I think 1.18 is the worst update Minecraft has ever had! The terrain is too hilly and there are barely any flat areas! The new caves are making it impossible to find diamonds at y11 like I'm used to doing! The only thing I like is that emerald is more common as it generates sometimes on the sides of mountains. The mountains look cool and realistic though.
They should've made the terrain generation more varied, than simply just enlarging every mountain in the game. Something along the lines of a mixed amplified and large biomes type of world if you will.
Now hills are even more of a pain in the rear to flatten, given that they've also been enlarged. I know shovels need some kind of a purpose, but they already did before Caves and Cliffs and it was done for more reasons than simply altering terrain, you used it to make water holes for farmlands, you used it to clear away sand, dirt and gravel in mines faster than with any other tool, and you used it to get flint 100% of the time using fortune 3 from gravel.
My biggest misgivings against 1.17 isn't the terrain generation though, it's the ore distribution, it's terrible. Diamond ore takes too long to get to, and by the time you do find it you're already bored with mining, if you didn't reach boredom before finding it. Because of this friends on my world are going to need to rethink their strategies and also refrain from using diamond blocks for any sort of decoration to save resources. This takes the fun out of strip mining and makes it even more of a tedious task than it was before. It was already much rarer than Iron, Coal and redstone, it didn't need a nerf. Although I must admit, the addition of deepslate ore was nice, emerald ore is fortunately easier to find in mountains, but this is an anomaly compared to everything else.
diamond is hard to find in any caves. caves at y-40 don't have many diamond either. my best method to find diamonds on snapshot 21w44a is ladder down to level 57 and get stone picks and mine forward a block at a time and put a torch every 4 blocks on the ground. the biggest problem is lava. i go up to y-54 and don't mine into lava but don't find many diamonds either. find some redstone and occasionally iron. if you have plenty of iron, you can use iron picks. it is tedious though. i find as soon as i get diamonds, take them to the chest and store them before i get burned by lava. it's slow going.
So the game got unbalanced, is that what I'm hearing?
There's rumours that the ore distribution problem got fixed in 1.18, but rumours are just that, not confirmed, 1.18 isn't even out yet, and experimental features (snapshot in the case of Java) don't count, since they are not a finished release. While I don't have too much trouble finding Iron for small scale projects while mining, there is definitely a discussion to be had about lapis and diamonds since they don't appear to generate as frequently as they did in older versions.
Even if Iron and gold are rarer in this update, getting a chance at multiplying raw gold or iron from ores using fortune helps offset it, I can forgive gold ore being rarer in the Overworld, though, just barely, because it encourages people to go to the Nether or find a mesa biome to get that reward.
And gold ore is in abundance in mesa biomes in the Overworld and in all biomes in the Nether still last I remember. But because of copper ingots deplacing gold ingot drops from Drowned Zombies, there are no decent sources of renewable gold, it's inefficient to rely on Overworld hostile mobs for this, because smelted armour only gets you a nugget per armour plate, so if it's not worthless, it may as well be.
What makes this mechanic especially bad even though it has nothing to do with Caves and Cliffs update, is it makes recycling damaged tools or armour impractical, since you get nowhere near the amount of resources you should and it even doesn't matter whether you crafted it or not, for example a gold chestplate with 2/3 of its durability will not net you 5 or 6 gold ingots when smelted, a nugget is 1/9 of an ingot.
There have been balancing issues even before 1.17 came out, some against the player, some not.
But I'd sooner have new neutral and hostile mobs added to the game than make the game super tedious, which to be frank no one likes.
I've even suggested the addition of Cherry Blossom tree for updates beyond 1.19, to have a higher chance to spawn Beehives,
making Cherry Blossom forests better for finding beehives, but also one of the more risky biomes to survive in.
A while back somebody else suggested adding more Overworld structures to find, and that's good, something akin to the Pillager tower would be appropriate, imagine if we had vampire castles, and if players died it would cause another vampire to spawn and remain in that location but with some kind of a mob cap to prevent excessive lag obviously. This of course has nothing to do with the Wild update 1.19, but it sure would be a step in the right direction because this is good game design, not adding in artificial difficulty.
The positives are that the terrain generation is really grand and much more realistic. I love that hot and cold biomes cluster, that snow varies with elevation, all of the central elements of the new world generation. One often overlooked aspect is rivers. I really, really like that they aren't biome borders any more, that they have more 'sense' to them (some often have a source and a mouth at the sea), and that they are much more navigable. There's still room for improvement (more of a tributary-delta basic shape) but the changes are much better. Caves are very interesting and beautiful.
The only thing that I really don't like is how 'continents' form. In 1.17, you could cycle through possible worlds on chunkbase and about one in five would have large oceans and more of a continental feel to them. I've been cycling through the 1.18 maps and it's exceedingly rare to find large, interconnected oceans. Most are smallish and are either connected by tiny channels or barely cut off from one another. I've also noticed that the islands that used to populate the sea are very diminished; this is something that I'm kind of null on, but it might have something to do with the 'closing in' of the seas that used to feel quite expansive and fun to explore. Now seas feel more like large lakes enclosed by land.
The two maps compare what I'm talking about. The first has larger, more navigable oceans and this type of map was fairly common in 1.17. The latter feels much more closed in and less 'continental'.
Also my fps is normally fine, but as soon as I start using maps it plummets and then the game crashes.
Yes, although Mushroom Islands seem more common on the second map somehow, even one in what looks like a frozen ocean (those generate again?)
I never noticed the increased occurance of mushroom fields biomes myself, but that's probably because I'm too miffed about the negatives of the 1.17 update to care. As I said to you and others before, some of us play on bedrock edition, so we don't just have the option to lock the game to a specific version like TMC does, with his modded Java world.
I really regret my decision playing on bedrock edition now, honestly, if I had carried on playing on Java edition this problem could be mitigated because I could just run a locked vanilla server for people to play on from start to finish. I can't do this on bedrock edition, if behavior packs are used, achievements get locked, so tampering with the app just to reverse an update isn't going to work.
The two maps compare what I'm talking about. The first has larger, more navigable oceans and this type of map was fairly common in 1.17. The latter feels much more closed in and less 'continental'.
It seem to me that 1.18 has actually worsened the issue of hot/cold biomes being harder to find; they seem to be smaller and further apart than in 1.7 (the only change between 1.7 and 1.17 is the addition of new ocean biomes in 1.13, hence I still use 1.7 to refer to post-1.6.4 world generation, and it may as well include 1.18 from what I see), and this is one of the things that ruined world generation for me in 1.7; I couldn't care less about "realism" when it comes to biomes, as my own self-made modded version proves - look at the great variety in world generation within a relatively small area (the maps you show seem to be tens of thousands of blocks across, which is simply absurd - it takes me 5-6 months of very heavy daily gameplay (3-4 hours a day, every single day) to explore even a single level 4 map, which is only 2048x2048 blocks, since I only explore the world by caving underground, especially in my modded worlds which have twice the underground volume of vanilla 1.6.4, which is itself significantly higher than 1.7):
Even the area within the spawn chunks contains part of a desert and "winter forest" (my own biome which is the snowy equivalent of forest, similar to how 1.7 added a "snowless" taiga biome) with a jungle in between them:
TMCW also includes many improvements that Mojang somehow only managed to add in 1.18; more varied terrain, better beaches (even next to extreme terrain, including gravel beaches, which haven't generated since Beta 1.7.3), rivers (wider and cutting through steep terrain with a few (intentional) exceptions), and even a "rocky mountains" biome with more realistic-looking mountains, besides the possibility of mountains in nearly any "non-flat" biome (TMCW was released in early 2014 with many of these improvements added early on):
So, you're saying that you don't think the terrain and feature generation changes are going far enough?
I'm in half a mind to skip over 1.18, as it doesn't really add anything in terms of gameplay. Having played modded worlds for years, a bit of new terrain generation is nice, and I can see the value of having something better to add to in future updates, but it's all a bit empty of new content.
Maybe if the Deep Dark or archaeology had made it to the snapshot stage, there'd be something to get excited about, however as it stands, I'll be looking forward to 1.19 while other games will fill the gap.
Also my fps is normally fine, but as soon as I start using maps it plummets and then the game crashes.
i had to switch back to my xbox and bedrock. my computer on java is so slow now. the recent updates are really slowing the playing and the jerking of the display is too much.
So, archaeology isn't even coming in 1.19 either. Around 12 days to go before release, and it looks like the bugs are mostly squashed. I guess I'll throw a few mods at 1.18 once they're updated, just to get something different in terms of gameplay.
I don't think people really understand how varied the new terrain is and how versatile it can be now to keep worlds fresh for hours and hours. It'll probably hit different when the update is out, they really reached deep into things that haven't been touched in over a decade.
"It's too hilly" is a silly complaint because the game by nature lacked any kind of hills before ever since beta 1.8. Beta and Alpha had noisy terrain in any biome, but 1.8 flattened everything that wasn't an extreme hills biome. Mountains were tied down to biomes and could not exist outside of their own biomes. Thus, all the terrain outside of it was flat. Hill sub biomes were added to alleviate the issue but it just made things worse and even more predictable. 1.7 added some cool biomes but they just inherited the same issues. Worlds looked the same, and outside of structures and rarer circumstances sharing most seeds had felt dull.
Now, terrain isn't even tied to biomes anymore and works on its own layer. Any biome could have any kind of height now, which by nature makes everything a lot more varied. Shattered terrain can now also exist in any biome now with randomized factor value, so we can still get some beta esque style terrain while also retaining a use for the extreme hills biome (or what is now called "windswept hills"). Multi-noise mountains and low factor terrain are a good balance of realism, and the more zaney things the game was known for. I do feel the biomes themselves still look too samey, tree density always looks the same for example, but the terrain itself feels a lot less shackled and can make interesting stuff with a mixture of a lot of things.
So the point is, there is A LOT more variation with every seed. Multi-noise is fun stuff. Loading into a new world and seeing hills everywhere, and then concluding there are too many hills, is not really a good enough evaluation of what they actually did. The next world you make could very well start with flat land and no mountains for thousands of blocks. Make worlds and explore, you're not going to find exactly what you want every world which is a good thing, varies world gen should not be predictable.
My general critique right now still though the caves don't really feel as special when you can find mega caves and special stuff everywhere.
i had to switch back to my xbox and bedrock. my computer on java is so slow now. the recent updates are really slowing the playing and the jerking of the display is too much.
And a lot of people get accused of simply having a bad PC when they complain about Java edition being slow compared to bedrock edition. Bedrock edition is the same game, if people's gaming computer really was terrible they'd be getting low frame rates or lag spikes i.e inconsistent frame rate in bedrock edition too, and without ray tracing enabled. No, it's just Java not being very efficient with your hardware.
Bad optimization is a common problem with PC games, although you more often see it with ports or emulated games,
not games that are designed for the hardware you're playing it on.
i loaded a subsequent snapshot and i did not experience the computer having trouble with that snapshot or others after that. strange. i did think i saw that the programmers are simplifying the operating program. the latest snapshot is running on my computer fine. the beta on the xbox is difficult now. i can't use the boat to get around. but thats ok, i put in feedback to explain the problem. i think that is a good procedure for the feedback to develop minecraft that is enjoyable for all.
I like the terrain generation overall. Except for dripstone caves, which are basically useless.
But I find the resource quantities are so abysmally low as to make the game unplayable. You didn't raise resource allocations enough to compensate for the larger volume of the world. And, then you added caves and aquifers, which took away many of the few resources there are.
I won't be playing 1.18 until this is fixed. And that means I won't be buying Bedrock as I had planned since Bedrock doesn't allow players to play older versions.
I like the terrain generation overall. Except for dripstone caves, which are basically useless.
But I find the resource quantities are so abysmally low as to make the game unplayable. You didn't raise resource allocations enough to compensate for the larger volume of the world. And, then you added caves and aquifers, which took away many of the few resources there are.
I won't be playing 1.18 until this is fixed. And that means I won't be buying Bedrock as I had planned since Bedrock doesn't allow players to play older versions.
I wouldn't say dripstone caves are useless, dripstone is the resource you need for renewable lava.
The resource generation in general spoils the new cave systems for me though, since they effectively got nerfed.
it's as I said before in earlier posts, who cares about what the new caves look like when there's hardly anything in them worth taking?
while dripstone does make lava renewable, it's not like lava wasn't abundant before, if you needed insane amounts of lava for a project, you could just take a trip to the Nether, problem solved.
Using it as a fuel is kind of wasteful considering you can just use stacks of charcoal or coal,
and Obsidian is a permanent material, so it didn't matter if you used lots of Obsidian for building structures or not.
I don't see how the existence of dripstone or deepslate negates the crappy ore generation.
I like the terrain generation overall. Except for dripstone caves, which are basically useless.
But I find the resource quantities are so abysmally low as to make the game unplayable. You didn't raise resource allocations enough to compensate for the larger volume of the world. And, then you added caves and aquifers, which took away many of the few resources there are.
I won't be playing 1.18 until this is fixed. And that means I won't be buying Bedrock as I had planned since Bedrock doesn't allow players to play older versions.
They actually reduced the amount of ores that are exposed in caves; I can't say whether the overall density was changed but adding more caves would have minimal impact; even my mods which have far more caves than vanilla 1.6.4 and especially 1.7-1.17 have little impact on overall ore amounts, and actually significantly increase ore exposure, with around 33% more ores exposed per chunk (this does not translate to me mining ores faster though):
Note in particular the charts for total ores (top-left) and percentage of ores exposed (bottom-left), which closely follows air volume with over 20% of all coal exposed at the peak (the larger vein size effectively increases exposure; iron is around 14% and emerald (single blocks) is around 7.5%), which is close to the peak in air volume, about 13% (all that really matters is ores per exposed block, as shown in the lower-right, which is essentially the same as ores per block overall; otherwise, more caves may hinder branch-mining but I've been able to make 200+ block long mines with minimal interruptions (one of the differences between 1.6.4 and 1.7 is that in 1.7 caves are much more scattered, as opposed to mostly within dense cave systems, thus areas free of caves are smaller despite an overall reduction in the number of caves; I have no idea what the underground is like in 1.18 because it doesn't interest me at all but if it is more like 1.7+ cave generation plus the occasional giant caves then it is no better than 1.7; my favorite type of caves to explore are the denser cave systems found in 1.6.4).
They actually reduced the amount of ores that are exposed in caves; I can't say whether the overall density was changed but adding more caves would have minimal impact; even my mods which have far more caves than vanilla 1.6.4 and especially 1.7-1.17 have little impact on overall ore amounts, and actually significantly increase ore exposure, with around 33% more ores exposed per chunk (this does not translate to me mining ores faster though):
Note in particular the charts for total ores (top-left) and percentage of ores exposed (bottom-left), which closely follows air volume with over 20% of all coal exposed at the peak (the larger vein size effectively increases exposure; iron is around 14% and emerald (single blocks) is around 7.5%), which is close to the peak in air volume, about 13% (all that really matters is ores per exposed block, as shown in the lower-right, which is essentially the same as ores per block overall; otherwise, more caves may hinder branch-mining but I've been able to make 200+ block long mines with minimal interruptions (one of the differences between 1.6.4 and 1.7 is that in 1.7 caves are much more scattered, as opposed to mostly within dense cave systems, thus areas free of caves are smaller despite an overall reduction in the number of caves; I have no idea what the underground is like in 1.18 because it doesn't interest me at all but if it is more like 1.7+ cave generation plus the occasional giant caves then it is no better than 1.7; my favorite type of caves to explore are the denser cave systems found in 1.6.4).
If Mojang's intention is to make people less reliant on AFK farming, they sure are making awkward choices about it to be honest.
It's a have your cake and eat it too type of situation, it just doesn't work.
I'll never get why game developers do stuff like this, it could be trolling people or ignorance, but whatever the case may be, it doesn't go down well.
What you suggested be done with mining mechanics is a far better solution than anything I've seen them do recently.
They should've made the terrain generation more varied, than simply just enlarging every mountain in the game. Something along the lines of a mixed amplified and large biomes type of world if you will.
Now hills are even more of a pain in the rear to flatten, given that they've also been enlarged. I know shovels need some kind of a purpose, but they already did before Caves and Cliffs and it was done for more reasons than simply altering terrain, you used it to make water holes for farmlands, you used it to clear away sand, dirt and gravel in mines faster than with any other tool, and you used it to get flint 100% of the time using fortune 3 from gravel.
My biggest misgivings against 1.17 isn't the terrain generation though, it's the ore distribution, it's terrible. Diamond ore takes too long to get to, and by the time you do find it you're already bored with mining, if you didn't reach boredom before finding it. Because of this friends on my world are going to need to rethink their strategies and also refrain from using diamond blocks for any sort of decoration to save resources. This takes the fun out of strip mining and makes it even more of a tedious task than it was before. It was already much rarer than Iron, Coal and redstone, it didn't need a nerf. Although I must admit, the addition of deepslate ore was nice, emerald ore is fortunately easier to find in mountains, but this is an anomaly compared to everything else.
diamond is hard to find in any caves. caves at y-40 don't have many diamond either. my best method to find diamonds on snapshot 21w44a is ladder down to level 57 and get stone picks and mine forward a block at a time and put a torch every 4 blocks on the ground. the biggest problem is lava. i go up to y-54 and don't mine into lava but don't find many diamonds either. find some redstone and occasionally iron. if you have plenty of iron, you can use iron picks. it is tedious though. i find as soon as i get diamonds, take them to the chest and store them before i get burned by lava. it's slow going.
So the game got unbalanced, is that what I'm hearing?
There's rumours that the ore distribution problem got fixed in 1.18, but rumours are just that, not confirmed, 1.18 isn't even out yet, and experimental features (snapshot in the case of Java) don't count, since they are not a finished release. While I don't have too much trouble finding Iron for small scale projects while mining, there is definitely a discussion to be had about lapis and diamonds since they don't appear to generate as frequently as they did in older versions.
Even if Iron and gold are rarer in this update, getting a chance at multiplying raw gold or iron from ores using fortune helps offset it, I can forgive gold ore being rarer in the Overworld, though, just barely, because it encourages people to go to the Nether or find a mesa biome to get that reward.
And gold ore is in abundance in mesa biomes in the Overworld and in all biomes in the Nether still last I remember. But because of copper ingots deplacing gold ingot drops from Drowned Zombies, there are no decent sources of renewable gold, it's inefficient to rely on Overworld hostile mobs for this, because smelted armour only gets you a nugget per armour plate, so if it's not worthless, it may as well be.
What makes this mechanic especially bad even though it has nothing to do with Caves and Cliffs update, is it makes recycling damaged tools or armour impractical, since you get nowhere near the amount of resources you should and it even doesn't matter whether you crafted it or not, for example a gold chestplate with 2/3 of its durability will not net you 5 or 6 gold ingots when smelted, a nugget is 1/9 of an ingot.
There have been balancing issues even before 1.17 came out, some against the player, some not.
But I'd sooner have new neutral and hostile mobs added to the game than make the game super tedious, which to be frank no one likes.
I've even suggested the addition of Cherry Blossom tree for updates beyond 1.19, to have a higher chance to spawn Beehives,
making Cherry Blossom forests better for finding beehives, but also one of the more risky biomes to survive in.
A while back somebody else suggested adding more Overworld structures to find, and that's good, something akin to the Pillager tower would be appropriate, imagine if we had vampire castles, and if players died it would cause another vampire to spawn and remain in that location but with some kind of a mob cap to prevent excessive lag obviously. This of course has nothing to do with the Wild update 1.19, but it sure would be a step in the right direction because this is good game design, not adding in artificial difficulty.
The positives are that the terrain generation is really grand and much more realistic. I love that hot and cold biomes cluster, that snow varies with elevation, all of the central elements of the new world generation. One often overlooked aspect is rivers. I really, really like that they aren't biome borders any more, that they have more 'sense' to them (some often have a source and a mouth at the sea), and that they are much more navigable. There's still room for improvement (more of a tributary-delta basic shape) but the changes are much better. Caves are very interesting and beautiful.
The only thing that I really don't like is how 'continents' form. In 1.17, you could cycle through possible worlds on chunkbase and about one in five would have large oceans and more of a continental feel to them. I've been cycling through the 1.18 maps and it's exceedingly rare to find large, interconnected oceans. Most are smallish and are either connected by tiny channels or barely cut off from one another. I've also noticed that the islands that used to populate the sea are very diminished; this is something that I'm kind of null on, but it might have something to do with the 'closing in' of the seas that used to feel quite expansive and fun to explore. Now seas feel more like large lakes enclosed by land.
The two maps compare what I'm talking about. The first has larger, more navigable oceans and this type of map was fairly common in 1.17. The latter feels much more closed in and less 'continental'.
Also my fps is normally fine, but as soon as I start using maps it plummets and then the game crashes.
Yes, although Mushroom Islands seem more common on the second map somehow, even one in what looks like a frozen ocean (those generate again?)
I never noticed the increased occurance of mushroom fields biomes myself, but that's probably because I'm too miffed about the negatives of the 1.17 update to care. As I said to you and others before, some of us play on bedrock edition, so we don't just have the option to lock the game to a specific version like TMC does, with his modded Java world.
I really regret my decision playing on bedrock edition now, honestly, if I had carried on playing on Java edition this problem could be mitigated because I could just run a locked vanilla server for people to play on from start to finish. I can't do this on bedrock edition, if behavior packs are used, achievements get locked, so tampering with the app just to reverse an update isn't going to work.
It seem to me that 1.18 has actually worsened the issue of hot/cold biomes being harder to find; they seem to be smaller and further apart than in 1.7 (the only change between 1.7 and 1.17 is the addition of new ocean biomes in 1.13, hence I still use 1.7 to refer to post-1.6.4 world generation, and it may as well include 1.18 from what I see), and this is one of the things that ruined world generation for me in 1.7; I couldn't care less about "realism" when it comes to biomes, as my own self-made modded version proves - look at the great variety in world generation within a relatively small area (the maps you show seem to be tens of thousands of blocks across, which is simply absurd - it takes me 5-6 months of very heavy daily gameplay (3-4 hours a day, every single day) to explore even a single level 4 map, which is only 2048x2048 blocks, since I only explore the world by caving underground, especially in my modded worlds which have twice the underground volume of vanilla 1.6.4, which is itself significantly higher than 1.7):
Even the area within the spawn chunks contains part of a desert and "winter forest" (my own biome which is the snowy equivalent of forest, similar to how 1.7 added a "snowless" taiga biome) with a jungle in between them:
TMCW also includes many improvements that Mojang somehow only managed to add in 1.18; more varied terrain, better beaches (even next to extreme terrain, including gravel beaches, which haven't generated since Beta 1.7.3), rivers (wider and cutting through steep terrain with a few (intentional) exceptions), and even a "rocky mountains" biome with more realistic-looking mountains, besides the possibility of mountains in nearly any "non-flat" biome (TMCW was released in early 2014 with many of these improvements added early on):
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?
@TheMasterCaver
So, you're saying that you don't think the terrain and feature generation changes are going far enough?
I'm in half a mind to skip over 1.18, as it doesn't really add anything in terms of gameplay. Having played modded worlds for years, a bit of new terrain generation is nice, and I can see the value of having something better to add to in future updates, but it's all a bit empty of new content.
Maybe if the Deep Dark or archaeology had made it to the snapshot stage, there'd be something to get excited about, however as it stands, I'll be looking forward to 1.19 while other games will fill the gap.
i had to switch back to my xbox and bedrock. my computer on java is so slow now. the recent updates are really slowing the playing and the jerking of the display is too much.
So, archaeology isn't even coming in 1.19 either. Around 12 days to go before release, and it looks like the bugs are mostly squashed. I guess I'll throw a few mods at 1.18 once they're updated, just to get something different in terms of gameplay.
I don't think people really understand how varied the new terrain is and how versatile it can be now to keep worlds fresh for hours and hours. It'll probably hit different when the update is out, they really reached deep into things that haven't been touched in over a decade.
"It's too hilly" is a silly complaint because the game by nature lacked any kind of hills before ever since beta 1.8. Beta and Alpha had noisy terrain in any biome, but 1.8 flattened everything that wasn't an extreme hills biome. Mountains were tied down to biomes and could not exist outside of their own biomes. Thus, all the terrain outside of it was flat. Hill sub biomes were added to alleviate the issue but it just made things worse and even more predictable. 1.7 added some cool biomes but they just inherited the same issues. Worlds looked the same, and outside of structures and rarer circumstances sharing most seeds had felt dull.
Now, terrain isn't even tied to biomes anymore and works on its own layer. Any biome could have any kind of height now, which by nature makes everything a lot more varied. Shattered terrain can now also exist in any biome now with randomized factor value, so we can still get some beta esque style terrain while also retaining a use for the extreme hills biome (or what is now called "windswept hills"). Multi-noise mountains and low factor terrain are a good balance of realism, and the more zaney things the game was known for. I do feel the biomes themselves still look too samey, tree density always looks the same for example, but the terrain itself feels a lot less shackled and can make interesting stuff with a mixture of a lot of things.
So the point is, there is A LOT more variation with every seed. Multi-noise is fun stuff. Loading into a new world and seeing hills everywhere, and then concluding there are too many hills, is not really a good enough evaluation of what they actually did. The next world you make could very well start with flat land and no mountains for thousands of blocks. Make worlds and explore, you're not going to find exactly what you want every world which is a good thing, varies world gen should not be predictable.
My general critique right now still though the caves don't really feel as special when you can find mega caves and special stuff everywhere.
This is a love-hate update
In its favor, there are a lot more ores and cooler caves. Mountains also look better
In its hate, the terrain generation is an eyesore.
And a lot of people get accused of simply having a bad PC when they complain about Java edition being slow compared to bedrock edition. Bedrock edition is the same game, if people's gaming computer really was terrible they'd be getting low frame rates or lag spikes i.e inconsistent frame rate in bedrock edition too, and without ray tracing enabled. No, it's just Java not being very efficient with your hardware.
Bad optimization is a common problem with PC games, although you more often see it with ports or emulated games,
not games that are designed for the hardware you're playing it on.
i loaded a subsequent snapshot and i did not experience the computer having trouble with that snapshot or others after that. strange. i did think i saw that the programmers are simplifying the operating program. the latest snapshot is running on my computer fine. the beta on the xbox is difficult now. i can't use the boat to get around. but thats ok, i put in feedback to explain the problem. i think that is a good procedure for the feedback to develop minecraft that is enjoyable for all.
I like the terrain generation overall. Except for dripstone caves, which are basically useless.
But I find the resource quantities are so abysmally low as to make the game unplayable. You didn't raise resource allocations enough to compensate for the larger volume of the world. And, then you added caves and aquifers, which took away many of the few resources there are.
I won't be playing 1.18 until this is fixed. And that means I won't be buying Bedrock as I had planned since Bedrock doesn't allow players to play older versions.
I wouldn't say dripstone caves are useless, dripstone is the resource you need for renewable lava.
The resource generation in general spoils the new cave systems for me though, since they effectively got nerfed.
it's as I said before in earlier posts, who cares about what the new caves look like when there's hardly anything in them worth taking?
while dripstone does make lava renewable, it's not like lava wasn't abundant before, if you needed insane amounts of lava for a project, you could just take a trip to the Nether, problem solved.
Using it as a fuel is kind of wasteful considering you can just use stacks of charcoal or coal,
and Obsidian is a permanent material, so it didn't matter if you used lots of Obsidian for building structures or not.
I don't see how the existence of dripstone or deepslate negates the crappy ore generation.
They actually reduced the amount of ores that are exposed in caves; I can't say whether the overall density was changed but adding more caves would have minimal impact; even my mods which have far more caves than vanilla 1.6.4 and especially 1.7-1.17 have little impact on overall ore amounts, and actually significantly increase ore exposure, with around 33% more ores exposed per chunk (this does not translate to me mining ores faster though):
Note in particular the charts for total ores (top-left) and percentage of ores exposed (bottom-left), which closely follows air volume with over 20% of all coal exposed at the peak (the larger vein size effectively increases exposure; iron is around 14% and emerald (single blocks) is around 7.5%), which is close to the peak in air volume, about 13% (all that really matters is ores per exposed block, as shown in the lower-right, which is essentially the same as ores per block overall; otherwise, more caves may hinder branch-mining but I've been able to make 200+ block long mines with minimal interruptions (one of the differences between 1.6.4 and 1.7 is that in 1.7 caves are much more scattered, as opposed to mostly within dense cave systems, thus areas free of caves are smaller despite an overall reduction in the number of caves; I have no idea what the underground is like in 1.18 because it doesn't interest me at all but if it is more like 1.7+ cave generation plus the occasional giant caves then it is no better than 1.7; my favorite type of caves to explore are the denser cave systems found in 1.6.4).
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?
If Mojang's intention is to make people less reliant on AFK farming, they sure are making awkward choices about it to be honest.
It's a have your cake and eat it too type of situation, it just doesn't work.
I'll never get why game developers do stuff like this, it could be trolling people or ignorance, but whatever the case may be, it doesn't go down well.
What you suggested be done with mining mechanics is a far better solution than anything I've seen them do recently.
How does it make lava renewable?