CHANGES IN EXPERIMENTAL SNAPSHOT 2 COMPARED TO SNAPSHOT 1
- Biome
placement is a bit smoother and less noisy. Fewer microbiomes dotting the
terrain. Biomes tend to be a bit larger and less fragmented.
- Raised
cloud level from 128 to 192
- Renamed
mountains (= old mountains biome) to extreme hills, and gravelly mountains
to gravelly hills, to reduce risk of people getting confused when they use
/locatebiome to find the new mountains and end up in the old mountains...
- Beachier
beaches! Beaches are generally wider. But also in some places there are no
beaches at all, to provide some variation.
- Sheep
spawn in meadows. Also more rabbits and less donkeys
- Blue
orchid no longer spawns in meadows. The swamps were sad because this was
their unique thing.
- Swamps
now generate properly. They generated in weird places before and were sad
about that. Swamps are happier now.
- Added
missing biomes: Ice Spikes and Eroded Badlands
- Underground
biomes interfere less with surface biomes. They can still leak out of cave
entrances sometimes though (because it looks kinda cool!)
- Increased
the height of some of the peaks. Now they can reach up to 220-260 or so,
but rarely.
- Slightly
increased the chance of finding large areas with flat terrain
- Meadows
sometimes spawn a lone tree, often with a bee nest
- Monsters
spawn in the new mountain biomes
- Emeralds
and infested stone generate in the new mountain biomes
- Made
ore veins slightly larger and more frequent, since very few people seemed
to actually find them in survival.
- Structures
now show up in the right biomes (mostly). Found the right amount of duct tape to
put in the right place in the code.
- Toned
down the megacave entrances a little bit, and made them less likely to go
all the way down to deepslate level. Getting to diamond zone was just a
bit too easy.
- Made
cheese caves a little bit smaller on average (they can still be huge
though!), and a bit less likely to intersect the surface
- Reduced
the chance of sand and gravel being placed in such a way that they
immediately fall down on generation. Replaced with sandstone or stone in
those cases. The falling blocks were messing up the terrain as well as
performance. Still happens but not as often.
- Zombie,
Skeleton, Spider, and Cave-Spider spawners now spawn mobs up to
block-light level 11. Although the mobs spawning in complete darkness did
not affect the difficulty of vanilla spawners, we recognized that these
spawners haven't been a real challenge for a while now. We hope this
change will make conquering a spawner a more exciting challenge!
- Spawners
have a new "CustomSpawnRules" tag, which lets you override the
spawn rules of the spawned mob. In the tag you can specify
"BlockLightLimit" which indicates the highest block-light the
spawners will spawn mobs at. This change is to enable map-makers to use
spawners in a more customizable manner to spawn mobs in any light levels
they choose!
CHANGES COMPARED TO CAVES
& CLIFFS: PART I
- New
world height and depth
- New
mountain biomes (lofty peaks, snowcapped peaks, grove,
meadow, and snowy slopes)
- New
cave generation (cheese, spaghetti, and noodle caves)
- Local
water levels and lava levels in the underground
- New
cave biomes generate naturally underground and inside mountains (lush
caves, dripstone caves)
- Natural
variation in terrain shape and elevation, independently from biomes.
For example, forests and deserts could form up
on a hill without needing a special biome just for that.
- New
ore distribution (see
this chart)
- Large ore
veins
- Integrated
mountains, caves, and cave entrances
- Monsters
will only spawn in complete darkness
HOW DO I GET THE EXPERIMENTAL SNAPSHOT?
NOTE: These snapshots are experimental! Some features may be significantly changed or even removed if needed to improve performance.
INSTALLATION
For a visual guide how to install the experimental
snapshot, check
out this nifty link with pretty pictures! Otherwise, just follow the
steps below:
- Download
this zip file
- Unpack
the folder into your "versions" folder of your local Minecraft
application data folder (see below if you are confused)
- Create
a new launch installation in the launcher and select
the "pending 1.18_experimental-snapshot-4" version
- Start
the game and the remaining files will be downloaded
- Play
in a new world! This version is not compatible with other snapshots!
FINDING THE MINECRAFT APPLICATION DATA FOLDER
- Windows:
Press Win+R and type %appdata%\.minecraft and press Ok
- Mac OS
X: In Finder, in the Go menu, select "Go to Folder" and
enter ~/Library/Application Support/minecraft
- Linux: ~/.minecraft or
/home/<your username>/.minecraft/
WHAT ABOUT THE PREVIOUS CAVES & CLIFFS
PREVIEW DATAPACK?
These changes are too big for a datapack, that's why we're
doing it in a separate experimental snapshot. So for now, the experimental
snapshot serves the same purpose as the datapack did before.
CAN I OPEN OLD WORLDS IN THIS EXPERIMENTAL SNAPSHOT?
No, experimental snapshots can only open worlds that were
created in the same version. Later on in the actual 1.18 release you
will be able to open 1.17 worlds.
WHAT ABOUT BEDROCK?
An earlier version of experimental Caves
& Cliffs world generation is available on Minecraft Bedrock. You
can read about it here.
We are working hard to get this new version of world generation to Bedrock
betas soon.
HOW DO I GIVE FEEDBACK?
Use the feedback
site or this Reddit
post.
We are mostly interested in feedback about the new world
generation overall, and what it is like to play in it. We are also looking
for feedback on the updated mob spawning. We changed so that mobs only
spawn in complete darkness in order to make it easier to spawn-proof the new
larger caves.
New feature requests are not so useful at this point, since
the scope of the Caves & Cliffs update is already large enough
and we want to focus on finishing the features that we've already announced.
Note that we don’t use the bug tracker for experimental
snapshots.
WHEN WILL THESE FEATURES SHOW UP IN THE NORMAL SNAPSHOTS?
1.18 snapshots will probably start sometime around
September.
ORE DISTRIBUTION
Approximate ore distribution for Minecraft 1.18. Click
here for a full resolution image.
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