, making them a viable building block.

  • 0
    Registered User commented
    Comment actions Permalink

    I put the snapshot in the versions folder but when i opened the launcher i ticked the modded version and went it new version but the snapshot was not there

  • 1
    Registered User commented
    Comment actions Permalink

    Playing through the snapshots, I realized that there's no new hostile mob in the negative Y levels, I'm fighting the same surface mobs, again and again.

    May I suggest a very purposeful mob that combines multiple suggestions? It's a crab-like monster called the Reaper, spawning in deep caves and submerged caves below y=0. It's tough, but it will instantly die if it's inflicted with slowness. This makes Bane of Arthropods and slowness potions/arrows useful, nobody seems to use these.

    As this is also a water mob, you can also use Axolotls and Tridents. Players can have a new water enemy that's not Drowned, giving life on the empty ocean caves.

    The Reaper is a cave-dweller that drops tuff and calcite, making them renewable. Mob farmers can build unique structures to farm these crabs, giving a reason to build underground.

    Mojang, please feel free to use these ideas without credit!

  • 0
    Registered User commented
    Comment actions Permalink

    After playing with the newest generation for a bit, I've come to feel like flooded caves are too common.  It's to the point where it was actually pretty hard for me to find surface caves that aren't flooded. 

  • 0
    Registered User commented
    Comment actions Permalink

    For the next snapshot you should reduce air exposure for diamonds below y-0 because when I’m going around in the deep caves I find a ridiculous amount of diamonds just turning a corner in a cave so I ask if we can reduce the air exposure for diamond ore or maybe making smaller veins of diamonds in the caves

  • 0
    Registered User commented
    Comment actions Permalink

    Really enjoy the new changes so far! Here's some things that I'd like to see in the next snapshot:

    -Fewer massive surface caves. I've noticed that rivers, lakes, and many flat areas have a lot of giant caves towards the surface. I think it would be cool if this were a bit more uncommon, to make massive surface caverns a cool discovery instead of a commonality.

    -Improved speed for minecarts. They're currently the least viable form of transport, even though they take quite a bit of effort to set up. Would love to see them given a buff of sorts.

    -More biome diversity. Like some other commenters, I keep seeing dark oak, forest, birch forest, and plains over and over. I think the current temperature gradient has made extreme biomes a bit too hard to find, which is a shame

  • 0
    Registered User commented
    Comment actions Permalink

    Where's a possible cobblestone/gravel pile that can spawn in a cave like a cave-in incident?

  • 0
    Registered User commented
    Comment actions Permalink

    The terrain is absolutely beautiful!  I am really enjoying testing this snapshot. The caves are huge and there is lots of dripstone.  Deep wide rivers and the large mountains both height and breadth are beautiful additions,

    The ore generation affects gameplay Coal and Copper are everywhere! That is a good thing.   I can hardly find any iron.  I searched 90-153 high,  around 16, and at the bottom.  Pounding deepslate with stone pickaxe is not fun.   A person is liable to get frustrated looking for iron.   

    In my opinion, iron’s importance to the early and mid game means that it should be at least as easy to find as the current production version 17.40.  Please tweak that ore distribution,

    Thanks for the opportunity to experiment.  I have a cozy house in a mountain hollow at a jungle and meadow boundary.  The mountains range 113-153 in my vicinity and have realistic terrain.  There is plenty to explore in that original base.

  • 0
    Registered User commented
    Comment actions Permalink

    Crazy Amazing not only is 1.18 good but there is already many Texture packs available on the internet. cool!

     

  • 0
    Registered User commented
    Comment actions Permalink

    Not everyone agrees on this, but...

    I think dripstone caves are too common.

    Increase their rarity by ~20-40%, and keep the current (1.18-pre6) frequency when generated under mountainous biomes (or maybe even increase it there).