Tabarnaque8507
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So I've playtested the newest snapshot for a bit and have some feedback specifically for how ores are distributed now, along with some suggestions for improvements; Lapis: Consider making Lapis o...
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Old caves should have more width variation to them, possibly squeezing from 4-5 blocks wide all the way down to 1-3 block-wide tunnels. Caving IRL is a lot about squeezing into tight, unwelcoming, ...
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We haven't seen cave biome generation yet, so I'm not sure how good of a suggestion this really is, but still. Grimstone caves should be eery, scary, dark. I think the Lush Caves should only genera...
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I love Grimstone as a dark and moody sedimentary stone, it's really fantastic, but I see a lot of people saying it looks too much like bricks, or even that it's too noisy. Sedimentary rocks have st...
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It fits the lore (that we know of) of the Deep Dark somehow being connected to the End dimension, and also ties into progression; there's no easy way to learn about Ender Chests in-game yet, beside...
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You have all of this new content underground, but at the same time, there's always the option to grind sticks or melons to get enchanted diamond armor from an Armorsmith, or to get enchanted diamon...
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While playtesting, I've actually found Diamonds and Lapis quite easily. Lapis has an interesting generation mechanic, but just by finding one exposed ore I had about a stack's worth, enough to ench...
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Playtesting 21w07a on survival, it felt totally off to have such an early access to Iron when the underground is so much deeper and has more room for progression. On average, with 3 different seeds...
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For one, I think the new cavegen really shows a problem with the way mobs spawning in tied to light levels. Instead of spawning at light level 7 and under, they should only spawn at light level 4 o...
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Simple enough; make Deep Ocean biomes have lots of ravines or large cave entrances at their floor. This'll make them feel a lot deeper without having to overhaul biome generation.