Hello everyone my name is pixelriffs and welcome back to a snapshot exploration video once again we are back in the experimental snapshots that mojang has just started putting out for minecraft 1.18 the second half of the caves and cliffs update and since this is kind of an iteration on Experimental snapshot one they’ve been doing a bit of tweaking of biomes and some of the terrain changes that they made in the first video we’re gonna be dividing this video into three parts the first part much like the previous video is going to be exploring the snapshot in survival we’re Going to be doing a more condensed version of that this time around just so we can get some first impressions on how the terrain looks and it looks like we are right by a stone shore so looks like we’ll be able to get our first stone tools very quickly but I’m mostly going to be exploring the surface of the world since that seems to be the thing that they have made the most changes to i’m gonna dip into the underground here and there if the occasion allows but we’re going to get the survival portion of the video over and done with fairly Quickly because after that i want to do some side by side comparisons of world seeds so we can really get a better look at what has changed from experimental snapshot one to experimental snapshot two and then in the third chunk of the video we’re going to be Looking at some of the other stuff that has changed along with this update because there are a few technical changes that i think you folks might be interested in now i’m already seeing some sheep over here which is good means we can get a bed and it makes Exploring a little bit easier i’m also noticing that we’re not immediately seeing any of those giant hills and it’ll be interesting once again to compare this version of the world in snapshot 2 with the world from snapshot 1. we’re going to be taking the same world seed i’ll put that There on screen i’ll put it in the description of the video in case you wanted to play survival in this world yourself but it seems like we are in a fairly chill swamp and the fact that we’re in a swamp at all means that they have fixed a bug From the previous snapshot that was preventing swamps from spawning in the first place i’ve got some food cooking in the furnace further down the slope and i picked up a poppy so i can dye my bed the traditional red color but from here we’re not seeing any of these sweeping Large landscapes that we saw immediately in the last snapshot and once again that may just be the world seed at work but we’re also seeing quite a low flat swamp and it seems like the biome placement has been sorted out slightly we’re not seeing quite the patchwork of biomes that we were in The previous snapshot if i look at the f3 debug you’ll notice this is actually classified as an extreme hills again these were renamed to mountains in a previous update but have kind of been named back again since mountains are their own separate thing now and are comprised of multiple sub Biomes and honestly just navigating through the swamp and seeing a relatively flat plane’s biome area beyond it kind of gives me more confidence that the terrain is going to feel a little bit more consistent and have some variety left in it but obviously maybe not quite the extremes of terrain that we saw In the last snapshot the feedback i saw in the comments was that a lot of people said they liked working with terrain but a lot of people also said they preferred starting with a flat area and to be honest it looks like this experimental snapshot has a decent mixture of both But with terrain generation around the corner that is genuinely going to wow you from time to time i’m also noticing the terrain of planes biomes like this is less broken up by aquifers and sharp cracks in the terrain it seems like everything has been smoothed over A little bit more and it seems like one of the team’s goals with this snapshot was to tone down the amount of cave entrances that were kind of making swiss cheese off the surface while still providing cave entrances like this for us to duck into if we Wanted to go looking for resources and that’s kind of where my journey is going to take me next because i’m hoping that we can dip down into this crack and hopefully find ourselves some iron there’s certainly a couple of resources down here we’ve got some hints of a few Things and this could be quite claustrophobic if this isn’t the kind of environment that you like exploring i’m a little bit concerned about skeleton noise but honestly i think it’s great that we can now get down here and i know that things like glow lichen and the torches Are going to be working in our favor to stop mob spawns more on that a little bit later but the mob spawning rule has remained in place from the last experimental snapshot and mobs will only spawn in complete darkness in experimental snapshot 2 as well with one major exception which Like i said we will get to a little bit later but the caves underground still feel fresh and new and exciting i found a little patch of iron here which i’m going to turn into my first iron pick and my first shield the both kind of crucial elements Of the early game here let’s grab a little bit more food while we’re down here i think i probably need to sleep to make sure the surface remains safe yep there we go getting our sweet dreams ticking off these early game advancements and let’s see how far we can get when we Return to the surface well this is fine it looks like there are a few lava sources coming down from the hillside here and yep this looks like another extreme hills section of terrain to me i’m gonna do a bit more exploring of the surface pausing briefly To admire the fact that emerald or is generating naturally around here and let’s see if we can go in search of something a little bigger well i think this will do this is really quite giant and one thing i’ve noticed so far as we’ve been scouting this Terrain is a lot of the cliffs seem to be very vertical there’s some quite sheer terrain around here which i don’t know maybe makes things look a little bit too boxy compared to some of the stuff that we saw in the previous snapshot it seems to have gone from Like rolling but tall hills to almost the opposite where there are more of these squared off cliffs and harsh angles and i’m not certain that i like that but that may just be once again something that the team needs to tweak a little bit in their iterations on this snapshot Yeah there’s stuff like this which looks quite impressive but if not for the occasional pillars of dirt towards the bottom of this rounding it out would say chunk error to me more than natural terrain formation but i don’t know maybe they’re going for something a little bit more striking And different with this experimental snapshot we’ll see what else they can produce as we explore here yeah so far from this experimental snapshot what i’m finding is that the terrain feels a bit more like a blend of current minecraft world generation and these occasional extremes that we were getting From experimental snapshot 1 are for 1.18 but also that snapshots approach to the blending of biomes because right here we’ve got a fairly small patch of jungle i’ve noticed jungle being a little bit more frequent this is obviously a bamboo forest jungle variant yeah there is this wide open Stretch of what i presume is all river there’s salmon swimming around in there and it seems to be fairly deep and then that jungle tree there seems to have generated right on the boundary of that swamp biome as it transitions into the jungle there swamps and jungles don’t neighbor Each other very often in current minecraft terrain generation or if they do it rarely results in areas like this where a jungle tree is generated almost entirely in what looks like a swamp biome over there yeah so far a lot of the taller terrain seems to have generated along With biomes that you would expect it to generate with in current minecraft world gen so you got stuff like savannah’s having that shattered savannah plateau variant and we had some extreme hills back there as well it looks like beyond the shattered savannah though we might actually be seeing some More regular mountain generations so let me hop up onto this hill and see what’s behind here oh hello just coming down off these mountains we have a desert village in front of one of the coolest looking mountain plateau kind of things i’ve seen and that Looks to me like it is is that a sunflower planes i think those tall flowers on the ridge there are sunflowers yeah this is really interesting the desert kind of slopes up towards this so this is a bit more of that terrain gen we’ve saw in the last snapshot where The biomes can kind of have terrain height independent of the biome variety and so that’s quite cool and yes we have a sunflower plains up here amidst this jumble of plains terrain and rocky outcroppings let’s see if we can ride this waterfall up and get to the Top of this well this is quite an interesting view on the opposite side of this and yet we are standing at what is this why 149 so yeah around y155 is where this area kind of caps out we’ve got an ocean biome down there this i would assume is a beach but something About the terrain here once again has generated all of those flat faces in all of the cliffs and those just seem highly unnatural to me and all these cliff formations along the ocean feel so weirdly kind of computerized and artificial as a result let’s see if we can make it Down into that river because i want to cross the swamp and do another quick sweep of the area beyond this to see if we find anything else that is worthy of our attention maybe it’s just this world seed but i’m finding a lot of swamps now and it may Be that the swamps weren’t in the previous snapshot but i i feel like they’re almost over compensating or dare i say over swampensating for the lack of them in the previous snapshot because now it’s every other biome i come across we are walking towards a pretty tall birch forest biome there with Some flower forest kind of mixed in around the edges but once again feels like it has been carved through by one punch man or something because we’ve got this enormous flat cliff around the outside which yeah doesn’t really appeal to me so much yeah this feels like a cross section of A mountain that should have generated here but was cut off by something i kind of like the that looks like a helmet from destiny or something or even a piglet head or something like that in the background there this round bulbous formation of mountain back here and this stuff beyond is looking a Little bit nicer i love a good rolling flower forest but i’m thinking just to see if this is a fluke of the world seed we have or if it seems endemic to the world generation that they’ve implemented in this snapshot i am going to start up another survival world and We’ll just take another quick run through the first half hour of our world and see if we get the same results here we go back in a new world and already we have a slightly more interesting spawn we’re in a tiger biome there’s an archway right there kind of leading into Multiple levels of water that’s one of the things i really like about them implementing local water levels is that sometimes you get these really neat switches between levels of water and it’d be perfect for creating like a system of locks if you wanted to create a an artificial canal it’s kind Of perfect inspiration for that yeah look at this it’s really interesting to see a lake form here and then the river i think assuming that is sea level forming a little bit lower down and i like that you could almost turn that into a feature if you wanted to Break the dam here and let all of the water flow on down let me grab my first stone for tools though and then we’ll go out exploring and right away i’ve spotted this azalea tree right on the edge of the dark oak forest and the spruce forest border but you’ll notice there Doesn’t seem to be any more of the lush cave generation generating on the surface that seems like a deliberate change mojang has prevented some of the lush caves from interfering with surface generation although the changelog says that they will start to appear around cave entrances because it still feels cool that the Lush cave is spilling out i spotted this patch of coal down here only to find that it led into a tiny kind of cave dugout and i think from here we’ll try and explore down into this aquifer oh via a geode all right well this seems like an interesting way To get underground but we might as well explore it wow oh my goodness that’s cool okay we probably have a little bit of lush cave generation around the outside of this but for now a spore blossom has naturally generated on the ceiling inside a geode that right There is quite some accident of world generation and i love it now let’s see if we can dig out the side of this a little more and maybe this will lead us into a lush cave and i’m hearing a bat in this direction so i’m going to try and dig Towards the bat i think i’m oh hello yes oh we’ve made it we’ve made it into the lush cave well joyous though this occasion is i’m probably going to just grab a little bit of food here and make my way back to the surface if we can i’m gonna grab a few oh And i’ll need the food because i’m about to be attacked by a skeleton there we go oh dealt with the skeleton that was uh rough going for a moment there but yeah i i don’t think we need to explore too much of the lush caves even though they are obviously a highlight Of this update i feel like lush caves aren’t going to have changed all that much i don’t think the cave generation has been altered a great deal in this snapshot it is much more about what the surface is doing to accommodate some of the cave biomes now so grab a few more glow Berries just so i can regain a bit of health i will not be spending too much time close to the zombies but here is actually something that i wanted to talk about and i’m glad that we have found one because amazingly inside this lush cave here right next to this mine shaft we Have a zombie spawner now the cool thing is zombie spawners despite this one being incredibly well lit are actually going to be able to spawn mobs in higher light levels this is kind of a reaction to people thinking mob spawners were a little bit nerfed by the changes In the last experimental snapshot well right now it does feel like the light level is a little high i have a bunch of torches around the room here thanks for the potato by the way and we’re still getting spawns like just outside the spawner around here I do think it’s kind of fun for these spawners to present a little bit more of a challenge to players and the fact that they could be disabled just by the fact there was some glowberries here before or the fact that on bedrock edition mob spawners actually Give off a light level of three themselves kind of means that now the playing field has been leveled a little bit and while natural mob spawns will occur anywhere there is dark space in these caverns we’re still going to find that these mob spawners present something of a distraction not only that But mojang has actually provided a new parameter that you can apply to mob spawners as a map maker and that will allow you to adjust the light levels that mobs can spawn in from these monster spawner blocks meaning that if you want things to constantly spawn regardless of the local light level then You can have that happen you can set it at 15 and mobs will spawn no matter what the player does to light up the area or if you wanted to you could dial it back to pre 1.18 levels but either way it’s going to guarantee that mob spawners are a little bit more Interesting than they were previously morning is here and apparently so are the spiders but they’re not paying me any mind for the moment and i can at least grab enough wood to make a shield before the creepers roll out of the woods and get me so i’m gonna do a little bit More exploring of the overworld here just to make sure that we’ve seen everything we need to see about the terrain i thought you were peaceful excuse you once again we are not seeing the extremes of terrain that we saw in the previous snapshot although cave entrances like that are Always fun to find and it seems like the river width has been adjusted more permanently so areas like this where rivers kind of combine and merge and become a larger thing are actually relatively common when rivers are found which is good because i think rivers honestly suffer from being too thin In places it’s not really a great environment to make a squid farm or a drowned farm when you’re only working with a small patch of water or the river biome itself runs up onto the banks of the surrounding terrain and you have to remove a lot of terrain to really be Dealing with a river at all here is the seed by the way for our second world where i’ve not done a huge amount there are some interesting cave entrances here and there although most of them seem relatively shallow and i’m wondering if we’re about to pop out Near an ocean at any point because the beaches are apparently slightly tweaked in this snapshot as well well no beaches but instead birches and there is one of those combined mesa plateau mountain kind of hill biomes that we encountered in the last snapshot i wanted to check one of these out if we Found one because i want to know if there are any significant changes and it seems like there is loosely speaking a savannah biome on the shore over here at least the grass would indicate that no is this this is a desert okay very interesting quite a small desert and A mesa peak towering over everything let’s see if we can get to the top of this these are actually one of the features i was kind of on the fence about from the last snapshot because these are technically speaking badlands although it is kind of odd seeing badlands rising Out of dirt like this instead of forming their own large area with canyons and so forth i have a certain amount of affection for the way badlands generate in the current version of minecraft and so it is kind of strange seeing them as isolated hills like this instead of Effectively kind of sprawling areas in the change look for this update mojang has also noted that one of the problems caused by this current terrain generation is that mesas no longer generate as much red sand around the base of them because it’s actually kind of blending in with The plains biomes and deserts and other areas around here so red sand is currently very difficult to get hold of in these worlds even more so and it was a rare block in the current terrain generation i have actually found a little patch of it down here leading down into this cave Underneath the flower forest where the badlands terrain still seems to have kept a hold on the landscape and there’s a little bit more down there as well but it seems like it doesn’t really generate at higher elevations so i think a little bit more tweaking is going to be required For the badlands to kind of keep the resources and the grandiose nature of them that they had in current world generation this is what i’m talking about with the changes to beaches though because some areas will have larger beaches but some areas will actually have no beach at all and This seems to be one such area there doesn’t seem to be any sand along this coastline it is just forest flower forest hills blending directly into the ocean and there’s a touch of sand here and there but some very very thin beaches besides here beyond this birch forest Though at last we seem to have encountered a mountain biome in full effect we’ve got the snowy slopes biome going on over here it looks like we’ve got a stone shore over there to our left but i did want to climb a mountain or at least see a Couple of the mountain biomes in this snapshot just to check how they were implemented against the evidence that we have seen from experimental snapshot one and it looks like this area is living up to what it did before adding a few snow blocks into the mix but to be honest Right over here we’ve got very little in the way of height and now there are supposed to be larger mountains in this snapshot and obviously like the hilly terrain is still in effect in some areas of the world but it seems like these don’t always lead up to the giant peaks I was expecting them to when mountains were first announced i think for now i’ve seen enough of this world i’ve got the seed for it and the seed for the previous world as well and i’m going to generate a bunch more worlds so that we can do side-by-side comparisons of these seeds And really see how things have changed between experimental snapshot 1 and this experimental snapshot 2 that we’re playing right now so this was the first world we generated in the video the left hand side is experimental snapshot 1. the right hand side is experimental snapshot too and weirdly Even though swamps were having trouble generating in experimental snapshot one this world seed did spawn me in the same swamp that i spawned in in snapshot two so clearly there is some kind of issue at play here with swamp generation but it was working okay in both versions for this location Specifically there is a little bit of a difference in the material composition of the area and the way some of the terrain is shaped a little bit of the curvature of the swamp is slightly different and where some of the terrain is patchy where lily pads and trees generating the kind of Second pass that minecraft does to generate all of the trees once terrain is filled in but there aren’t really a huge amount of noticeable differences and what i thought was potentially experimental snapshot 2 messing with some of the terrain generation and generating those sheer cliff faces that we were seeing it Turns out most of those are present in snapshot 1 as well albeit with a slightly different mix of biomes grass generating in different places the snow forming in different places and a little bit more of that microbiome generation that we were seeing in the first snapshot that isn’t present In the second there’s extreme hills and plains in roughly the same places they are intercut with a couple of other approaches to forest generation and again lava and water sources are generating in different places in these caves and i’m sorry that i wasn’t able to fly Around in exactly the same way for both pieces of footage so occasionally we tend to deviate from the path i took when i recorded the first one compared to the second but hopefully some of the bigger landmarks should stand out to you like these weird formations of sand and Stone generating on this beach here they do seem a little bit artificial in both versions of the snapshot so i’m not certain if that is something the team is still working on if it was just something quirky about this world seed that generated the terrain weirdly but As we’ll see in the next few worlds this is by no means typical of snapshot world generation in the snapshots it just seems to be some kind of weird fluke with this world at the time which is frankly quite reassuring because i didn’t want the world to be all kind of Herky-jerky chunk error looking shapes in the terrain this is the second world we generated the one where we had our lush cave adventure and right here you can see on the left hand side with the snapshot one footage the lush cave breaching the surface a little bit and making it fairly obvious In that one chunk where there is a lush cave while the one on the right does not as we coast across the terrain here you’ll notice there isn’t a great deal of difference you’ll notice there’s an azalea tree once again in a river in snapshot 1 that isn’t present in snapshot 2 But the changes really start to come to light when we encounter this mountain plateau because in snapshot 1 this was a meadow whereas in snapshot 2 it’s got that mesa terrain to it it’s got the badlands terracotta generation and the peak may even be a little bit higher although that might just be The perspective that i’m using to record the footage at but a very obvious difference in biome there well the terrain itself is largely the same you’ll notice once again a few more microbiomes and it’s weird to me that the beach has generated quite large on the experimental snapshot one world Whereas in snapshot 2 it didn’t generate at all kind of indicating that new approach they are taking to beaches the stone shore across the river by comparison is much larger in snapshot too so that clearly indicates that they are widening some of those shorelines and beach biomes In the second snapshot but just kind of playing around with how often they generate i decided to fly around in this world a little bit more than i had actually explored on foot and i came across a really cool jungle feature in snapshot 1 where there’s a basin of water That kind of empties out into a lush cave that has breached the surface and i decided to come back to this location in snapshot 2 to see if the same thing had generated and it has but in experimental snapshot 1 the hole in the ground is much Larger than it is in snapshot 2. so while you’d still clearly find this feature in snapshot 2 and it still leads down to this wonderful mineshaft environment with all of the different like maze-like walkways down there the entrance to it is a little bit more subtle in snapshot too It doesn’t create such a giant crater there on the edge of the jungle now world 3 had some pretty obvious differences from the beginning there is an ice spikes biome really close to spawn which was quite cool but as you pan around the plane’s biome you Can see it’s a little bit smoother but there isn’t anything really going on to differentiate the two a lot of the biomes are spawning in pretty similar places you’ve got a spruce forest leading into a mega tiger a couple of irregular oak and birch forest as well there’s nothing Really leaping out to me at this point to say that these two are significantly different the terrain height seems largely the same there isn’t a great deal where the terrain has been kind of pushed down in snapshot 2 and it seems like they are still trying to Keep some of the extremes of terrain relatively consistent between the two snapshots they’re not choosing to respond to player feedback by completely flattening out the mountains that people said that they would enjoy building it and cave generation is supposed to have changed slightly to make cheese caves on average a little bit Smaller but you’re still finding massive expanses underground that don’t seem significantly different between the two there’s a couple of slightly larger chunks of rock in these a slightly larger rock walls and the pillars maybe a little bit thicker and a little different but honestly there is not much that’s Different about these two cavern spaces exploring the rest of the world i ran across a mountain biome that actually led up through one of the mountain groves those colder tiger biomes that are appearing into one of the mountain peaks that has blue ice on it i think they’re lofty peaks And aside from a couple of water sources and caves generating in slightly different places this honestly felt like the same mountain there are larger cave entrances that have been kept through the changes into experimental snapshot 2 and it does seem like generally speaking the mountain has generated in much the same way Albeit in snapshot 2 it had a village now this next snapshot was a bit of a weird one it threw me a curveball because the spawn locations were completely different and i was trying to follow the same route i had taken in experimental snapshot 1 when i loaded it in snapshot two And the landscape looked completely different so for a second i was bamboozled and i thought okay it has a chance to generate completely different terrain that was completely wrong what i discovered later was that it had spawned me in a different place and once i matched up the coordinates of my spawn in Experimental snapshot 1 i found that the snapshot 2 world looked a lot more familiar and was a lot more consistent once again a couple of changes in the coastline here but the one thing i found exploring this in snapshot one which is probably my favorite terrain feature i discovered Throughout this entire experiment was down this icy river i followed the river along just checking out the mountains and the way the terrain had formed up around this river which i really like it feels like a kind of glacial pathway through this hillside here but then i came across this basin In the middle of a tiger biome surrounded by this enormous mountain cliff and the mega tiger stretching off into the distance there was this lush cave that had dug out a section of the terrain leaving these enormous pillars of terrain of rock and grass and i thought this was a really picturesque And cool area and i was desperate to see whether or not that area had been removed by the changes in experimental snapshot 2. fortunately as you can see it hadn’t so i was a lot happier knowing that the terrain was not going to change that dramatically that features like that Weren’t going to be removed our final seed threw me kind of the same curve ball but by then i was ready for it because i spawned in a completely different place checked my coordinates and realized that i was off from my experimental snapshot one spawn so i Ended up matching the coordinates and as you can see there’s a couple of changes here making some of the biomes larger flatter and more consistent experimental snapshot one has a bunch of planes biome mixed in with all of this terracotta and desert and as you can see In your left hand footage there’s a plane’s village whereas on the right hand footage it turns out there’s a desert village there so while the terrain shape once again is largely the same the biomes have been smoothed out a little bit and made a bit more consistent in order To cover a broader area and make the desert really feel like a more expansive desert beyond that the river shape around some of these islands has become a little bit different there are some islands which are connected and separated by the changes in the two snapshots there is a section Over here where a stone shore has replaced a beach and i kind of like to see a few more beaches and a few less stone shores based on what i’ve seen so far but here’s another interesting change where we previously had a meadow that had turned into a terracotta Plateau now we have the opposite happening the terracotta plateau is gone in the experimental snapshot 2 footage on your right and it’s all just a giant expansive meadow biome with the same kind of cave structure some different lakes and some caves flooded or not flooded but largely speaking the terracotta part has Been erased from this and it makes it a more cohesive biome as a result that entire hill being a meadow biome makes it feel a little bit more deliberate and less patchworky and the same is true of the neighboring biomes as well there are a couple of them that Seem to generate in more or less the same way even with similar flowers in some cases so i think the flower choice is probably based off the world seed but yeah aside from a couple of waterfalls being slightly larger from where aquifers and local water levels had generated It was basically the same landscape naturally at this point i was still looking around for some good mountain biomes so i started exploring in the direction of anything that looked like a snowy landscape something that was going to lead up to a mountain peak and eventually i found One or two of them just by looking around some of these valleys and it’s really clear that once again the terrain has not been squashed or flattened too much as a result of the feedback they got an experimental snapshot one a lot of these higher plateaus which just supports some Of the larger biomes of the world do still exist and are still chock full of all of the features we had seen in previous snapshots once again there is a little bit less beach i’m finding in the experimental snapshot too it seems like varying that beach generation has actually led to More of the coastline lacking beaches and so that’s an interesting change but we’ll see what happens with it in future the last thing i wanted to do with this video is just quickly go over all of the changes that are listed in the change log for experimental snapshot 2 How things are different from experimental snapshot one and put them in mojang’s own words so that you can decide for yourselves how effective these changes are the first being that biome placement is a bit smoother and less noisy there are fewer microbiomes dotting the terrain And biomes tend to be a bit larger and less fragmented this is a brand new world by the way not any of the other seeds i had generated and while the terrain is obviously still gigantic i think it is fair enough to say that there are larger biomes and they tend to be A little bit smoother in terms of their consistency you don’t tend to find lots of tiny little microbiomes dotting around the place there are occasionally areas where biomes overlap but generally speaking this seems like a good change i’ve re-enabled clouds for this next change because cloud level has been raised from 128 To 192 to accommodate for how tall the terrain can get and since this is 192 these mountain peaks over here in the distance are actually quite exciting in terms of how tall they are but with the debug cords on here you can see that yes we are at y 192 and that’s where the center of the clouds are of course they generate a block above and a block below because clouds are typically fairly tall if you play with fancy clouds enabled generally speaking i switch clouds off in my world but it is kind of cool to see them passing Through this terrain speaking of mountain biomes the old mountain biomes the ones that were previously named extreme hills have been renamed back to extreme hills we touched on this earlier in the video but according to the change log that is mostly to reduce people getting confused when they use the slash locate biome Command to find the new mountains and end up in older mountain generation skipping ahead here because we happen to be here at the moment the increased height of mountain peaks is pretty evident this mountain reaches about y 254 standing on this mountain in creative mode we are at y 255 which was The previous world height of a world obviously now worlds can go up to 320 and mountain peaks are supposed to reach up to 220 to 260 in that sort of range rarely but it can happen and as you can see this one happened to me really close to our spawn point So it’s pretty safe to say that we’d find this mountain fairly quickly while i think it’s a good thing that mountains are taller i think it’s also a good thing that they don’t reach the full height of the world because even when you found a mountain like this It is still a temptation to build something cool up here and you want to have at least 64 blocks of build height in case you want to make i don’t know like a wizard tower on a mountain or something like that and frankly as mountain ranges go this Is a pretty cool looking one so once again i’m going to add the seed on screen and in the description for this video so you folks can go and check out this mountain for yourselves the next point in the changelog boasts beachier beaches where it says beaches are generally Wider but also in some places there are no beaches at all to provide some variation and from what i’ve seen i think this is a good change generally speaking i think it’s a good change in theory but in practice i’ve noticed the stone shore biome kind of takes over from the beach biome Generation and we do have larger patches of beach like this but i would kind of like beaches to be more of a feature of some of these coastlines whereas it feels like they have been widened but dramatically reduced in their frequency and sometimes like in the case of this Terrain here something you think is a beach actually turns out to be a desert biome in its own right although it may be that a beach biome just blended into a desert biome in this case the grass there seems to indicate that this was a desert all along Meadow biomes are one of the new mountain sub biomes that you can find in experimental 1.18 worlds and sheep will now spawn in these biomes along with more rabbits and fewer donkeys this was true of my previous snapshot experience where we came up to one of these metal biomes and There were just donkeys everywhere it seems like their spawn rate has been dramatically reduced and other passive mobs have been added in to compensate and i am personally very thankful for that because i had the hardest time finding sheep in the experimental snapshot 1 video while we’re up here in the meadows it’s Also important to note that blue orchids have been removed from these meadow biomes because they were a unique flower to swamps and it kind of removed one of the reasons for players to seek out a swamp in the first place speaking of swamps swamp biome generation has been fixed in the Previous experimental snapshot with few exceptions it seemed to be the case that the swamp would try to generate but there would just be a murky patch of ocean water and a few lily pads rather than the expanse of swamp trees and vines and witch huts that we are typically used to So now swamps seem to have been restored along with a couple of other missing biomes the ice spikes biome which we saw earlier and the eroded badlands biome the next change listed on the changelog is that underground biomes will interfere less with surface biomes and we saw Evidence of this earlier in the video where we compared a snapshot one world to a snapshot two world and there were many fewer patches of lush cave generating on the surface although as we saw in that world four example they do still leak out of cave entrances sometimes Simply because it’s cool and of course in this case we have a giant cliff forming on the edge of an ocean biome with evidence of lush caves around here but no ugly patches of lush cave terrain appearing in a single chunk on the surface despite the incredibly mountainous spawn area that we have Started with the log does say that it should be more likely to find large areas with flat terrains so some of the worlds that we saw earlier in the video kind of corroborate this we have areas with large flat plains biomes and deserts and that kind of stuff but Mountain biomes like this one while they are rare do form quite a large area so i think it’s good to have a contrast between the two of them in experimental snapshot one some of the new mountain biomes didn’t have spawning rules for hostile mobs yet and that has Now been adjusted so that if you’re in a meadow biome and you go underground you are still going to find monsters in those caves likewise any of the lofty peaks or snowy slopes biomes that you find are also going to have monsters spawning in them so sadly those are no longer safe spaces In the same way that mushroom fields biomes might be although it’s still worth exploring in mountains because they can generate some pretty impressive cave structures returning briefly to meadow biomes they seem to have taken a leaf out of planes biomes generation and included the chance For a lone tree to spawn on a meadow biome which will more likely than not contain a bee’s nest at higher elevations terrain has a higher chance to spawn resources like coal and iron and emeralds can now be found in some of the newer mountain biomes as part of natural generation Unfortunately so can infested stone blocks that contain silverfish so they are carrying on the legacy of the previous extreme hills mountain generation by becoming death traps for anybody who doesn’t like silverfish the huge ore veins that were added in previous snapshots are now slightly more frequent since some players were apparently finding Them quite difficult to discover generated structures are now appearing in the right biomes after some overlap between the borders of biomes led to them generating in some slightly odd places i personally found a jungle temple in a plane’s biome and a desert temple in a savannah so it’s good to see that these Changes are being worked on what the changelog calls mega cave entrances have been toned down a little bit it’s less likely that they’ll lead all the way down to deep slate mostly because it was giving players far too easy access to diamonds and while it seems like cave entrances Like this do still generate and cracks in the world can go pretty far down i think it’s fair to say that they are at least toned down a little bit there is also the reduced chance of sand or gravel blocks being placed in a way that on world generation they immediately fall through Because this was apparently having kind of an impact on performance and was also just messing with the terrain a whole bunch it can still happen that a region of gravel or sand will fall in but the changelog says it won’t happen quite as often and last but not least the spawner Changes that i mentioned earlier in the video zombie skeleton spider and cave spider spawners will now spawn mobs up to block light level 11. although the mobs spawning in complete darkness didn’t affect the difficulty of vanilla spawners they recognized that those spawners hadn’t been a real challenge for a while now And they hope that conquering spawners will be a slightly more exciting challenge now that we have to apply a bit more light to the area what do you folks think about this change because having had a bit more time to think about it i honestly think dungeons are still kind of overdue For an overhaul because honestly just spamming more torches or lighting up the area more thoroughly doesn’t feel like it makes visiting these spawners any more exciting than it did previously the most exciting thing about it all for me is that map makers have the opportunity to set a new custom Spawn rules tag which includes the block light limit in which mobs will spawn from spawner blocks enabling map makers to use spawners in a more customizable way for maps and the precedent set by spawners having any kind of custom spawn rules tag potentially means that more spawn rules could be added in future And the radius of mob spawners could be adjusted along with a few other parameters but folks that is where i’m going to wrap things up for this video it’s been a bit of a long one but i hope you enjoyed this in-depth look at minecraft 1.18 experimental Snapshot 2. let me know if you enjoyed this video in the comments leave a like on it for me while you’re there subscribe if you want to see more and i’ll see you guys soon take care bye for now You Video Information
This video, titled ‘What’s Changed in Experimental Snapshot 2? ▫ Minecraft 1.18 Caves & Cliffs Update’, was uploaded by Pixlriffs on 2021-07-21 14:30:09. It has garnered 218200 views and 9144 likes. The duration of the video is 00:39:49 or 2389 seconds.
Minecraft has published Minecraft 1.18 Experimental Snapshot 2, the latest Java Edition snapshot for the Caves & Cliffs Update Part 2. And terrain is getting even more epic.
This update builds on the new mountain biomes introduced in Experimental Snapshot 1, smooths out jagged terrain and microbiomes, raises cloud levels, expands beaches, and adds new customizable light level conditions for dungeon mob spawners!
In this video, I explore these changes in Survival Minecraft before going into Spectator mode for a side-by-side comparison of identical world seeds, and providing examples of everything mentioned in this week’s change log.
0:00 Intro 0:47 Survival Exploration, World 1 10:00 Survival Exploration, World 2 19:00 Side-by-Side comparison, World 1 21:20 Side-by-Side comparison, World 2 23:26 Side-by-Side comparison, World 3 25:13 Side-by-Side comparison, World 4
26:52 Side-by-Side comparison, World 5 29:43 Snapshot change log
World seeds: World 1: 8234280699414840627 World 2: 6324762745122319836 World 3: -7167329998881268403 World 4: -8912596442571600826 World 5: -2171578157173040101 World 6: 34658058783448831
The snapshot also makes a ton of smaller tweaks to terrain generation. As before, it’s worth noting that this is an *Experimental* snapshot, and any of the changes in this snapshot could change again before a full release arrives!
You can find the full changelog here, along with instructions for how to install the snapshot: https://www.minecraft.net/en-us/article/new-world-generation-java-available-testing
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