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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