CHANGES IN EXPERIMENTAL SNAPSHOT 3 COMPARED TO SNAPSHOT 2
- Tweaked
     biome placement to reduce the risk of temperature clashes (such as a snowy
     biome in the middle of a desert). Temperature clashes still happen, but
     not as often.
- Tweaked
     biome placement to allow for more noisiness and diversity again,
     essentially dialing back some of the changes from last snapshot. This
     means microbiomes are more likely to happen again, but they will usually
     be of matching temperatures (for example a small forest inside a plains
     biome).
- Red
     sand is back! Tweaked badlands so they sometimes show up in flat areas
     next to plateaus, and made the red sand generate higher up (to account for
     the generally higher terrain).
- Made
     peak biomes and meadows less likely to generate in flat low elevation
     areas.
- Smoothed
     out the cliffs in shattered terrain a bit, so they don't look like chunk
     errors.
- Snowy
     slopes and snowcapped peaks no longer place dirt under the snow. Mountains
     look less dirty now :)
- Added
     a new mountain biome: Stony peaks. This is just a variant of
     lofty/snowcapped peaks that uses stone and gravel instead of snow and ice,
     and is used to avoid temperature clashes such as a snowcapped peak
     sticking up from a jungle.
- Added
     structures to some of the new mountain biomes. Pillager outposts generate
     in all the new mountain biomes. Villages generate in meadows.
- Tweaked
     beaches a bit, to make them more inclined to show up on flat coastlines
     rather than hilly areas. Also reduced the amount of stone shores.
- Coastlines
     and river banks are less likely to get messed up by aquifers. That is,
     local water levels are mostly used in terrain that doesn't border a river
     or ocean. Cave openings and ravines that intersect an ocean or river will
     mostly use sea level.
- Inland
     low-elevation areas are less likely to have flooded caves all over the
     place.
- Aquifers
     can go deeper and are more likely to connect with cave systems further
     down. That means if you dive into a deep lake on the surface (or in a
     mountain), you will sometimes encounter air pockets that lead to a cave
     system.
- Added
     more high-frequency variation to aquifers, to reduce the risk of massively
     huge areas with waterfilled caves everywhere. Underground lakes and
     flooded regions are more likely to be spread out instead of concentrated
     in one region.
- Fixed
     goat spawning (they weren't spawning in the new mountain biomes)
- Swamps
     are less likely to overlap cold or dry biomes, and they no longer place
     hanging water. Swamps are even happier now.
- Desert
     temples spawn on the surface rather than at a fixed y level.
- Eroded
     badlands no longer create floating pillars on top of the water surface.
- Grass
     no longer generates under water
- Reduced
     the risk of incorrect surface placement such as grass patches in deserts.
- Reduced
     the risk of river biome generating in dry mountain gorges. We don't have
     support for actual rivers generating above sea level, so if a mountain
     gorge is above sea level then it will be dry.
- Mob
     spawning no longer speeds up in low terrain or slows down in high terrain.
     The new spawning speed is similar to 1.17 spawning at y=64. This change is
     intended to make spawning more consistent in the updated overworld.
- Fixed
     an issue where players in multiplayer can face far more or far fewer
     enemies than intended, particularly when other players are flying. Each
     player now gets their fair share of mobs.
KNOWN ISSUES
- Low
     performance (we are working on performance optimization for the normal
     snapshots coming later)
- Nether
     terrain is messed up
- End
     pillars don't generate (however they do generate when you respawn the
     dragon...)
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