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Caves & Cliffs Part ll: Upgrading Worlds Feedback

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  • 23
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    I think that super flat world's should generate from y level 0 to y level -64 

  • 5
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    This beta was really good! I just have one thing though. I would like it if existing worlds with caves and cliffs experimental on without joining the beta, would still allow for new generation to generate below y0. Because for those who did experimental, had a big thing of bedrock below y0.

  • 10
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    I think this is one of the best ways to implement the caves and cliffs into existing worlds because this makes it so you don’t have to travel to get to the new caves! Time to move it to Java!

  • 4
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    Diamonds (especially below 0 ) spawn too frequently

  • 3
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    This change is awesome a lot of people seem to love it ,however i am upset that currently this change will change my some of my builds like my house which uses bedrock and water as a funky floor. I understand that i am in a tiny minority of builders but i belive that there is a solution that makes everyone happy. My solution is that all bedrock blocks that are adjacent to an air liquid or translucent block should be kept as bedrock and all bedrock blocks that are not become deepslate. this way player builds aren't changed and they can still explore the new depths of the underground. Another similar scenario is that a player may have incorperated the void into a build, to stop this from being changed any holes in bedrock should have an area around them that goes down into the void.

  • 10
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    Instead of having bedrock from Y = 5 to Y = 0 turn into deepslate, I would recommend having it turn into normal stone instead. The reason for this is because deepslate generates from Y = 0 slowly to Y = -8, and it would look ugly from a side view to see solid deepslate, and right under it, stone transitioning into it. Another thing: Since some people use the bedrock at Y = 5 to Y = 0 for wither cages, I would also reccomend making the conversion of the bedrock optional, giving us two options, the latter being the one in this Bedrock beta, and the former being what was in previous Bedrock betas (64 layers of bedrock under old chunks). 

  • 8
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    caves must appear frequently, mountains can reach a height of 320 (maximum) add new creatures in caves and mountains

  • 10
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    Add new cave biomes! Mushroom caves, ice caves, glowing caves, and caves full of ornaments. For mountains there are volcanoes, volcanic sulfur, mineral mountains and others

  • 4
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    For the creature. In the cave there are: shining fish and on the mountain there is a Yeti

  • 3
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    Will the new gen replace upto y level 5 or just the bedrock?

  • 5
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    I saw a developer mention the decision between focusing on parity or to bring in new features. Well, I don’t care which one you decide to do, but I have two suggestions: please allow Bedrock to craft a boat with just 5 wooden planks like Java, instead of requiring us to first make shovels. It is incredibly minor, I understand that. However, that is precisely why I think you should just nip that one in the bud real quick. As well as update Bedrock’s maps! Let us get waypoints and names on our maps like Java can. Also, I haven’t been able to see these new caves below bedrock on my Minecraft survival world that enables all experimental features. Any thoughts on what could be the issue?

  • 5
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    Super flat world should not just be 3 blocks deep! this is so annoying it should go from 0 to -64

  • 1
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    what if you turn the bedrock into some new block not otherwise obtainable?

  • 3
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    ice caves would be good.

  • 1
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    I seem to be unable to eat. I'm on the verge of starving and I have plenty of food.

  • 3
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    The flat world should be in level y= 0 to -64

  • 0
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    Am so exited

  • 0
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    I think super flat should lower the bedrock floor  and make caves

  • 2
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    when will they add the Bundles? a java parity suggestion is to change the sounds of the doors, hatches, etc

  • 1
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    You guys did an amazing job on world generation. Before you would have to look for a long time to find a place you liked enough to set up a base. Now you can find someplace with a great view almost instantly. BUT I do have a question... I have been exploring old worlds I played since 2015 ...loading just the seed, not the worlds I played already. The worlds do not even resemble each other. The biomes are completely different and there is no resemblance at all. I came here because I was wondering if the seed are generating correctly, or maybe the changes are so great that seeds will just be different. Its definitely not a complaint because I love how it looks now. Im just curious and figured this is the place to find out.

  • 3
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    Diamonds are very common in new caves and it is not good because it will reduce the value of diamonds and I think this should be removed as soon as possible

  • 1
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    I would like it if previous caves and cliffs experimental worlds with bedrock from y 0 all the way down saw the same changes. That would be great if possible!

  • 1
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    Estaría chido si se implementara una estructura debajo de las coordenadas 0 no solo las mineshaft

  • 0
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    Estaría chido si se implementara una estructura debajo de las coordenadas 0 no solo las mineshaft

  • 0
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    I tried to turn on the beta for my old bedrock world but It didn't work as intended Hight limit did increase but I could not go lower then y=2 in my world. I jump in creative to find out what was going on and I have bedrock from y= -64 to y= 2 not much I can do with that much bedrock in survival.  

  • 4
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    Even if I'm a little late, I hope that it gets read by the team. I really like the decision of changing the bedrock to deepslate making caves available underneath loaded chunks. I also like the decision of having it under a option. The transition to new generation on the surface is still a little broken but you guys have done a very good job for the first test. I just wanted to say that on mobiles chunk loading in experimental worlds is still very slow especially when flying with elytra. The world loading also takes quite long as well. Please address those problems but overall I'm very excited for the update. Thank you all.

  • 5
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    i have an idea for nether!!! So what if the heights and depths of the nether become the heights and depths of caves and cliffs?

  • 2
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    I'd love to have the new cave generation in loaded chunks! That way, I can explore the new deep caves around my base without being forced to explore new chunks. This will prevent the save file size from getting too big, which is important for mobiles and consoles.

    I hope in the negative levels of my world, I can find amethyst geodes and lush caves, maybe even the powerful Warden in the future, once the full release is up. As an old Minecraft player with enchanted netherite gear, there's really no challenge left in this game, nothing to fear. I'm glad that there's finally something powerful to be scared of, and I hope that the Warden will not go extinct in worlds. It's very unfortunate that challenging fun enemies like Elder Guardians and Piglin Brutes can go extinct, which makes combat a limited activity to do in Minecraft. I hope that Archaeology will be a repeatable activity in Minecraft as well, and can be done in other dimensions! It's not always possible to explore new chunks in mobiles/consoles due to file size limitations, renewability of items/mobs/activities is important.

    Java players should have this world upgrade option as well. This probably needs a bit of polishing, and I hope that there won't be unfair glitches that makes players fall to the void, which was an issue in Bedrock, especially in coordinates very far away from spawn.

  • 1
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    this should happen on java edition too and this also add the deep dark in end when falling in the void the player jumps on water then enters the deep dark also there need to be sculk block and the warden

  • 0
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    To make the caves & cliffs much better in my opinion the maximum height should be increased to 519 and the depth increased to:-159