I don't like Minecraft 1.18 terrain generation. I will stick with 1.17 unless there is a mod or option so I can still use the old terrain generation pre 1.18.
I don't like Minecraft 1.18 terrain generation. I will stick with 1.17 unless there is a mod or option so I can still use the old terrain generation pre 1.18.
Like with most things in life, there's pros and cons or two sides of the story.
I don't believe change is the issue here, what the problem here is Caves and Cliffs especially in the snapshots and experimental features of 1.18 have a tendency to bloat general terrain, it even affects what would've been smaller hills I noticed and now the terrain generation feels like Amplified Lite.
I completely understand why mountains or extreme hills generate above 200 Y, but it looks like the rest of terrain has doubled or even tripled their maximum height also with the exception being plains biomes and of course oceans, even savannas are affected and when I tested bedrock edition experimental worlds, almost all the savannas I had encountered so far were on these gigantic hills that reach cloud height, and it goes without saying they're lethal if you fall of them and don't have Slow falling status, water at the bottom or anything else to prevent a hard landing.
Let me ask you a question, say if you wanted to build an agriculture area for your base, and you wanted to flatten terrain about 300 by 300 blocks square which is basically about the size of an average biome, suddenly you've got all this extra terrain to clear, dirt, stone and all in your new world, doesn't this bother you even a little? The extra terrain should have only affected mountains and underground terrain or sub-terrain, problem is it doesn't, so I can see why these complaints are brought up here.
No idea why anyone would need to flatten a 300x300 area. Even if one does want a farm that large, it can be built with sections at varying heights. One can pick a more or less dominant height, dig up areas above it, then use the dug dirt to make a platform over lower areas.
And I am yet to see hills 'impassable without slow falling'. Heck, with a bucket of water one can pretty much go up or down anywhere. In 1.17 and before, not looking where you going could get you killed just as easily.
One thing I kinda dislike though is with all the new mountain and hill biomes, some old biomes are a lot harder to find. I.e. in the world I started on 21w39a, nearest desert is 3k+ blocks from spawn, and nearest swamp is like 4k.
Sadly i have to agree. While the new caves and some of the new mountain biomes are awesome, the rest of the world gen changes leave a lot to be desired.
So the good parts are: *The Caves
*The Jagged Peaks
However the "Jagged Peaks" are WAY too rare. I have generated probably 50 or more creative maps and it often takes me 15 to 20 minutes of flying to find any Jagged Peaks at all. This means that in survival it will be very hard to find them - most people are probably never going to encounter them.
The bad parts are. The rest of the new mountain biomes.
* "Snowy Slopes" are just a neutered version of jagged peaks. I don't really see the point of them.
* "Frozen Peaks" another inferior version of "jagged peaks"
The problem with those is that they generate far too often instead of jagged peaks, and the way they generate they often just look like a pile of snow and ice on top of a hill. For some reason they also are frequently lower than adjacent green biomes.
* The old "Extreme Hills" Biome is still present. I think the new Biomes should generate instead of them, but i guess some people wanted them to stay for nostalgia reasons.
* There is some sort of amplified hills generating in like 50% of the land area. Those are basically just huge dirt piles and they are pretty unsightly imho.
* Small islands in the oceans seem to be gone.
* No more lakes above sea level ??? In older versions small lakes used to generate at all altitudes. As of 21w44 they seem to be all but gone. Not sure what this is all about.
* The increased cloud level is way to high. First of all it looks awesome when parts of the world rise above the clouds. Now even the "Jagged Peaks" Biome rarely goes above them. Another really bad consequence of this is, that the clouds are now contained in a visible square area since they are not generated beyond the edge of the map and do no longer blend into the horizon fog due to the increased height. They could have moderately increased the cloud level but again they listened to a bunch whiny people complaining of clouds going through their buildings, as if that is a problem.
So all that's good about the new overworld generation, i.e the "jagged peaks" biome, is almost absent from the world, while the mediocre to bad features dominate. Now there have not been any substantial changes to the generation in many snapshots, so one might think the devs are satisfied with the current state of the world gen which would be pretty disappointing. Instead of calling it the " Caves and Cliffs " update, "Caves and Oversized blobs of dirt" update would be more appropriate.
Sadly i have to agree. While the new caves and some of the new mountain biomes are awesome, the rest of the world gen changes leave a lot to be desired.
So the good parts are: *The Caves
*The Jagged Peaks
However the "Jagged Peaks" are WAY too rare. I have generated probably 50 or more creative maps and it often takes me 15 to 20 minutes of flying to find any Jagged Peaks at all. This means that in survival it will be very hard to find them - most people are probably never going to encounter them.
The bad parts are. The rest of the new mountain biomes.
* "Snowy Slopes" are just a neutered version of jagged peaks. I don't really see the point of them.
* "Frozen Peaks" another inferior version of "jagged peaks"
The problem with those is that they generate far too often instead of jagged peaks, and the way they generate they often just look like a pile of snow and ice on top of a hill. For some reason they also are frequently lower than adjacent green biomes.
* The old "Extreme Hills" Biome is still present. I think the new Biomes should generate instead of them, but i guess some people wanted them to stay for nostalgia reasons.
* There is some sort of amplified hills generating in like 50% of the land area. Those are basically just huge dirt piles and they are pretty unsightly imho.
* Small islands in the oceans seem to be gone.
* No more lakes above sea level ??? In older versions small lakes used to generate at all altitudes. As of 21w44 they seem to be all but gone. Not sure what this is all about.
* The increased cloud level is way to high. First of all it looks awesome when parts of the world rise above the clouds. Now even the "Jagged Peaks" Biome rarely goes above them. Another really bad consequence of this is, that the clouds are now contained in a visible square area since they are not generated beyond the edge of the map and do no longer blend into the horizon fog due to the increased height. They could have moderately increased the cloud level but again they listened to a bunch whiny people complaining of clouds going through their buildings, as if that is a problem.
So all that's good about the new overworld generation, i.e the "jagged peaks" biome, is almost absent from the world, while the mediocre to bad features dominate. Now there have not been any substantial changes to the generation in many snapshots, so one might think the devs are satisfied with the current state of the world gen which would be pretty disappointing. Instead of calling it the " Caves and Cliffs " update, "Caves and Oversized blobs of dirt" update would be more appropriate.
I'm sure everyone's favourite biome from the 1.18 update is the Lush Caves biome, because of the glowberries and moss blocks which are easily accessible and the dripstone cave systems aren't bad either, although they can be hazardous because stalactites do a lot of damage to you if they fall on you. I've been told the stalactites won't drop unless disturbed by something, a thrown trident evidently causes them to fall off, but if hostile mobs are able to shift stalactites off the ceilings of caves, that could get you into some trouble.
But this, the new mountains, copper, lightning rods, candles, amethyst crystals, goats which make milk accessible on mountains, deepslate and the ore variants, glowberries, azalea tree, moss block and moss carpet, spyglass and the increased build height are about the limits of what's good about the Caves and Cliffs update in my honest opinion.
Tinted glass, while also good that feature existed in mods, so it's not exactly a new concept for the game.
The terrain generation as well as the ore distribution, in general are bad,
We don't get varied world generation, we get too many of the new mountain peaks and not enough
of the original world generation. Not everywhere on a planet has large mountains, realistically you only get mountains
along fissures or volcanoes, which take up a minority of landmass in a relatively stable planet like Earth.
I must admit though I do like the badlands, kind of reminds me of deserts you see in western cowboy movies.
Also some badlands formations even look a little like the grand canyon like in Arizona. Mesas have existed
even before 1.17/1.18, but their terrain generation appears to be enhanced, so I guess the extra terracotta is a positive?
mesas are rare biomes though, so you still need to find one before that benefits you.
I never really noticed the increased cloud height myself,
but then I have a new world now, so it may be useful for builds I've got planned,
very few of my builds ever reached cloud height before this update though,
and I've done a lot over the years in Minecraft, even a clocktower.
As far as cloud height goes, why has Mojang still not added more customization to video settings? Like added by Optifine and a bunch of other mods as long as a decade ago? All they need to do is add a slider that changes the hardcoded height variable, as I did myself, along with other settings (there should also be more customization for specific graphical settings; e.g. Fast/Fancy leaves; they even completely removed some "Fast" features, like Fast grass and dropped items):
In particular, custom Superflat worlds have always had an issue with a fixed cloud height and for this reason I made it relative to sea level (the screenshot above was before I made this change, which now defaults to 64 blocks above sea level, which is determined by the highest non-air layer).
Also, 1.7+ has always had a major issue with biome distribution, where deserts and snowy biomes may be thousands of blocks from spawn, which is usually within a temperate climate zone and if not finding the opposite extreme can be even harder; of course, adding more biomes will just make things worse, and even my own mod has this issue, if much less apparent due to biomes generating anywhere (there are many biomes added as far back as TMCWv1 that I've never found in Survival; of course, my playstyle aggravates this as it takes months of playing for hours a day to explore even a single level 4 map (+/- 1024 blocks), which would be twice as bad with double the terrain depth, assuming the same volume of caves as a percentage of blocks; this is one reason why TMCW does not increase the depth beyond lowering lava level and bedrock, which is still enough for caves with volumes of millions of blocks (I did experiment with making the underground deeper, by up to 3 times the current depth):
You can also see plenty of variation in terrain, with most non-"flat", non-water biomes able to exceed y=128, if rare in most cases (I found 13 biomes with at least one peak exceeding this; the highest in a non-"mountainous" biome was 145), but there are still many relatively flat areas; I even added biome variants which are hillier, such as "Mountainous Desert, which can get quite extreme, while normal desert is flatter, with villages only able to generate within the latter, as well as not extend into non-spawnable biomes (in 1.10 Mojang made it so that villages can extend into any biome, even mountains), with the overall frequency increased to offset their spawn biomes being rarer (vanilla makes one attempt per 1024 chunks with I increased it to 576).
Also, while TMCW has about 33% more exposed ore per chunk than vanilla 1.6.4 (which is in turn higher than 1.7+ due to having 1.3 times more caves and 2.5 times more mineshafts, partly offset by a ~20% increase in vein sizes in 1.8) this has not translated to an increase in ore collection rates, which are about the same as my first world; in fact, when including rails and cobwebs I actually collect resources at a faster rate in vanilla due to the higher abundance of mineshafts, so I don't buy Mojang's "reduced air exposure" which is the exact opposite of what a cave update should do (branch-mining is currently by far and away the most efficient and safest way to find diamonds; even I branch-mine at the start of a new world for this reason, partly also because I save caving for the end-game).
Of course, they may have an issue with the fact that I can mine up to a thousand ores per hour (although about 2/3 of that is coal and another 1/4 is iron, with diamond being just half a percent) and consistently average more than 3,000 per play session for months on end (the only significant interruption is when I built a new secondary base and railway, which along with securing a few villages is literally the only time I did anything other than caving in 3 months, and along with a decrease in mineshafts is why October had lower rates):
This is an explored caves rendering of what I explored over that period and an in-game map covering the same area:
Some of you really need to take the time making some seeds. Worlds are incredibly varied now, seeds are no longer like one another. If you take the time to generate some seeds and actually explore them you're probably going to find what you want because there's a good balance of everything now.
"Too hilly" is a weird complaint when hills didn't even exist before because they were tied to a biome and could not organically appear anywhere like alpha and beta. Pre-1.18 terrain was too predictable, every biome was flat except for artificially made biomes which made things even more predictable (extreme hills, foresthills, etc). The presence of natural hilly terrain in 1.18 does not mean it is too much, it means we are now striking a better balance and worlds aren't going to be looking the same anymore when it comes to terrain features. They did not remove terrain that looks like 1.17, they only added more possibilities and unshackled the terrain.
There are plenty of mountains with plenty of flat land in between them, or even just thousands of blocks with no mountains to be found. The multi-noise per seed is completely random, but landscapes that resemble 1.17 were not removed can still be found. It's just very random and unpredictable, as it should be. You shouldn't be able to guess what a random seed looks like before you generate it, and that was their goal.
Some of you really need to take the time making some seeds. Worlds are incredibly varied now, seeds are no longer like one another. If you take the time to generate some seeds and actually explore them you're probably going to find what you want because there's a good balance of everything now.
"Too hilly" is a weird complaint when hills didn't even exist before because they were tied to a biome and could not organically appear anywhere like alpha and beta. Pre-1.18 terrain was too predictable, every biome was flat except for artificially made biomes which made things even more predictable (extreme hills, foresthills, etc). The presence of natural hilly terrain in 1.18 does not mean it is too much, it means we are now striking a better balance and worlds aren't going to be looking the same anymore when it comes to terrain features. They did not remove terrain that looks like 1.17, they only added more possibilities and unshackled the terrain.
There are plenty of mountains with plenty of flat land in between them, or even just thousands of blocks with no mountains to be found. The multi-noise per seed is completely random, but landscapes that resemble 1.17 were not removed can still be found. It's just very random and unpredictable, as it should be. You shouldn't be able to guess what a random seed looks like before you generate it, and that was their goal.
Exactly - I think some folks might be forgetting that biome and terrain parameters have been separated, such that any biome can be as flat as it can be mountainous. It's not that terrain is more mountainous - it's that the parameters that used to govern mountainous terrain (i.e. Extreme Hills biomes and "shattered" variants of biomes) have been separated from biome-specific code. This makes exploration more interesting, and despite some of my gripes about game changes on a micro scale (i.e. some of the nonsensical changes that have taken place across the years mostly related to redstone and mechanics) - this is a good one.
I think they re-added Amplified so that you could have that experience if you wanted, but by no means is terrain generation amplified by default. People who don't like 1.18 terrain may not like certain parts of the terrain, perhaps - that just means you need to keep exploring to find terrain you like (because yes, flat lands do exist, and actually in some seeds they exist for thousands of blocks before you see any mountains!).
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Wait, any biome can be flat or mountainous? The heck do you do with flat mountain biomes or mountainous swamps? Huh?
Yes, here is a better explanation:
Basically, terrain generation is independent of biome generation now. Prior to 1.18, you had all kinds of biome variants like Forest Hills Plateau, etc., with the only differences in these variants being related to terrain generation. Those variants no longer exist. 1.18 uses a new algorithm that generates terrain first - then, biomes will adapt to the terrain that exists. This means that mountainous terrain will be generated before it adopts the mountain biome type. Check out the following photo of this Plains biome:
It is actually the exact same biome as this, not too far away:
Here's the seed if you want to see this in practice: 7911647233737562058
You spawn in what feels like amplified terrain, but it's just a Plains biome. Head north and then west, and you're given about 1,000 blocks of flatland, plus a village! A little further north and you get the beautiful river gorge in the first photo.
Now, if you want to see flat mountain biomes, you actually can! It's a bit rare in normal worlds, as biomes adapt to the terrain generating, however if you create a single-biome world (maybe do jagged peaks as an example), you'll see the same type of terrain generation: mountains here, peaks here, then flatlands, sometimes for hundreds to thousands of blocks. This is more common for Grove and Meadow biomes in a normal world, but it's possible for the more extreme variants as well. In fact, just for fun, create a single biome with that seed I listed above - you may be surprised to see that it's the exact same world (well close enough) in terms of the terrain generation!
With these changes, 1.18 is the real Exploration Update - it encourages you to explore and find new areas that you do like. The two photos above can foster wildly different home bases, cities, etc. - but they're in the same biome. It's pretty incredible IMO, because it's no longer easily possible to predict what you're going to find (this was the issue with terrain before, because if I find a forest biome, I pretty much know what I'm getting, and it's quite boring).
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Wait, any biome can be flat or mountainous? The heck do you do with flat mountain biomes or mountainous swamps? Huh?
Exactly, this makes no sense at all and is why my own mod does not increase height variation in every biome; plains are supposed to be relatively flat, especially ones with villages (I actually have two types of plains, including a "hilly" variant which does not have villages, which were made more common to offset this and the addition of many more biomes). Also, as you can guess from my mention of plains and villages many structures do not generate well on steep terrain, and this is why I did not change their biome restrictions (prior to vanilla 1.10 villages could only generate entirely within their spawn biomes; now they can spill over into other biomes, including rivers, oceans, and mountains). I mean, imagine a village in a "Mountainous Desert" biome with peaks over 100 blocks above sea level:
I don't see how you can't have terrain variation with "sub-biomes" either; if anything, this helps ensure that you'll have relatively flat or mountainous terrain; the flat area show in this Mountainous Desert is a normal desert sub-biome, which is not guaranteed to generate so not every Mountainous Desert will have flat areas (and vice-versa for Desert and Desert Hills; likewise, "Hilly Plains" and Plains coexist as sub-biomes of each other):
Also, "thousands of blocks" simply doesn't fit with my playstyle; I spent 39 real-life days playing on the world shown below, which is only about 2 level 4 maps in area, and without a doubt has vastly more variation in biomes and terrain than anything Mojang can come up with as long as the terrible choices made regarding biomes in 1.7 continue to exist (what? you don't like snowy biomes next to jungles or deserts? In a game with floating blocks, exploding plants, magic, the ability to carry thousands of cubic meters of gold blocks, and so on? Realism != gameplay):
Indeed, it would appear that engine generates the terrain profile first, and then it kinda goes 'what biome I can put here?' This means that any kind of biome that was available in 'Extreme Hills' as well as 'flat', is now in overabundance. My present 18pre5-started world seems to be 70% various kinds of forests: birch, flower, dark roofed, taiga, jungle as those can fit on any terrain except real high peaks. Oceans definitely feel smaller and rarer. Plains type biomes can go from flat to fairly hilly, so those are fairly common. And biomes that can really work only in flat areas - such as swamps - have become quite a rarity. I generated same seed as creative and flew around a bit, mapping about 2000 blocks radius from spawn. It is about 70% various forests, maybe 10% plains, 10% water (oceans/rivers) and 10% for everything else. Found only one swamp and one desert, both not very large.
You dont understand. Yes, I can look for seeds but that wont change the fact I like flatter terrain. And the lag would still be present.
1.18 is the worst update for me. Hopefully I can reverse this stupid change
You can if you play Java edition, use the launcher to load an older version.
I do agree that players ought to have the option to do this in bedrock edition though, it is unfair that Java edition players get to customize their experience but bedrock edition players don't. So if you don't like Phantoms from Aquatic update, well, too bad, you get them regardless. Anything you don't like about 1.16 or 1.18 gets forced on you too, it may not have anything to do with hostile mobs, what people dislike about modern Minecraft, it could just be something to do with the Wandering Trader, messing up your crop fields as they spawn with their Llamas, in which case there isn't much you can do about it.
You dont understand. Yes, I can look for seeds but that wont change the fact I like flatter terrain. And the lag would still be present.
1.18 is the worst update for me. Hopefully I can reverse this stupid change
Game optimization is the biggest issue at the moment, especially with the additional height, meaning more block spaces - it's just getting worse, and I doubt any sort of refactoring is taking place based on the decreased performance I've noticed with each update (despite their claims that it is improving - I just don't see that and wonder how others do). The code is getting really bloated with features, and without an update focused on optimizing it, the performance will continue to get worse.
But regarding the terrain - you will still find flat terrain in 1.18, and an abundance of it. You would just need to look for it more so than you would in 1.17 for example. It's not all hills and mountains. Alternatively you could make a world in 1.17 instead, and update it later on after you've loaded a good portion of the chunks (maybe when 1.19 is released).
And what? Bedrock is forced to update? That alone is a reason I would never play it (I still play in 1.15).
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Something like a 'flatness' option would definitely be nice that would determine the terrain profile. A 100% would be nearly 'superflat', while 0% would essentially be 'amplified'. Current 1.18 gen would be something like a 35%, while about 60% would get you more of a 1.17 and earlier.
I don't like Minecraft 1.18 terrain generation. I will stick with 1.17 unless there is a mod or option so I can still use the old terrain generation pre 1.18.
Minecraft expert and Minecrafter since 2016.
Don't like change?
Same it's just too hilly and laggy for my liking
I hate life :_)
Like with most things in life, there's pros and cons or two sides of the story.
I don't believe change is the issue here, what the problem here is Caves and Cliffs especially in the snapshots and experimental features of 1.18 have a tendency to bloat general terrain, it even affects what would've been smaller hills I noticed and now the terrain generation feels like Amplified Lite.
I completely understand why mountains or extreme hills generate above 200 Y, but it looks like the rest of terrain has doubled or even tripled their maximum height also with the exception being plains biomes and of course oceans, even savannas are affected and when I tested bedrock edition experimental worlds, almost all the savannas I had encountered so far were on these gigantic hills that reach cloud height, and it goes without saying they're lethal if you fall of them and don't have Slow falling status, water at the bottom or anything else to prevent a hard landing.
Let me ask you a question, say if you wanted to build an agriculture area for your base, and you wanted to flatten terrain about 300 by 300 blocks square which is basically about the size of an average biome, suddenly you've got all this extra terrain to clear, dirt, stone and all in your new world, doesn't this bother you even a little? The extra terrain should have only affected mountains and underground terrain or sub-terrain, problem is it doesn't, so I can see why these complaints are brought up here.
No idea why anyone would need to flatten a 300x300 area. Even if one does want a farm that large, it can be built with sections at varying heights. One can pick a more or less dominant height, dig up areas above it, then use the dug dirt to make a platform over lower areas.
And I am yet to see hills 'impassable without slow falling'. Heck, with a bucket of water one can pretty much go up or down anywhere. In 1.17 and before, not looking where you going could get you killed just as easily.
One thing I kinda dislike though is with all the new mountain and hill biomes, some old biomes are a lot harder to find. I.e. in the world I started on 21w39a, nearest desert is 3k+ blocks from spawn, and nearest swamp is like 4k.
Sadly i have to agree. While the new caves and some of the new mountain biomes are awesome, the rest of the world gen changes leave a lot to be desired.
So the good parts are: *The Caves
*The Jagged Peaks
However the "Jagged Peaks" are WAY too rare. I have generated probably 50 or more creative maps and it often takes me 15 to 20 minutes of flying to find any Jagged Peaks at all. This means that in survival it will be very hard to find them - most people are probably never going to encounter them.
The bad parts are. The rest of the new mountain biomes.
* "Snowy Slopes" are just a neutered version of jagged peaks. I don't really see the point of them.
* "Frozen Peaks" another inferior version of "jagged peaks"
The problem with those is that they generate far too often instead of jagged peaks, and the way they generate they often just look like a pile of snow and ice on top of a hill. For some reason they also are frequently lower than adjacent green biomes.
* The old "Extreme Hills" Biome is still present. I think the new Biomes should generate instead of them, but i guess some people wanted them to stay for nostalgia reasons.
* There is some sort of amplified hills generating in like 50% of the land area. Those are basically just huge dirt piles and they are pretty unsightly imho.
* Small islands in the oceans seem to be gone.
* No more lakes above sea level ??? In older versions small lakes used to generate at all altitudes. As of 21w44 they seem to be all but gone. Not sure what this is all about.
* The increased cloud level is way to high. First of all it looks awesome when parts of the world rise above the clouds. Now even the "Jagged Peaks" Biome rarely goes above them. Another really bad consequence of this is, that the clouds are now contained in a visible square area since they are not generated beyond the edge of the map and do no longer blend into the horizon fog due to the increased height. They could have moderately increased the cloud level but again they listened to a bunch whiny people complaining of clouds going through their buildings, as if that is a problem.
So all that's good about the new overworld generation, i.e the "jagged peaks" biome, is almost absent from the world, while the mediocre to bad features dominate. Now there have not been any substantial changes to the generation in many snapshots, so one might think the devs are satisfied with the current state of the world gen which would be pretty disappointing. Instead of calling it the " Caves and Cliffs " update, "Caves and Oversized blobs of dirt" update would be more appropriate.
I'm sure everyone's favourite biome from the 1.18 update is the Lush Caves biome, because of the glowberries and moss blocks which are easily accessible and the dripstone cave systems aren't bad either, although they can be hazardous because stalactites do a lot of damage to you if they fall on you. I've been told the stalactites won't drop unless disturbed by something, a thrown trident evidently causes them to fall off, but if hostile mobs are able to shift stalactites off the ceilings of caves, that could get you into some trouble.
But this, the new mountains, copper, lightning rods, candles, amethyst crystals, goats which make milk accessible on mountains, deepslate and the ore variants, glowberries, azalea tree, moss block and moss carpet, spyglass and the increased build height are about the limits of what's good about the Caves and Cliffs update in my honest opinion.
Tinted glass, while also good that feature existed in mods, so it's not exactly a new concept for the game.
The terrain generation as well as the ore distribution, in general are bad,
We don't get varied world generation, we get too many of the new mountain peaks and not enough
of the original world generation. Not everywhere on a planet has large mountains, realistically you only get mountains
along fissures or volcanoes, which take up a minority of landmass in a relatively stable planet like Earth.
I must admit though I do like the badlands, kind of reminds me of deserts you see in western cowboy movies.
Also some badlands formations even look a little like the grand canyon like in Arizona. Mesas have existed
even before 1.17/1.18, but their terrain generation appears to be enhanced, so I guess the extra terracotta is a positive?
mesas are rare biomes though, so you still need to find one before that benefits you.
I never really noticed the increased cloud height myself,
but then I have a new world now, so it may be useful for builds I've got planned,
very few of my builds ever reached cloud height before this update though,
and I've done a lot over the years in Minecraft, even a clocktower.
https://minecraft.fandom.com/wiki/Pointed_Dripstone
https://minecraft.fandom.com/wiki/Java_Edition_1.18
https://minecraft.fandom.com/wiki/Badlands#:~:text=Badlands biomes usually spawn next,dark oak rather than oak.
As far as cloud height goes, why has Mojang still not added more customization to video settings? Like added by Optifine and a bunch of other mods as long as a decade ago? All they need to do is add a slider that changes the hardcoded height variable, as I did myself, along with other settings (there should also be more customization for specific graphical settings; e.g. Fast/Fancy leaves; they even completely removed some "Fast" features, like Fast grass and dropped items):
In particular, custom Superflat worlds have always had an issue with a fixed cloud height and for this reason I made it relative to sea level (the screenshot above was before I made this change, which now defaults to 64 blocks above sea level, which is determined by the highest non-air layer).
Also, 1.7+ has always had a major issue with biome distribution, where deserts and snowy biomes may be thousands of blocks from spawn, which is usually within a temperate climate zone and if not finding the opposite extreme can be even harder; of course, adding more biomes will just make things worse, and even my own mod has this issue, if much less apparent due to biomes generating anywhere (there are many biomes added as far back as TMCWv1 that I've never found in Survival; of course, my playstyle aggravates this as it takes months of playing for hours a day to explore even a single level 4 map (+/- 1024 blocks), which would be twice as bad with double the terrain depth, assuming the same volume of caves as a percentage of blocks; this is one reason why TMCW does not increase the depth beyond lowering lava level and bedrock, which is still enough for caves with volumes of millions of blocks (I did experiment with making the underground deeper, by up to 3 times the current depth):
You can also see plenty of variation in terrain, with most non-"flat", non-water biomes able to exceed y=128, if rare in most cases (I found 13 biomes with at least one peak exceeding this; the highest in a non-"mountainous" biome was 145), but there are still many relatively flat areas; I even added biome variants which are hillier, such as "Mountainous Desert, which can get quite extreme, while normal desert is flatter, with villages only able to generate within the latter, as well as not extend into non-spawnable biomes (in 1.10 Mojang made it so that villages can extend into any biome, even mountains), with the overall frequency increased to offset their spawn biomes being rarer (vanilla makes one attempt per 1024 chunks with I increased it to 576).
Also, while TMCW has about 33% more exposed ore per chunk than vanilla 1.6.4 (which is in turn higher than 1.7+ due to having 1.3 times more caves and 2.5 times more mineshafts, partly offset by a ~20% increase in vein sizes in 1.8) this has not translated to an increase in ore collection rates, which are about the same as my first world; in fact, when including rails and cobwebs I actually collect resources at a faster rate in vanilla due to the higher abundance of mineshafts, so I don't buy Mojang's "reduced air exposure" which is the exact opposite of what a cave update should do (branch-mining is currently by far and away the most efficient and safest way to find diamonds; even I branch-mine at the start of a new world for this reason, partly also because I save caving for the end-game).
Of course, they may have an issue with the fact that I can mine up to a thousand ores per hour (although about 2/3 of that is coal and another 1/4 is iron, with diamond being just half a percent) and consistently average more than 3,000 per play session for months on end (the only significant interruption is when I built a new secondary base and railway, which along with securing a few villages is literally the only time I did anything other than caving in 3 months, and along with a decrease in mineshafts is why October had lower rates):
This is an explored caves rendering of what I explored over that period and an in-game map covering the same area:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
We cant do nothing about it
Some of you really need to take the time making some seeds. Worlds are incredibly varied now, seeds are no longer like one another. If you take the time to generate some seeds and actually explore them you're probably going to find what you want because there's a good balance of everything now.
"Too hilly" is a weird complaint when hills didn't even exist before because they were tied to a biome and could not organically appear anywhere like alpha and beta. Pre-1.18 terrain was too predictable, every biome was flat except for artificially made biomes which made things even more predictable (extreme hills, foresthills, etc). The presence of natural hilly terrain in 1.18 does not mean it is too much, it means we are now striking a better balance and worlds aren't going to be looking the same anymore when it comes to terrain features. They did not remove terrain that looks like 1.17, they only added more possibilities and unshackled the terrain.
There are plenty of mountains with plenty of flat land in between them, or even just thousands of blocks with no mountains to be found. The multi-noise per seed is completely random, but landscapes that resemble 1.17 were not removed can still be found. It's just very random and unpredictable, as it should be. You shouldn't be able to guess what a random seed looks like before you generate it, and that was their goal.
Exactly - I think some folks might be forgetting that biome and terrain parameters have been separated, such that any biome can be as flat as it can be mountainous. It's not that terrain is more mountainous - it's that the parameters that used to govern mountainous terrain (i.e. Extreme Hills biomes and "shattered" variants of biomes) have been separated from biome-specific code. This makes exploration more interesting, and despite some of my gripes about game changes on a micro scale (i.e. some of the nonsensical changes that have taken place across the years mostly related to redstone and mechanics) - this is a good one.
I think they re-added Amplified so that you could have that experience if you wanted, but by no means is terrain generation amplified by default. People who don't like 1.18 terrain may not like certain parts of the terrain, perhaps - that just means you need to keep exploring to find terrain you like (because yes, flat lands do exist, and actually in some seeds they exist for thousands of blocks before you see any mountains!).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Wait, any biome can be flat or mountainous? The heck do you do with flat mountain biomes or mountainous swamps? Huh?
Yes, here is a better explanation:
Basically, terrain generation is independent of biome generation now. Prior to 1.18, you had all kinds of biome variants like Forest Hills Plateau, etc., with the only differences in these variants being related to terrain generation. Those variants no longer exist. 1.18 uses a new algorithm that generates terrain first - then, biomes will adapt to the terrain that exists. This means that mountainous terrain will be generated before it adopts the mountain biome type. Check out the following photo of this Plains biome:
It is actually the exact same biome as this, not too far away:
Here's the seed if you want to see this in practice: 7911647233737562058
You spawn in what feels like amplified terrain, but it's just a Plains biome. Head north and then west, and you're given about 1,000 blocks of flatland, plus a village! A little further north and you get the beautiful river gorge in the first photo.
Now, if you want to see flat mountain biomes, you actually can! It's a bit rare in normal worlds, as biomes adapt to the terrain generating, however if you create a single-biome world (maybe do jagged peaks as an example), you'll see the same type of terrain generation: mountains here, peaks here, then flatlands, sometimes for hundreds to thousands of blocks. This is more common for Grove and Meadow biomes in a normal world, but it's possible for the more extreme variants as well. In fact, just for fun, create a single biome with that seed I listed above - you may be surprised to see that it's the exact same world (well close enough) in terms of the terrain generation!
With these changes, 1.18 is the real Exploration Update - it encourages you to explore and find new areas that you do like. The two photos above can foster wildly different home bases, cities, etc. - but they're in the same biome. It's pretty incredible IMO, because it's no longer easily possible to predict what you're going to find (this was the issue with terrain before, because if I find a forest biome, I pretty much know what I'm getting, and it's quite boring).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Exactly, this makes no sense at all and is why my own mod does not increase height variation in every biome; plains are supposed to be relatively flat, especially ones with villages (I actually have two types of plains, including a "hilly" variant which does not have villages, which were made more common to offset this and the addition of many more biomes). Also, as you can guess from my mention of plains and villages many structures do not generate well on steep terrain, and this is why I did not change their biome restrictions (prior to vanilla 1.10 villages could only generate entirely within their spawn biomes; now they can spill over into other biomes, including rivers, oceans, and mountains). I mean, imagine a village in a "Mountainous Desert" biome with peaks over 100 blocks above sea level:
I don't see how you can't have terrain variation with "sub-biomes" either; if anything, this helps ensure that you'll have relatively flat or mountainous terrain; the flat area show in this Mountainous Desert is a normal desert sub-biome, which is not guaranteed to generate so not every Mountainous Desert will have flat areas (and vice-versa for Desert and Desert Hills; likewise, "Hilly Plains" and Plains coexist as sub-biomes of each other):
Also, "thousands of blocks" simply doesn't fit with my playstyle; I spent 39 real-life days playing on the world shown below, which is only about 2 level 4 maps in area, and without a doubt has vastly more variation in biomes and terrain than anything Mojang can come up with as long as the terrible choices made regarding biomes in 1.7 continue to exist (what? you don't like snowy biomes next to jungles or deserts? In a game with floating blocks, exploding plants, magic, the ability to carry thousands of cubic meters of gold blocks, and so on? Realism != gameplay):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Indeed, it would appear that engine generates the terrain profile first, and then it kinda goes 'what biome I can put here?' This means that any kind of biome that was available in 'Extreme Hills' as well as 'flat', is now in overabundance. My present 18pre5-started world seems to be 70% various kinds of forests: birch, flower, dark roofed, taiga, jungle as those can fit on any terrain except real high peaks. Oceans definitely feel smaller and rarer. Plains type biomes can go from flat to fairly hilly, so those are fairly common. And biomes that can really work only in flat areas - such as swamps - have become quite a rarity. I generated same seed as creative and flew around a bit, mapping about 2000 blocks radius from spawn. It is about 70% various forests, maybe 10% plains, 10% water (oceans/rivers) and 10% for everything else. Found only one swamp and one desert, both not very large.
You dont understand. Yes, I can look for seeds but that wont change the fact I like flatter terrain. And the lag would still be present.
1.18 is the worst update for me. Hopefully I can reverse this stupid change
I hate life :_)
You can if you play Java edition, use the launcher to load an older version.
I do agree that players ought to have the option to do this in bedrock edition though, it is unfair that Java edition players get to customize their experience but bedrock edition players don't. So if you don't like Phantoms from Aquatic update, well, too bad, you get them regardless. Anything you don't like about 1.16 or 1.18 gets forced on you too, it may not have anything to do with hostile mobs, what people dislike about modern Minecraft, it could just be something to do with the Wandering Trader, messing up your crop fields as they spawn with their Llamas, in which case there isn't much you can do about it.
I don’t like the terrain, but i hope they add a 1.17 terrain option because in later updates like 1.19 the 1.18 terrain is still there
Game optimization is the biggest issue at the moment, especially with the additional height, meaning more block spaces - it's just getting worse, and I doubt any sort of refactoring is taking place based on the decreased performance I've noticed with each update (despite their claims that it is improving - I just don't see that and wonder how others do). The code is getting really bloated with features, and without an update focused on optimizing it, the performance will continue to get worse.
But regarding the terrain - you will still find flat terrain in 1.18, and an abundance of it. You would just need to look for it more so than you would in 1.17 for example. It's not all hills and mountains. Alternatively you could make a world in 1.17 instead, and update it later on after you've loaded a good portion of the chunks (maybe when 1.19 is released).
And what? Bedrock is forced to update? That alone is a reason I would never play it (I still play in 1.15).
LP series? Not my style! Video series? Closer, but not quite. Survival journal, maybe? That's better. Now in Season 4 of the Legends of Quintropolis Journal (<< click to view)!! World download and more can be found there.
Something like a 'flatness' option would definitely be nice that would determine the terrain profile. A 100% would be nearly 'superflat', while 0% would essentially be 'amplified'. Current 1.18 gen would be something like a 35%, while about 60% would get you more of a 1.17 and earlier.