I think for the brightness thing, they just need really nice looking fog. They did this REALLY well in update aquatic, where stuff near you isn't too hard to make out, but things afar are still mysterious.
@@bewalsh7 nah we way past that the cave generations and different biomes is totally terraria like Also if the deep dark is at the bottom of the world and the warden is there guarding loot that's similar to terraria hell
I agree with most everything here except for the variable render distance for mobs and ores. If something is there, it should be visible, especially ores. The classic style caves will still be in the game, so nothing is taken away here. The new wide open caves might make finding ores much easier, but also come with a much hire risk of being overwhelmed with lots of mobs. It’s a risk:reward balance that I think works nicely. No need to adjust lighting, render distance, or generation rates.
Exactly, the old caves are still there and you can use them, but just like taking a trip to the bottom of a ravine to find diamonds you're taking a risk going into a more exposed place for better loot. The darkness is something you should have to deal with using torches and common sense. The old caves are pretty easy to block off if you're getting chased but in the new ones you have to be careful not to be caught off guard and you have to light them up.
You know, I got full diamond stuff earlygame thanks to updated caves, the mobs should be sillouettes at a distance, ores should increase in visibility depending on distance as well, it would add to the experience of caving.
"Make things invisible from a distance" doesn't really ad anything to the overall gameplay experience and just wastes time by forcing to player to comb a cave rather than taking it in. Especially with the idea of "And let's tie it to additional inventory clutter!" as if the hotbar can hold everything you need as it is. However, I agree, having seen the expansive new caves, that a new early or mid- game movement option is needed.
@@username6338 i really think thats a bad idea. It would just feel like poor game design. Instead, the ores could just be retextured to look more like stone and be harder to spot
I agree. The reason why caves are so expansive and dark is for players to create their own path and experience of discovery rather than the linear tunnels of 1.16. The genius of sandbox games comes in the amount of way one could approach a problem. Making them feel like their forging their own story rather than having it play out in front of them. Restricting the visibility of ores and mobs beyond torches mean the player no longer has control over how they discover ores. The just walk until they find one. The number one thing they need to add in this update is more lighting options. It'll create more player choices as to how they light a cave.
@@username6338 I really think that's not fun. Having ores just not be seen unless in light or your close by is just limiting the players abilitys to fix a problem. Its like making the player walk slower as a response to people finding mobs to easy to deal with. Yeah it fixes the single mob problem but it makes the game less enjoyable as a whole. Now since you run slower you get annoyed exploring and find normal tasks as tedious and boring. Instead of nerfing the players speed, buff the mobs so it creates a challenge and doesn't slow down the game. Back to the ores becoming invisable, making them vanish unless close by or lit up is downgrading something we already had. It benefits people who play slower to take their time while hurting people who just like to get into the action. Look for diamonds and just go for it. Im sure it can work but for someone like me who just wants to get into the action which caves provide right now, I don't think that idea would be fun especially when I dislike taking torches and just like exploring going hundreds of blocks underground.
Well, in real life your eyes can adjust to the darkness after like 15 mins. Maybe if you are in darkness for a while, it would give you a small natural nightvision
That’s actually pretty good. Maybe same thing with Sarc’s idea of ores appearing after getting however close to it? Like the range of being able to spot things from farther away and slightly gaining visibility up to some point corresponding to how long you’ve been in the dark/cave?
If you've never been in a cave without a flashlight, let me tell you, there's no fucking adjusting to that shit. It's so dark it feels as if somethings been placed over your eyes, because the absolute darkness confuses your brain into thinking something's covering them.
@@morethanjustasloth5528 I mean it's more realistic than what Sarc suggested. Minecraft doesn't exactly replicate real life either, and I think the addition of this mechanic would really balance the game. Pitch blackness won't be fun for anyone.
I personally like pitch black caves -- however, torches casting light farther & making it brighter than in a few squares would be nice. Lightening it by default also ruins the purpose of Night Vision, imo
I was gonna say the same thing. There are already mods that make the game pitch black and even adjust the brightness outside based on the moon phase. There is also a mod that adds more realistic cave generation, practically identical in some cases to the cave generation seen here. Combine that with dynamic lights (Which Minecraft will likely not add, but that's why we have optifine.) and the caves are more fun to explore than ever, imo.
I think it needs some sort of lighting or it'll just be annoying. I wanna be able to see at least the outlines of the cave's shape and what type of block it is. Night vision would still be useful for seeing things like mobs and ores but should not be necessary for cave navigation.
@@CyclesAreSingularities I’m assuming you never played old minecraft back in those days the caves were pitch black you literally couldn’t see anything and it made it a much better experience than current caves
I normally agree with you, but this time I don't. I actually love the complete darkness of the caves and I think it adds to the mystery and eeriness of the game. You can't immediately tell how big a cave is when you enter it, ores aren't discovered as easily and mobs can sneak up on you. I even think the lichen light source ruins this a bit and that it should only appear in smaller caves (or actually not at all). The only things that I think should make the cave space visible are exploring the cave and placing torches as you go, or using night vision potions - which would make them a valuable item to carry with you and would force you to use them a bit more wisely.
a good idea for the mob rendering issue: Instead of blurring momentarily, they should only show silhouettes in the corner of the screen like Rust does, to give that “corner of your eye” feel of horror, in a way
@Kolya V. they already make minecraft a little scary, heck they wouldn't have made illagers, the warden or endermen if they didn't want some of that. Family friendly is anything that isn't explicit, gory or overly disturbing
That's what I was thinkin, and it really added to the "deep in the world...... not far from the void...... The ground below me thins....." feeling, and the deeper you go it gets more intense like before just spread out more than before, higher level it starts at and gets foggier the deeper you go
@@dioxoi8369 Orignally yeah, but nowadays the performance standard is higher so it shouldn't be a problem as much as it was then, though I think they could do the same thing in a different way to solve that issue if it still is one
@@putcheeseonit Just set your difficulty to Easy or something if that's such a big problem lol Actually, speaking of, they could make this toggleable via difficulty.
@@putcheeseonit If you don't like challenge and surprise, there are options to make the game easy and predictable. I then said, if they added this fog feature, they should make it only happen in Hard difficulty or something.
Im gonna be honest, im kind of happy with the dark atmosphere, afterall, its the only thing giving night vision potion an actual use, and also, its kind of better for the murky, mysterious, and fearsome feeling to it
already posted this on another comment but here again plus if we keep caves dark it will give cave builds a way better athmosphere. imaging u visit your friend on your private server and he/she build a tower with a staircase that leads 100 blocks into a moody cave where only the giant castle on the other side of a giant lake is lit up and u need to go across this enormous 60 block long bridge to get to it and the rest of the cave is nearly pitch black with just a few light sources at chosen positions. it would be a builder and terraformer dream if these caves stay as dark as they are. would be spelunking and actually building be a pain? yes. would it be worth it? defenitly.
@@september758 They will need to change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo.
Ok you lost me on the "diorite and granite, bad" thing But you won me with the subregions of them! That built up granite version alone kinda looks dope imo
i think that it does look a bit ugly and out of place in these new caves, they stick out like a sore thumb. i say mojang should add variants of these stones and put them in patches of the sub-regions. andesite can stay in the stone caves, because it fits in with stone
I really disagree on the story part of the spelunking experience, just because it’s not the same story, it doesn’t mean it’s worse or needs changing, especially because we are still gonna get those linear caves and those same experiences. The larger more open caves tell a different story and an intriguing one at that, especially once we do have cave fog and different cave biomes (imagine a massive lush cave). I’ve played these snapshots quite extensively in survival, and I really like the current large caves
also i feel like the whole story element for a cave is very different per player, and to a certain extent better now for me, stepping into a big cave feels like the map of a massive open world game being revealed, and imo thats way better than going around a tunnel slowly finding stuff.
@@Deltawarpd yeah that’s a fair point, Minecraft is an open world sandbox game, and in most open worlds, outside from story missions and side quests, how people experience, interact with, and traverse the world vary drastically. If caving was a specific thing, then it’d make sense to try and fit the story to something but since it isn’t, it’s better to have multiple ways for a player to express themselves.
@@BerryTwistedDude2 “Be patient, we have scaffolding, no grapple hook. Rope.” Bombs. You want it? It’s yours, my friend, as long as you have enough rupees.
@@BerryTwistedDude2 I kind of agree with him though, something feels off in the these caves because this type of generation has never really been experimented with before
I'm gonna be honest, the idea with ores and mobs not rendering from far away is not it. If I take the time to look at what is ahead and plan accordingly, I should be rewarded for doing so, not blindly combing a cave for ores that might not even be there and getting ambushed by mobs I couldn't avoid.
I agree. I think SimplySarc is forgetting that these massive caves are not going to be the norm but instead are going to be about as common as a ravine or mob spawner. Mojang just made them spawn in everywhere because they wanted to show off their new cave generation.
@Deonex I don’t have my render distance at 24 chunks just to have stuff pop in at 10 blocks away, it’s nothing short of annoying and punishing for no reason
Yeah, I had to dislike after the "different render distances for mobs and ores" idea. That idea would so incredibly frustrate me to no end, and I already get annoyed when I've got my world render distance set to 36 chunks and watch mobs spawning and despawning in the dark while I'm running over to them.
Hmm. I think a good fix would be that if you are to far the diamonds cant be seen but once you render them in then they don't disappear. So it wouldnt take much effort to keep rendered ig
dungeons’ “initial purpose” is definitely not to “make up for the lack of spawning areas.” they are to add a rare underground structure with a challenge and a reward.
i agree with your point but i still want more types of dungeons either way. like not as big and mazelike as strongholds but still have 3-5 rooms chosen from a pool of like 60 rooms to search around in so that the experience is more than just 1 or 2 chests in a 5x5 mossy cube with a spawner in the middle
plus if we keep caves dark it will give cave builds a way better athmosphere. imaging u visit your friend on your private server and he/she build a tower with a staircase that leads 100 blocks into a moody cave where only the giant castle on the other side of a giant lake is lit up and u need to go across this enormous 60 block long bridge to get to it and the rest of the cave is nearly pitch black with just a few light sources at chosen positions. it would be a builder and terraformer dream if these caves stay as dark as they are. would be spelunking and actually building be a pain? yes. would it be worth it? defenitly.
They will need to change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo.
I don't love the idea of making caves massively reliant on a commodity you get by going to the nether. Maybe if suspicious stews get buffed/stackable, that'd do it.
@@MarkusAldawn Big caves would still totally be doable enough for early game, though. In fact, I'd argue that the argument is moot because old cave types also still exist. You can either wait until you have night vision, or try to light up as much of the big cave as you can with torches. Biggest issue I see is trying to light up the ceiling.
@@chinchillageneral as someone who plays minecraft at night for hours, it can be so scary certain sounds that play when i am strip mining all of it is so horribly perfect i honestly dont know how i am going to be able to mine in these caves without outer music to comfort me.
I still think we should get a new mushroom type that glows. Hoping for blue and green, or like I have suggested other places. A white glowing mushroom which you can right click with any color dye to change its color and thus get all the colors in a glowing light source. Which you could also grow like normal mushrooms and then collect the block forms.
Caves do need more light sources and a new sub-biome just wish mushrooms seems like a cool idea, it was implemented in a lot of other games. For the dyeable lighting, Mojang said no to that a long time ago unfortunately, so I don't think that has a chance of making it into the game.
@@shalvei_ Never said dyeable lighting. You can change the color of the light block but it will still give off white light. But at least it would look different colors. We don't have much for different colored lighting other then using colored glass in front of a light source.
Sounds good. Even better--the MC Dungeons team had a yellow, squishable mushroom that glowed, so perhaps the MC team is already thinking of that.. Definitely could use more light-emitting blocks that aren't yellow, orange, or cyan, though. Perhaps we'd use Glow Ink Sacs to make the mushroom change its colour? Hmm...using bonemeal to make the giant glowing mushrooms would be a nightmare for performance, though--it'd be like exploding a bed in the Nether or End. Lags EVERY time.
I think they might have to make mob spawning less intense, there are simply so many spawning areas now it would be impossible to survive. Also old caves had the issue that no matter where you were the risk was the same, maybe areas lower down could have a little bit more ores and a bit more mobs?
The fact that there is more spawning spaces available actually already decreases mob spawning. That's because the same number of mobs spawn on a bigger area.
@@dreamer5959 But they're all visible in the open caves and a bunch of them can easily spot you and then swarm you. Current caves have many small twists and turns so even if there's like a gazillion mobs around, you'll only encounter a few at a time.
the mob spawning from my experience is fine, i encountered a lot more mobs in the new caves but theres a lot more places to run to as well so getting swarmed isnt really an issue.
It really causes the opposite, the mob cap atleast on java is a set thing so let’s say you can have 100 hostile mobs across the world... then adding larger and more caves spreads out where they can spawn even more, and even less mob spawns are night surface than normal... really mob spawning just needs an overhaul
I had an idea that could be a kind of solution to the darkness issue while also giving the glow squid sacs a practical use. You could craft them with arrows to create glow arrows or something, and when you shoot them they momentarily light up a large area of the cave kind of like a flare. Not only would it look cool but it could be a cool solution to the darkness issue in the new massive caves. Lmk what you think
Scaffolding would actually be a nice way of getting to ores at the roof of a cave. I think I've never used it before while building and to me, it actually sounds fun to use it this way. Imo it's been in need of some additional uses since it's been added, this could be one of them.
Instead of a grappling hook why don't they take the Legend of Zelda breath of the wild route and add stamina and climbing. On walls and holding and to regain climbing stamina you can eat something or maybe climbing simply reduces your hunger like when you sprint. Except unlike Sprint it reduces your hunger faster and what they can do is that a potion that increases your stamina or makes your hunger go down slower meaning for late-game players they don't have to eat food so often and maybe u can use something like golden apples to Brew them. This would all make it easier to climb up mountains and climb inside the caves. Instead of using Shift Control It uses Alt And you scaffolding for the parts in the Middle where you can't climb
Everyone complains about the darkness of the caves, but I feel like it’s incredibly easy to fix: increase the max duration of night vision potions. Suddenly, these potions become almost a necessity in order to exploit the deep and massive caves, but remain unneeded in the early game to explore caves around the surface.
Agreed but they will need to drastically change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo. Nightvision shouldn't just make the caves as bright as the overworld, but it would be cool if they could make it more visible to experience the caves.
@@colmlooney5843 maybe it could have transparent light purple effects around the very outside of the screen and have the majority of the screen be clear
as much as i'd love for night visions to be useful, you still don't need them with the new caves at all, maybe if you wanna see every detail and stuff, but if you want to see the terrain and maybe identify a diamond or another your really can just make it out in the dark.
Yeah I agree 110%. I dont understand why people think spelunking should be a cake walk. Early game spelunking is and should be more difficult than late game spelunking.
His point was that you could see what you were doing but you still had to use torches. This makes the gameplay the same but the experience better. For building, for caving, etc. But this was just a idea :3
Yeah... I think it'd be nice if there was a LOD system to it, where there are various detail levels that are smoothly switched between at various distances: Very Far: Stone texture Far: Faint ore silhouette Medium: Desaturated ore texture Close: Ore texture
god no id hate brightness just auto adjusting, i really love the pitch black and moody lighting, everything just looks so beautiful and dramatic. they should just add more to the right side of the slider, because in bright spaces the slider doesnt do anything
@@Deltawarpd imagine they add a bit of a wither effect to it the deeper you go, the more frequently itll hit you, not for much, just half a heart, but enough to keep you on your toes
Man poor scaffolding, it exists purely as a way to momentarily stand and get to high to reach places and you didn't even mention them when talking about that.
Yep, I agree. Especially if they're going to make the ite-stone patches bigger. However I think they should change their base texture based what stone they're placed/generated against. That way we don't end up with a bunch more blocks cluttering the inventory.
maybe instead of just brightening the caves, there should be a helmet crafted using a material dropped by the warden to give the player a sort of echolocation to see in the dark.
the warden will not drop anything, stop suggesting things about warden drops and btw that helmet would by far not be accessable early game as it should be.
I don't mean to argue, but the developers have told that they would only drop either trophy items OR experience, elsewise it won't drop anything. This would be useful though, maybe instead... have it detect vibrations and make the mobs glow for a while.
Um... So monotonous pitch-black darkness is a unique, compelling feature? Perhaps working around it sort of is (with torches, glow lichen, and potions), but unless the cave has an intimidating entrance, the darkness doesn’t add a whole ton of artistic value. I wish pitch-blackness was more unique to the Deep Dark Biome. That’s really where the cave ambience of darkness is needed. A regular cave should be more unique with its colors though. It should be dark, but should have some sort of color to it, to make it more unique. Darkness adds challenge, but unless the place it exists in doesn’t add any artistic value, darkness is meaningless to me.
The caves aren't even dark in my opinion... when the snapshot was released I instantly tried out caving in them and I was perfectly able to navigate them. If they are to dark for you you can also use a nightvision potion. I know they're lategame, but in earlygame caves are supposed to be scary. I agree with the other suggestions, tho
They should 100% add modular attachment to crossbows to make them more useful. Eg. grappling cable, telescope, and reinforced frames to shoot further. This could also add a functionality to the fletching table
I feel like this is the perfect time for crossbows with fireworks to "shine". When you shoot a firework, it should emit actual light. So if we wanna see on top of the caves or across it, we shoot the fireworks. Or, there can just be some thing where you can shoot an arrow that is super bright and lights up whatever it sticks into for a period of time.
@@swoozx3306 fireworks made with glowstone can be perfect for that! They can emit glowing dust or particles. Also the shine arrows could also be perfect for that, maybe even craft them? You get 3 arrows and a glowstone dust, put them in the fletching table and get 3 shine arrows (similar to the brewing stand)
Caves: Literally the darkest environment there is, utterly pitch black IRL, there is absolutely zero light down there Simply Sarc: These caves are too dark, it's kinda difficult to see much without using the in-game brightness slider. I want to be able to use telescopes in caves!
Using torches in current caves feels kinda useless. With new cave gen, even optifine dynamic lighting won't be that useful. It forces you to actually light up the area to see it.
Going too realistic can easily detract from how fun it is to play a game, usually it is best to sacrifice or simplify certain aspects of what you are trying to make in order to make your game actually fun to play
@@simpanlimpan8063 Yeah, but you also need to be consistent. If you already have torches and night vision potions, changing the whole mechanic of caves darkness is not a good day. You can make torches light brighter, yes, that it's more easy and safe, and you aren't destroying a big part of caves
Overworld night darkness falls under a different category in the game design though imo, since minecraft is a survival game based on the day/night cycle, where during the day you are supposed to be allowed to collect resources and during the night you have to hide from the darkness and its dangers. If you then decide to venture out at night thats your fault if things go wrong. However caves are a mandatory part pf the game that has go be explored, and you have to do it much earlier than night vision potions and well torches dont light up nearly enough in these new expansive caverns. In a different video someone suggested that "cave air" darkness should instead of being pitch-black like the night, it could be some kind of brownish fog that still limits visibility but still lets you see how the caves looks, and it also helps set the mood.
No, caves need to be fun to explore, not a challenge everytime you go caving. Remember this is still a game, it should be fun for both experienced and newcomers. Another idea is that the brightness changes depending on what difficulty you are on(i.e. peaceful will have the brightest, hardcore would be pitch black)
@@isthatbraised But don't you think that it wouldn't matter what the caves looked like if you didn't earn your own keep? If the caves are too bright then there they won't be as much of a challenge to get, and something you have to earn is something that is most precious. If you make it too bright you remove the fun in my opinion. The Brightness difficulty sounds interesting however, that would add more of a reason to go on easy or hard.
I say the darkness stays. Im hoping for the caves to be scary and make you fear going in them. If its too easy to see then theres nothing to be afraid of down there. Also im hoping for void fog or something like void fog to be added again.
@@DraconicDuelist If not then I really hope they add the glow link dye to leather armor as an alternative, it would give leather armor even more of a use
I think it's a good thing the caves are so dark for the most part. I like only being able to see what's around your torches and maybe some major features off in the distance (like lava). It gives a sense of progress as you explore towards stuff you could only slightly make out before, and also makes it easier to keep track of where you have and haven't been so you don't end up looking for ores in areas you've already mined out. You also complain later of the everything being just , but that's not the case when the caves are at their current brightness.
With the caves hiding mobs/ores via render distance would be horrible in my opinion. The last thing i wanna do is wonder around in a large cave, looking at pure emptiness for chunks and chunks only to have a random creeper or two become a death trap because you couldn’t plan accordingly. Seeing ores and mobs normally would be way better for these large caves. An example being a huge cave around 70 blocks wide and 50 blocks tall. At the top you can see copper, diamonds, ect. And now its up to you to make it up there without dying. With the increased spawn areas and such getting there probably wouldn’t be a simple as pillaring. But at the same time you have a miniature goal to complete during your spelunking trip. Now think of the same scenario but with the twist of ores and mobs being veiled until you get close. You walk into the cave. See nothing but blank stone, granite, and diorite. You begin to wander around looking for a faint twinkle of literally anything with your eyes or spyglass, before getting jarred out of your eye spy game with a creeper to the back of your body. It would be a little more than obstructive to walk around looking for something you can’t possibly see without getting killed or injured. Caves being completely dark is still completely fine, but we need more consistent light. Like being able to hold lanterns that produce sound and light or being able to make earlier glow arrows that light up areas if you shoot with it. (Maybe make the crafting recipe use glow berries or the lichen but its lighting effect weaker)
Me, personnaly, I think that the darkness in the caves makes sense. IRL caves are EXTREMELY dark, and I think that briging a bit of that to minecraft is cool
I kind of wish they would lower the minimum brightness of stuff as you got lower. Like once you reach y-30 or something it can literally be just black, and as you go up from y-30 to like y40 it gets to the normal minimum brightness. It would make it harder to get rarer ores without properly preparing as well as give you an indication of how deep you are.
I think pitch-blackness should remain only in the Deep Dark. The darkness is the backbone of the challenge and beautiful ambience of that biome. Normal caves need something more than just pitch-blackness. That would be a bit boring.
NO! The darkness is awesome. I miss the beta days when even night was deadly dark and caves were pitch black. These caves are *too* awesome, there needs to be difficulty and horror in conquering them. --The real solution would be a flare gun. Glowstone fireworks!-- Make flaming arrows actually light things up. And we already have night vision potions.
optifine torch needs to be a base game feature imo, I would also like to see a pulley type system or an inverse to scaffolding like rope that is placed downward
@@cosmicsocks_ maybe you can counter that by adding new torch arrows you can shoot and will place a torch or something like that. and you could maybe use the spyglass to see though the darkness at the ceiling
@@viktorv958 Also, I'm not epileptic or have any disorder like that, but i think that constantly colours flashing in and out of view in an already dark environment wouln't be good for epileptics and people with similar disorders
This wasn't really gotten across perfectly with the visuals, but the way I imagine it, the mobs/ores wouldn't 'pop' into existence, they'd gradually phase.
His complaint about ores being in places that are way too high everywhere isn't really solved even with scaffolding, as in this particular situation scaffolding's uniqe properties don’t actually add anything a dirt pillar couldn’t do. As an example: when you’re hunting for quartz in the current game, do you ever bother collecting the veins that generate in the ceiling? The cost-to-performance ratio just isn’t there when you have to pillar up to every single small clump of ore individually just to get a minuscule amount, then rinse and repeat for a whole giant cavern.
Scaffolding is better than a dirt pillar, but not by much. There is still an annoying amount of clicking involved, and you have to take the time to slowly climb up it. Then, unless you have an elytra, you have to slowly climb all the way back down.
@@Nighzenguxhel Yeah but the amount of time it takes to do the process is significantly reduced when you just have to hold right click for 3 seconds to make a 40 block high pillar you can climb up, and then retrieve said pillar also in a matter of seconds. The issue with the dirt pillars isn't that they aren't functional, it's the amount of time spent making and destroying them so be reducing that time it's already exponentially better. By that logic, a grappling hook also doesn't achieve anything a dirt pillar can't do, you're still just reaching a high up place(except with the physics of minecraft with a grappling hook you would probably be under the mining debuff you get when not on the ground while mining), all it does it cut down on the time spent doing the action.
Because it's boring and minecraft isn't a "hardcore" game where you need to be knowledgeable of stuff to even enjoy it so making it convenient is the right thing to do.
@@nesui1648 woah bro i agree getting charcoal/coal and 1 piece of wood to make torches is such a hardcore feature and not to mention you need to be very knowledgeable to know how to do it.
I think it being completely dark is actually really good. I've gone caving before, and when you're really deep underground, in the deepest depths of the caverns, it it *COMPLETELY* black. I mean "can't see 1 metre in front of you" dark. So I think it should stay as dark as it is. However, because of that, I do think dynamic lights would be great, but I know they're not going to add that, so Optifine will have to do. I like how Mojang keeps saying that they want the community's feedback, but the only feedback they actually listen to is that from big TH-camrs who have a large platform. Little old me with no followers has no say as to what happens. Kinda sad.
I agree with the diorite part. I would like to see separate caves that have mainly stuff like diorite, much like Terraria's granite and marble caves. I would also like to add: I believe Terraria has many things that Minecraft can kinda follow. I think the biome caves like jungle caves and definitely ice caves would be amazing in Minecraft.
Yes but of all the granite types they could've used they chose the ugliest one, I think we need a few types of granite like black green etc (not white granite because we already have diorite and maybe not red because it's absolutely disgusting)
I think they should add underground layers, weaker enemies spawning closer to the surface and stronger enemies closer to the bottom, similar to Terraria's sistem.
@@ShinyMew76 me too, they are good looking blocks and can be used in a variety of builds. However, they generate in extremely ugly ways, and it would look better in terms of generation to just be all stone
I really really don’t want disappearing ores. Also it should be dark in caves. You know we have artificial light sources to light up the caves, right? If anything Minecraft caves are too bright, in real life caves it’s completely dark, being able to make out blocks is enough.
Well maybe for certain cave biomes, they can have some fog to them to brighten the caves up a little so that you can see the shape of it. Just maybe not as bright as water fog
I agree, disappearing ore is honestly an awful idea. You'd be going into a cave and spinning in circles for hours trying to find ore. Besides, ore generation is gonna be changing a lot in the future, so I would imagine there will be some additional rarity and complexity to finding things
I like the "cave fog" idea, but only for lush caves maybe, It would give them a more magical and alive feeling. But other caves? ESPECIALLY the deep dark? I hope it stays dark as always
@@davisdf3064 I agree with you there but it’s probably going to be mostly lit up anyways with all those glow berries. Well, I guess for a very large lush cave there would be some pretty dark parts, so yeah I basically agree.
I kind of feel like maybe they could make it so that normal darkness is easier to see in but maybe they could bring back the bedrock fog to a greater scale. Like maybe when you go past y level -35 the darkness starts getting much darker?
Maybe another solution to the darkness would be to increase the maximum light level. Right now it's 15, which means that even the brightest light sources can only light up a 15 block radius. If they increased this to something like 24 or 32, and had more natural light sources like lava emit higher levels, it could be a better experience
Seeing how the Dripstone Caves are classified as a biome at the moment, integrating Cubic Chunks into vanilla would work even more perfectly than it already could
honestly i don't see the need for adding new tech or anything to reach wall/ceiling ores, as that just gives more incentive for people to get scaffolding, especially for the people who don't really have any large focus on building cool structures.
jungles are often hard to find though and normally people use nether portals or if they wait long enough elytras however i dont think a grapple hook is the answer maybe a crossbow ammo similar to arks or rope similar to terraria would be better
@@rowansimpson8156 I don't think that's convenient enough to justify spending the time climbing up when you could just walk to a different part of the cave. I can't really think of something that would be elegant. Maybe throwable dynamite but that isn't quite minecrafty enough for them to add it.
@@svendinsvinderlin4569 something that breaks the ores from a distance so you don't have to climb up to them could be an interesting idea I don't know what that thing would be maybe some kind of explosive arrows to use all that gunpowder you'll end up with from the mobs in the caves
@@rowansimpson8156 An Issue I thought of is that it has to be easily expendable otherwise nobody will use it on the ores that they exist to mine, but they also can't be too easy to get, otherwise strip mining with this new explosive would become the new meta, and ruin everything.
I'd much prefer if the old smart moving mod stuff could make it into the game proper. Climbing on ledges, grabbing onto stuff, doing wall jumps and backflips, ect. A grappling hook or the ability to toss ropes/vines you can climb up would also just be amazing to have, play around with some of the grappling hook mods and large cavern mods to see how much fun it can be.
I don't think these caverns are going to be early game. But I'd like to see more uses for the leash, fishing rod, vines, and possibly roots. We might up swinging across the ceiling with the new rooted dirt. In the meantime--the spider needs an upgrade/variant; the ability to spin webs, lower itself on a silk thread, and traverse ceilings; this would go hand-in-hand with the smart moving, which they started to include with swimming in the oceans.
@@uwnoodle Exactly. Vanilla gameplay is absolute shit, the game would have died out years ago if not for mods and updates keeping it alive. The fact that modern updates are actually keeping up with and copying from the quality of a basic mod is something to be celebrated.
Simple solution for the big caves: Craft redstone with a spy glass to get a flashlight. When in your hand (whether it be your main hand or off hand), it emits a light in the direction you are facing. There. That's it. Done. Mic drop.
3 glass pane 5 iron ingot 1 redstone block (not just dust or too easy) 3 glass top row Redstone middle center row And everywhere else is iron ingot gg recipe
@@voLumez it should kinda look like what you are crafting tho maybe like this image down here: imgur.com/a/C0NNiOH but idk maybe something else or just using the spyglass itself (or maybe a crafting that instead of amethyst you use quartz and instead of copper you use iron)
Since the world depth has been increased, they should also increase the depth of the oceans. I find it odd that I can typically swim to the sea floor and back in a single breath.
The increased height at the top of the world is very much needed. Mountains can be much taller now (its Caves and CLIFFS, not just caves) and mega builds have much more room to work with.
I feel that the huge "swiss cheese" caves are too common. When I used to find a spherical cave, it was a big moment of elation. But having massive caves everywhere kinda makes the underground feel empty. They could be a really cool reward for exploration since ores are easier to come by, and a challenge since the mob spawns are more frequent due to terrain. But instead, I feel like it would be a slog to traverse one after another.
Honestly, I wouldn't be too fussed if they just removed the old caves altogether. I get what you're saying, but I don't think that's a good reason to make them less common. In my opinion theyre pretty definitively better than the old caves, that's what this entire update is for. The old caves suck, so replace them with a new one. Of course the excitement of that is going to fade as you get used to it. And frankly I feel like the caves we had before are so much MORE of a slog to get through - maybe there's technically less space thats filled by blocks, but the caves before felt so much more empty than the new ones.
@@primequartz7292 The old caves are claustrophobic, which I personally prefer. They were already dangerous with their tight proximities and sudden corners-- you almost always had to watch your back to not run into a creeper or hoard of zombies. The new massive caves are great, but they need to be more of a novelty and reward for going out and encountering them after say, battling through long, winding, and tight corridors with the surprise of mobs around every corner or a long, tedious strip-mining session, rather than just "Oh, let's just dig straight down 60 blocks, and I'm certain to run into a massive cave littered with diamonds!" every five seconds. It just seems too easy to get tons of resources quickly now in the current development state. I hope this didn't come across as mean, I just feel pretty passionately about Mojang's direction with the new caves. 😅
They intentionally made the big caves more common i've heard for feedback purposes; gives these types of caves more exposure to everyone basically, garnering more feedback more easily.
I think the one criticism I have is the lighting. The caves are beautiful but I've been through stacks of torches already and it looks ugly and still not everything is lit up. It almost feels like a hassle to see how cool these are.
spawners were added to encourage underground exploring because when there isn't a lot of spawnable space mobs spawn more so idk where you got that reason from, and spawners will forever have a purpose as mob farms
it is...regrettable how much of this stuff remains unaddressed! a lot of it feels like it'd apply to like, a big part of the playerbase, not just niche groups, like visual variety outside biomes
Grappling hooks are cool but scaffolding fixes that problem beautifully. Don’t sleep on scaffolding. Such a good addition, Mojang knows what they’re doing.
I just wish it were easier to get. Jungles are rare and getting bamboo from shipwrecks is inconsistent. There needs to be a better way of getting your hands on it if they want it to play the part of things like rope or a grappling hook.
A solution to some issues that could be fun, a launchable light source! Glowstone tipped arrows, terraria like glowsticks you can toss down a hole, glowball snowballs, etc
I think Mojang should add a way to stop spawning in an area, it is much more needed now, because lighting up the entire cave is going to be so much harder. Maybe like a mega torch or a new structure you can make to stop the spawns!
Yeah, but figuring out how to properly program the physics and rendering of it would be extremely difficult. Some mods have tried and I've seen very few that even aproached decent.
I feel like a grappling hook would remove much of the challenge of building to beat your environment. Why build stairs or ladders when you have a grapple hook. I feel that the best item would be the scaffold for things like this.
@@appleduck8204 I feel like the fact that we can't see much in the caves without either potions or a lot of light sources just adds to the overall experience. Honestly, I like how they're super dark now, because it makes them really dangerous and overwhelming in the early game, but they become much more accessible and open the further you get into the game. The massive cheese caves don't really *need* to be accessible right from the beginning.
Hello there Sarc, I had recently stumbled across your channel via TH-cam recommendation and since then I’ve been invested in your content. Every video is really informative with unique visuals and it’s amazing, may the algorithm forever be in your favor
Grapple hook is a neat idea, but hear me out: Arrows with ropes like in Thief: The Dark Project. You shoot it into a block, and it drops down a length of climbable rope
I believe somewhere on Twitter one of the developers shared a possible new way of diorite/granite generating with it only appearing in long single layers of the block. It’s would certainly assist with the problem of the blocks being a bit too common.
Underground structures besides mineshafts or strongholds would probably also be needed, since at the moment there's just loads of nothing. The other is that now night vision potions are op as hell
I agree here, and I think that they're adding things like underground huts and the like (see the warden reveal video), but I do think that even more could be really cool to find while exploring. And to touch on night vision, I think it would cool to rework night vision potions to just "Potion of Vision" where it brightens up a little bit, then an upgraded version called "Potion of True Vision or True Sight" that would be what we know today as night vision.
@@APR1Lmusic they will add that thats the reason its in the minecon vid, thats also the reason why there adding the warden because the loot is in the structures and the warden is the gaurd, hence the name warden
I think for the brightness thing, they just need really nice looking fog. They did this REALLY well in update aquatic, where stuff near you isn't too hard to make out, but things afar are still mysterious.
I agree
We should also get a mining helmet now
@@GMYSTERYICTNF That would be copying Terraria, and we wouldn't want THAT. (Proceeds to add copper and amethyst to the game to make an amethyst staff)
Also they should make it pitch black (without torches) AND have fog.
I hated when night vision potions were made useless in the ocean
@@bewalsh7 nah we way past that the cave generations and different biomes is totally terraria like
Also if the deep dark is at the bottom of the world and the warden is there guarding loot that's similar to terraria hell
Imagine digging up into a mountain from the very bottom of the world.
Imagine starting to pillar to the surface from -60 and having to pillar nearly 300 blocks in a row
Imagine spawning and immediately fall to y=-64
imagine dying
couldnt be me
imagine imagining
imagine playing minecraft
I agree with most everything here except for the variable render distance for mobs and ores. If something is there, it should be visible, especially ores. The classic style caves will still be in the game, so nothing is taken away here. The new wide open caves might make finding ores much easier, but also come with a much hire risk of being overwhelmed with lots of mobs. It’s a risk:reward balance that I think works nicely. No need to adjust lighting, render distance, or generation rates.
Exactly, the old caves are still there and you can use them, but just like taking a trip to the bottom of a ravine to find diamonds you're taking a risk going into a more exposed place for better loot. The darkness is something you should have to deal with using torches and common sense. The old caves are pretty easy to block off if you're getting chased but in the new ones you have to be careful not to be caught off guard and you have to light them up.
Maybe do add some stronger lighting, torch spam is annoying.
You know, I got full diamond stuff earlygame thanks to updated caves, the mobs should be sillouettes at a distance, ores should increase in visibility depending on distance as well, it would add to the experience of caving.
same
some sort of pitch black fog that torches can get rid of would be better
well now that it's out i can say you are completely right about that risk reward trade off
"Make things invisible from a distance" doesn't really ad anything to the overall gameplay experience and just wastes time by forcing to player to comb a cave rather than taking it in. Especially with the idea of "And let's tie it to additional inventory clutter!" as if the hotbar can hold everything you need as it is.
However, I agree, having seen the expansive new caves, that a new early or mid- game movement option is needed.
we need inventory slot expansion tbh
You should be working with sarc
@@username6338 i really think thats a bad idea. It would just feel like poor game design. Instead, the ores could just be retextured to look more like stone and be harder to spot
I agree. The reason why caves are so expansive and dark is for players to create their own path and experience of discovery rather than the linear tunnels of 1.16. The genius of sandbox games comes in the amount of way one could approach a problem. Making them feel like their forging their own story rather than having it play out in front of them. Restricting the visibility of ores and mobs beyond torches mean the player no longer has control over how they discover ores. The just walk until they find one. The number one thing they need to add in this update is more lighting options. It'll create more player choices as to how they light a cave.
@@username6338 I really think that's not fun. Having ores just not be seen unless in light or your close by is just limiting the players abilitys to fix a problem. Its like making the player walk slower as a response to people finding mobs to easy to deal with. Yeah it fixes the single mob problem but it makes the game less enjoyable as a whole. Now since you run slower you get annoyed exploring and find normal tasks as tedious and boring. Instead of nerfing the players speed, buff the mobs so it creates a challenge and doesn't slow down the game. Back to the ores becoming invisable, making them vanish unless close by or lit up is downgrading something we already had. It benefits people who play slower to take their time while hurting people who just like to get into the action. Look for diamonds and just go for it. Im sure it can work but for someone like me who just wants to get into the action which caves provide right now, I don't think that idea would be fun especially when I dislike taking torches and just like exploring going hundreds of blocks underground.
I don't know, but definitely not whatever the thumbnail is.
lol
Why not :)
LMAOAOAOAOA IM CRYING
@@yosemite963 What the
Rare stalactite mob that falls when you stand under it
sounds cool to me
Well, in real life your eyes can adjust to the darkness after like 15 mins. Maybe if you are in darkness for a while, it would give you a small natural nightvision
exactly what i was thinking
That’s actually pretty good. Maybe same thing with Sarc’s idea of ores appearing after getting however close to it? Like the range of being able to spot things from farther away and slightly gaining visibility up to some point corresponding to how long you’ve been in the dark/cave?
If you've never been in a cave without a flashlight, let me tell you, there's no fucking adjusting to that shit. It's so dark it feels as if somethings been placed over your eyes, because the absolute darkness confuses your brain into thinking something's covering them.
@@morethanjustasloth5528 I mean it's more realistic than what Sarc suggested. Minecraft doesn't exactly replicate real life either, and I think the addition of this mechanic would really balance the game. Pitch blackness won't be fun for anyone.
Cave Vision
I personally like pitch black caves -- however, torches casting light farther & making it brighter than in a few squares would be nice. Lightening it by default also ruins the purpose of Night Vision, imo
Nah I want it to be pitch black, like so pitch black just to bring back that old fear of entering a cave in minecraft
I was gonna say the same thing. There are already mods that make the game pitch black and even adjust the brightness outside based on the moon phase. There is also a mod that adds more realistic cave generation, practically identical in some cases to the cave generation seen here. Combine that with dynamic lights (Which Minecraft will likely not add, but that's why we have optifine.) and the caves are more fun to explore than ever, imo.
I think it needs some sort of lighting or it'll just be annoying. I wanna be able to see at least the outlines of the cave's shape and what type of block it is. Night vision would still be useful for seeing things like mobs and ores but should not be necessary for cave navigation.
@@Ashraf7I7 why the nah if you agree?
@@CyclesAreSingularities I’m assuming you never played old minecraft back in those days the caves were pitch black you literally couldn’t see anything and it made it a much better experience than current caves
Thumbnail game is on point
Jealous maybe?
PeePee Poopoo nyeh nyeh I'm baby baby wholesome 100 Keanu reeves big chungus moment gummy bear red sus poopy fortnite v buck
Oh god why
Yes
TH-camr harassment is fun
I normally agree with you, but this time I don't. I actually love the complete darkness of the caves and I think it adds to the mystery and eeriness of the game. You can't immediately tell how big a cave is when you enter it, ores aren't discovered as easily and mobs can sneak up on you. I even think the lichen light source ruins this a bit and that it should only appear in smaller caves (or actually not at all). The only things that I think should make the cave space visible are exploring the cave and placing torches as you go, or using night vision potions - which would make them a valuable item to carry with you and would force you to use them a bit more wisely.
L
At normal light setting, the lichen in really nice. It only lights up about a block next to it so it doesn’t light as much as it looks in the video
Put your brightness to max tgw caves aren’t that dark
I agree, I would also add that there is already the perfect tool for mining the roof of the cave: scaffolding
I disagree with your opinion on lichens though I agree with everything else.
a good idea for the mob rendering issue: Instead of blurring momentarily, they should only show silhouettes in the corner of the screen like Rust does, to give that “corner of your eye” feel of horror, in a way
@Kolya V. they already make minecraft a little scary, heck they wouldn't have made illagers, the warden or endermen if they didn't want some of that. Family friendly is anything that isn't explicit, gory or overly disturbing
love this idea.. kinda sad that mojang probably wont do that tho :/
Minecraft is not a horror game
Yes.
@@alt1f4 Cave sounds
bring back void particles for when you're really far down.
I agree
That's what I was thinkin, and it really added to the "deep in the world...... not far from the void...... The ground below me thins....." feeling, and the deeper you go it gets more intense like before just spread out more than before, higher level it starts at and gets foggier the deeper you go
@@dioxoi8369 Orignally yeah, but nowadays the performance standard is higher so it shouldn't be a problem as much as it was then, though I think they could do the same thing in a different way to solve that issue if it still is one
Oh yeah
@@dioxoi8369 Originally yes, but it could be refined or optimised, or have a void fog setting in the graphics menu.
To be honest, ore revealing at the short distance are actually annoying in a long run.
this, same with the mobs
I didn't set my render distance to 20 just so I could have mobs spawn in within 25 blocks of me.
I agree. This is a bad idea
@@putcheeseonit Just set your difficulty to Easy or something if that's such a big problem lol
Actually, speaking of, they could make this toggleable via difficulty.
@@CubyChrisAnimations what are you even talking about
@@putcheeseonit If you don't like challenge and surprise, there are options to make the game easy and predictable.
I then said, if they added this fog feature, they should make it only happen in Hard difficulty or something.
Im gonna be honest, im kind of happy with the dark atmosphere, afterall, its the only thing giving night vision potion an actual use, and also, its kind of better for the murky, mysterious, and fearsome feeling to it
already posted this on another comment but here again
plus if we keep caves dark it will give cave builds a way better athmosphere. imaging u visit your friend on your private server and he/she build a tower with a staircase that leads 100 blocks into a moody cave where only the giant castle on the other side of a giant lake is lit up and u need to go across this enormous 60 block long bridge to get to it and the rest of the cave is nearly pitch black with just a few light sources at chosen positions. it would be a builder and terraformer dream if these caves stay as dark as they are. would be spelunking and actually building be a pain? yes. would it be worth it? defenitly.
@@the4given196 well, the more comments the better
@@september758 They will need to change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo.
@@the4given196 hey i remember you hows your scrolling been, i usually go to these comments to check the terrible suggestions people have lol
@@colmlooney5843 hey i also remember you btw again, UNNESESARY WORK
"to help nudge things in the right direction", he says as he pushes a Minecart over the edge of a downhill slope from which it may never return.
I thought his ideas were solid
his ideas are amazing.
He was pointing to the caves lol.
considering the ideas he presented this time (respectfully) i'd say that shove was pretty intentional (the ores dissapearing thing was so bad)
also very odd that i usually really like his ideas but this time, didn't click really
Ok you lost me on the "diorite and granite, bad" thing
But you won me with the subregions of them!
That built up granite version alone kinda looks dope imo
They're actually trying that now.
i think that it does look a bit ugly and out of place in these new caves, they stick out like a sore thumb. i say mojang should add variants of these stones and put them in patches of the sub-regions. andesite can stay in the stone caves, because it fits in with stone
I really disagree on the story part of the spelunking experience, just because it’s not the same story, it doesn’t mean it’s worse or needs changing, especially because we are still gonna get those linear caves and those same experiences. The larger more open caves tell a different story and an intriguing one at that, especially once we do have cave fog and different cave biomes (imagine a massive lush cave). I’ve played these snapshots quite extensively in survival, and I really like the current large caves
also i feel like the whole story element for a cave is very different per player, and to a certain extent better now for me, stepping into a big cave feels like the map of a massive open world game being revealed, and imo thats way better than going around a tunnel slowly finding stuff.
@@Deltawarpd yeah that’s a fair point, Minecraft is an open world sandbox game, and in most open worlds, outside from story missions and side quests, how people experience, interact with, and traverse the world vary drastically. If caving was a specific thing, then it’d make sense to try and fit the story to something but since it isn’t, it’s better to have multiple ways for a player to express themselves.
Minecraft: finally makes a cave update after years of waiting
Simplysarc: _"Work it harder, make it better Do it faster, makes us stronger"_
This comment is daft
@@DoctorCyan whaddya say ya punk!
@@BerryTwistedDude2 “Be patient, we have scaffolding, no grapple hook. Rope.” Bombs. You want it? It’s yours, my friend, as long as you have enough rupees.
@@BerryTwistedDude2 I kind of agree with him though, something feels off in the these caves because this type of generation has never really been experimented with before
@@bluhedgy that was one smoooth transition
I think that it being too dark to see without lights is a good thing, people should have to bring torches
Or make yourself vision potion.
I'm gonna be honest, the idea with ores and mobs not rendering from far away is not it. If I take the time to look at what is ahead and plan accordingly, I should be rewarded for doing so, not blindly combing a cave for ores that might not even be there and getting ambushed by mobs I couldn't avoid.
Ah so while sarc is taking things from a newer person's perspective.
You chose the more experienced kind
Ngl it sounds fun.
I agree with your opinion jack. I dont believe that he caught the darkness thing properly.
I agree, caving should be fun to explore, not a challenge
I think while in the undeground and in really low light levels (
I agree. I think SimplySarc is forgetting that these massive caves are not going to be the norm but instead are going to be about as common as a ravine or mob spawner. Mojang just made them spawn in everywhere because they wanted to show off their new cave generation.
Therapist: Stalactillager does not exist, he can't hurt you
Stalactillager:
Wow dude you must of got a lot of reddit karma for this one, here take my reddit gold kind stranger
**stal plays in the background**
@@Stonecargo21 B)
@Asher Deangelis I'm not if you laughed then good for you
@Asher Deangelis I'm sorry if I made you feel bad
i think your solution kinda ruins a lot of building though tbh. having random blocks look different when further away would be very very annoying
@Deonex I don’t have my render distance at 24 chunks just to have stuff pop in at 10 blocks away, it’s nothing short of annoying and punishing for no reason
Yeah, I had to dislike after the "different render distances for mobs and ores" idea. That idea would so incredibly frustrate me to no end, and I already get annoyed when I've got my world render distance set to 36 chunks and watch mobs spawning and despawning in the dark while I'm running over to them.
I too hate these 2 types of stone
Yeah, and it would make mob farms so much more annoying to design, because you can't even see what's going on and if they're spawning.
Hmm. I think a good fix would be that if you are to far the diamonds cant be seen but once you render them in then they don't disappear. So it wouldnt take much effort to keep rendered ig
dungeons’ “initial purpose” is definitely not to “make up for the lack of spawning areas.” they are to add a rare underground structure with a challenge and a reward.
They are also to irritate players with only generating spider and zombie spawners at y=5 to make it pointless to turn into a grinder
True
i agree with your point but i still want more types of dungeons either way. like not as big and mazelike as strongholds but still have 3-5 rooms chosen from a pool of like 60 rooms to search around in so that the experience is more than just 1 or 2 chests in a 5x5 mossy cube with a spawner in the middle
Dungeons were added for a few reasons. A bit of what you said, a bit of what I said.
@@natashaeliot3628 Dunno if having a spider grinder is useless - string is quite rare to get, uncraftable and quite useful.
They already have a solution to the darkness in game, night vision. These were practically useless before, now they'll be a hot commodity when caving.
plus if we keep caves dark it will give cave builds a way better athmosphere. imaging u visit your friend on your private server and he/she build a tower with a staircase that leads 100 blocks into a moody cave where only the giant castle on the other side of a giant lake is lit up and u need to go across this enormous 60 block long bridge to get to it and the rest of the cave is nearly pitch black with just a few light sources at chosen positions. it would be a builder and terraformer dream if these caves stay as dark as they are. would be spelunking and actually building be a pain? yes. would it be worth it? defenitly.
They will need to change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo.
@@colmlooney5843 agreed 100%
I don't love the idea of making caves massively reliant on a commodity you get by going to the nether.
Maybe if suspicious stews get buffed/stackable, that'd do it.
@@MarkusAldawn Big caves would still totally be doable enough for early game, though. In fact, I'd argue that the argument is moot because old cave types also still exist. You can either wait until you have night vision, or try to light up as much of the big cave as you can with torches. Biggest issue I see is trying to light up the ceiling.
Cave sounds should get spookier every so often, so at the bottom you're pissing yourself out of fear
Also, spooky cave songs
YOU TRYING TO GET PEOPLE KILLED
@@smileguy1187 I might be
@@smileguy1187
_Only the strongest hearts shall endure_
@@chinchillageneral as someone who plays minecraft at night for hours, it can be so scary certain sounds that play when i am strip mining all of it is so horribly perfect i honestly dont know how i am going to be able to mine in these caves without outer music to comfort me.
I still think we should get a new mushroom type that glows. Hoping for blue and green, or like I have suggested other places. A white glowing mushroom which you can right click with any color dye to change its color and thus get all the colors in a glowing light source. Which you could also grow like normal mushrooms and then collect the block forms.
Oooooooooooooooooooooohhhh
Caves do need more light sources and a new sub-biome just wish mushrooms seems like a cool idea, it was implemented in a lot of other games. For the dyeable lighting, Mojang said no to that a long time ago unfortunately, so I don't think that has a chance of making it into the game.
@@shalvei_ Never said dyeable lighting. You can change the color of the light block but it will still give off white light. But at least it would look different colors. We don't have much for different colored lighting other then using colored glass in front of a light source.
Sounds good. Even better--the MC Dungeons team had a yellow, squishable mushroom that glowed, so perhaps the MC team is already thinking of that.. Definitely could use more light-emitting blocks that aren't yellow, orange, or cyan, though. Perhaps we'd use Glow Ink Sacs to make the mushroom change its colour?
Hmm...using bonemeal to make the giant glowing mushrooms would be a nightmare for performance, though--it'd be like exploding a bed in the Nether or End. Lags EVERY time.
I think they might have to make mob spawning less intense, there are simply so many spawning areas now it would be impossible to survive. Also old caves had the issue that no matter where you were the risk was the same, maybe areas lower down could have a little bit more ores and a bit more mobs?
The fact that there is more spawning spaces available actually already decreases mob spawning. That's because the same number of mobs spawn on a bigger area.
@@dreamer5959 But they're all visible in the open caves and a bunch of them can easily spot you and then swarm you. Current caves have many small twists and turns so even if there's like a gazillion mobs around, you'll only encounter a few at a time.
Oi don't touch the mob spawning, it'll make giant mob spawner contraptions slower, which is way too sad, I'd rather die 100x extra
the mob spawning from my experience is fine, i encountered a lot more mobs in the new caves but theres a lot more places to run to as well so getting swarmed isnt really an issue.
It really causes the opposite, the mob cap atleast on java is a set thing so let’s say you can have 100 hostile mobs across the world... then adding larger and more caves spreads out where they can spawn even more, and even less mob spawns are night surface than normal... really mob spawning just needs an overhaul
I had an idea that could be a kind of solution to the darkness issue while also giving the glow squid sacs a practical use. You could craft them with arrows to create glow arrows or something, and when you shoot them they momentarily light up a large area of the cave kind of like a flare. Not only would it look cool but it could be a cool solution to the darkness issue in the new massive caves. Lmk what you think
Oh, basically like a flame bow with optifine dynamic lighting, pretty helpful actually
yea if they just added craftable Flarrows (tm), that would literally just solve the whole problem
You mean spectral arrows, but with a bit of a buff?
Scaffolding would actually be a nice way of getting to ores at the roof of a cave. I think I've never used it before while building and to me, it actually sounds fun to use it this way. Imo it's been in need of some additional uses since it's been added, this could be one of them.
Thanks to scaffolding building roofs became so much easier.
i have never obtained scaffolding in a survival singleplayer world- so if that's your master plan it needs to be easier to find biomes that i want
@@the4thsteve27 U mean the jungle right?
Instead of a grappling hook why don't they take the Legend of Zelda breath of the wild route and add stamina and climbing. On walls and holding and to regain climbing stamina you can eat something or maybe climbing simply reduces your hunger like when you sprint. Except unlike Sprint it reduces your hunger faster and what they can do is that a potion that increases your stamina or makes your hunger go down slower meaning for late-game players they don't have to eat food so often and maybe u can use something like golden apples to Brew them. This would all make it easier to climb up mountains and climb inside the caves.
Instead of using
Shift
Control
It uses Alt
And you scaffolding for the parts in the Middle where you can't climb
@@SuagulishusR This feels like quite a large change to the fundamentals, lots of parkour and things like that would be entirely obsolete.
Everyone complains about the darkness of the caves, but I feel like it’s incredibly easy to fix: increase the max duration of night vision potions. Suddenly, these potions become almost a necessity in order to exploit the deep and massive caves, but remain unneeded in the early game to explore caves around the surface.
Agreed but they will need to drastically change how nightvision works though, right now its way too ugly to fit the underground aesthetic, giving bright blues hues to areas of unloaded chunks etc. Also it should be made a tad bit darker, its overly luminous, but the effect should amplify the users perception of light sources, ie lichen becomes as bright as torches and torches become even brighter. This would be the perfect overhaul imo. Nightvision shouldn't just make the caves as bright as the overworld, but it would be cool if they could make it more visible to experience the caves.
@@colmlooney5843 I agree
@@colmlooney5843 maybe it could have transparent light purple effects around the very outside of the screen and have the majority of the screen be clear
@@colmlooney5843 again light is light deal with it not light is light, thats just pointless
as much as i'd love for night visions to be useful, you still don't need them with the new caves at all, maybe if you wanna see every detail and stuff, but if you want to see the terrain and maybe identify a diamond or another your really can just make it out in the dark.
“These caves are so dark” as they should be
Ikr, it's a cave underground 😂
Yeah I agree 110%. I dont understand why people think spelunking should be a cake walk. Early game spelunking is and should be more difficult than late game spelunking.
Not to mention it contradicts his later point of "hiding information"
His point was that you could see what you were doing but you still had to use torches. This makes the gameplay the same but the experience better. For building, for caving, etc. But this was just a idea :3
@@Luukskywalker it makes the experience worse.
Items being revealed at a certain distance feels kinda weird.
Shulkers and chests entered the chat
Yea I dunno if i would like it old caving was fine):
I’ve been playing too much Hypixel, this is the way
Yeah... I think it'd be nice if there was a LOD system to it, where there are various detail levels that are smoothly switched between at various distances:
Very Far: Stone texture
Far: Faint ore silhouette
Medium: Desaturated ore texture
Close: Ore texture
Gonna be a no from me dawg
god no id hate brightness just auto adjusting, i really love the pitch black and moody lighting, everything just looks so beautiful and dramatic. they should just add more to the right side of the slider, because in bright spaces the slider doesnt do anything
Me too lol
@@user-tzzglsstle585e38 i want the void fog back, that was cool, that acould also be an indicator of depth tbh, the deeper you go the thicker it is
@@Deltawarpd imagine they add a bit of a wither effect to it the deeper you go, the more frequently itll hit you, not for much, just half a heart, but enough to keep you on your toes
Man poor scaffolding, it exists purely as a way to momentarily stand and get to high to reach places and you didn't even mention them when talking about that.
I feel like it'd be used more if Mojang made it easier to obtain
@@justindean7354 It's already easy as long as you have bamboo, or you can buy one from wandering trader, then make a bamboo farm.
it just isnt the best option, but i'd say these deep caves are middle to end game type of thing like the nether.
it is still just building up. We dont want to build up to reach ores.
@@s66s46 building up scaffolding is quite fast and breaking it is like nothing, it actually isn't a bad solution, now getting it is another problem
before you say anything: *ORE STONE VARIANTS*
What about different ore texture variations so like a mix between diamonds and emerald shaped colored ores
@@bagelcat_ its one of my favourite mods
Yep, I agree. Especially if they're going to make the ite-stone patches bigger.
However I think they should change their base texture based what stone they're placed/generated against.
That way we don't end up with a bunch more blocks cluttering the inventory.
Why would devs bother with adding that, those stones look hideous
@@pecoliky8793 to make the blocks look better
Sarc: "It's too dark, we need it to be lit up more."
Also Sarc: "It's too easy to see things when it's lit up."
true man
true man
true man
true man
We need to see where we're going, just not where we're going to :)
maybe instead of just brightening the caves, there should be a helmet crafted using a material dropped by the warden to give the player a sort of echolocation to see in the dark.
Wow, that would be very interesting!
the warden will not drop anything, stop suggesting things about warden drops and btw that helmet would by far not be accessable early game as it should be.
@@s66s46 Why can't people suggest warden drops? They're not *predicting* 1.17, they're suggesting new changes that would help the update.
I don't mean to argue, but the developers have told that they would only drop either trophy items OR experience, elsewise it won't drop anything. This would be useful though, maybe instead... have it detect vibrations and make the mobs glow for a while.
It should give you access to the vibration plants he has so you can see with them
pitch black darkness is the most iconic feature of real caves
I agree however it just doesn’t work in Minecraft in my opinion.
@@Decrupt then you've never actually enjoyed Minecraft
@@VolcanoQueen that’s just gate keeping
Um...
So monotonous pitch-black darkness is a unique, compelling feature? Perhaps working around it sort of is (with torches, glow lichen, and potions), but unless the cave has an intimidating entrance, the darkness doesn’t add a whole ton of artistic value. I wish pitch-blackness was more unique to the Deep Dark Biome. That’s really where the cave ambience of darkness is needed. A regular cave should be more unique with its colors though. It should be dark, but should have some sort of color to it, to make it more unique. Darkness adds challenge, but unless the place it exists in doesn’t add any artistic value, darkness is meaningless to me.
@@georgesracingcar7701 Deep dark is still dark when lit up with torches, probably using the same kind of thing as it has in the nether
2:00 I think that this dark should stay, so there will be more use for potions. +This will give more hardcore for Minecraft
HAHA GAMMA GO BRRRR
Yeah and to bring back the old fear of entering a cave in minecraft, I mean look at the Warden two hits and you're dead and in that darkness? Oh boy
I agree
@@CyclesAreSingularities agreed, but it's +lags and -optimization
@@CyclesAreSingularities O p t i f i n e
The caves aren't even dark in my opinion... when the snapshot was released I instantly tried out caving in them and I was perfectly able to navigate them. If they are to dark for you you can also use a nightvision potion. I know they're lategame, but in earlygame caves are supposed to be scary.
I agree with the other suggestions, tho
the thumbnail is just lovely
Stallagtilger go fallllll
Agreed, I will hang a painting of it over a fireplace
I saw the ist and thought are you german?
**falls**
moans
Yea the thumbnail is a masterpiece
They should 100% add modular attachment to crossbows to make them more useful. Eg. grappling cable, telescope, and reinforced frames to shoot further. This could also add a functionality to the fletching table
I feel like this is the perfect time for crossbows with fireworks to "shine". When you shoot a firework, it should emit actual light. So if we wanna see on top of the caves or across it, we shoot the fireworks. Or, there can just be some thing where you can shoot an arrow that is super bright and lights up whatever it sticks into for a period of time.
@@swoozx3306 Yeah That'd really add functionality and a reason to carry crossbow's on you at all times
@@swoozx3306 fireworks made with glowstone can be perfect for that! They can emit glowing dust or particles.
Also the shine arrows could also be perfect for that, maybe even craft them? You get 3 arrows and a glowstone dust, put them in the fletching table and get 3 shine arrows (similar to the brewing stand)
I agree because I think that a regular bow is just as good as a crossbow. This would be good.
true
Drip stone should be the normal stone block wearing drip clothes
Lol
When the game was originally called "cave game" and they only get a cave update *_over 10 years later_*
Terraria
@@davidgumazon robloX
@gaming with mikeygamer LegO
@@TheTenthBlueJay papa's pizzeriA
chain is ruined but hey we have
terrariA
robloX
legO
Lego
legO
Terraria
Lego
Last time I was this early, Minecraft caves still looked like spaghetti.
Im so late that they look like the nether now
so like 3 days ago
Roar
they actually added spaghetti caves in the snapshot
@@UserNotFound-hv1ng yes, that's the joke
Caves: Literally the darkest environment there is, utterly pitch black IRL, there is absolutely zero light down there
Simply Sarc: These caves are too dark, it's kinda difficult to see much without using the in-game brightness slider. I want to be able to use telescopes in caves!
Using torches in current caves feels kinda useless. With new cave gen, even optifine dynamic lighting won't be that useful. It forces you to actually light up the area to see it.
Going too realistic can easily detract from how fun it is to play a game, usually it is best to sacrifice or simplify certain aspects of what you are trying to make in order to make your game actually fun to play
@@simpanlimpan8063 Yeah, but you also need to be consistent. If you already have torches and night vision potions, changing the whole mechanic of caves darkness is not a good day. You can make torches light brighter, yes, that it's more easy and safe, and you aren't destroying a big part of caves
@@simpanlimpan8063 dark caves are more fun.
Overworld night darkness falls under a different category in the game design though imo, since minecraft is a survival game based on the day/night cycle, where during the day you are supposed to be allowed to collect resources and during the night you have to hide from the darkness and its dangers.
If you then decide to venture out at night thats your fault if things go wrong. However caves are a mandatory part pf the game that has go be explored, and you have to do it much earlier than night vision potions and well torches dont light up nearly enough in these new expansive caverns.
In a different video someone suggested that "cave air" darkness should instead of being pitch-black like the night, it could be some kind of brownish fog that still limits visibility but still lets you see how the caves looks, and it also helps set the mood.
The Caves need to be dark, that's what makes them eerie. If they are lit up it would destroy the ambience of them.
Also you can fully see the caves at minimum brightness anyway, even if it's difficult to make things out.
I think instead of trying to light up the caves more, they should just lean more into night vision potions as a near necessity
No, caves need to be fun to explore, not a challenge everytime you go caving.
Remember this is still a game, it should be fun for both experienced and newcomers.
Another idea is that the brightness changes depending on what difficulty you are on(i.e. peaceful will have the brightest, hardcore would be pitch black)
@@isthatbraised I like the difficulty idea
@@isthatbraised But don't you think that it wouldn't matter what the caves looked like if you didn't earn your own keep? If the caves are too bright then there they won't be as much of a challenge to get, and something you have to earn is something that is most precious. If you make it too bright you remove the fun in my opinion. The Brightness difficulty sounds interesting however, that would add more of a reason to go on easy or hard.
I say the darkness stays. Im hoping for the caves to be scary and make you fear going in them. If its too easy to see then theres nothing to be afraid of down there. Also im hoping for void fog or something like void fog to be added again.
Be nice to have a base-game version of the torch-in-hand or miner-helmet mods though...
@@DraconicDuelist If not then I really hope they add the glow link dye to leather armor as an alternative, it would give leather armor even more of a use
Eh, I mean it gets kind of annoying after a while because its a bit *too* dark but
I think they should make it brighter but crazy foggy like the nether so it is scary and you can’t see things you could before
the caves are already too bright
I think it's a good thing the caves are so dark for the most part. I like only being able to see what's around your torches and maybe some major features off in the distance (like lava). It gives a sense of progress as you explore towards stuff you could only slightly make out before, and also makes it easier to keep track of where you have and haven't been so you don't end up looking for ores in areas you've already mined out.
You also complain later of the everything being just , but that's not the case when the caves are at their current brightness.
With the caves hiding mobs/ores via render distance would be horrible in my opinion. The last thing i wanna do is wonder around in a large cave, looking at pure emptiness for chunks and chunks only to have a random creeper or two become a death trap because you couldn’t plan accordingly. Seeing ores and mobs normally would be way better for these large caves. An example being a huge cave around 70 blocks wide and 50 blocks tall. At the top you can see copper, diamonds, ect. And now its up to you to make it up there without dying. With the increased spawn areas and such getting there probably wouldn’t be a simple as pillaring. But at the same time you have a miniature goal to complete during your spelunking trip.
Now think of the same scenario but with the twist of ores and mobs being veiled until you get close. You walk into the cave. See nothing but blank stone, granite, and diorite. You begin to wander around looking for a faint twinkle of literally anything with your eyes or spyglass, before getting jarred out of your eye spy game with a creeper to the back of your body. It would be a little more than obstructive to walk around looking for something you can’t possibly see without getting killed or injured.
Caves being completely dark is still completely fine, but we need more consistent light. Like being able to hold lanterns that produce sound and light or being able to make earlier glow arrows that light up areas if you shoot with it. (Maybe make the crafting recipe use glow berries or the lichen but its lighting effect weaker)
Me, personnaly, I think that the darkness in the caves makes sense. IRL caves are EXTREMELY dark, and I think that briging a bit of that to minecraft is cool
I kind of wish they would lower the minimum brightness of stuff as you got lower. Like once you reach y-30 or something it can literally be just black, and as you go up from y-30 to like y40 it gets to the normal minimum brightness. It would make it harder to get rarer ores without properly preparing as well as give you an indication of how deep you are.
We need cave fog
I think pitch-blackness should remain only in the Deep Dark. The darkness is the backbone of the challenge and beautiful ambience of that biome. Normal caves need something more than just pitch-blackness. That would be a bit boring.
Irl caves also aren’t this big though.
There should be underground villagers who specialize in mining
Yesss or just survivor camps and better older mines
Caveman noises intensifies
Cave dwelling trapped miners
yes, and what about pillagers? it would be hilarious to see some kind of an an ti-villager underground
Yes
NO! The darkness is awesome. I miss the beta days when even night was deadly dark and caves were pitch black.
These caves are *too* awesome, there needs to be difficulty and horror in conquering them.
--The real solution would be a flare gun. Glowstone fireworks!-- Make flaming arrows actually light things up.
And we already have night vision potions.
maybe they could make this a new use of spectral arrows
Agreed
We dont need any guns in minecraft
Well, ore are glowing so....
@@jeromesuarez5293 Amazing. Every word you just said was wrong.
“Need something to hold onto the wall and stay still”
Ladders: *cries*
add 👏 throwable 👏 rope
Tazze Glassbottle Oh shit you're so right. My mind went to the nether vines before I even thought of scaffolding.
What's with Vines? Or that one door trick?
Leiocera You could carry the blue nether vines around and place them to climb up pretty easily
@@viktorv958 Also
optifine torch needs to be a base game feature imo, I would also like to see a pulley type system or an inverse to scaffolding like rope that is placed downward
I just want the little grass cave things. Those are so cool
Lush caves? Yeah they are cool but will not only be little. The cave biomes will be independent of the size, so you could also get giant lush caves
I just want the Warden
The ore render idea would just be annoying
@@username6338 but then it would be almost impossible to see ores on the ceiling...
@@cosmicsocks_ maybe you can counter that by adding new torch arrows you can shoot and will place a torch or something like that. and you could maybe use the spyglass to see though the darkness at the ceiling
Agreed, the unexpected pop-in that feature would give would be way more annoying than stuff being unclear or hard to see.
@@viktorv958 Also, I'm not epileptic or have any disorder like that, but i think that constantly colours flashing in and out of view in an already dark environment wouln't be good for epileptics and people with similar disorders
This wasn't really gotten across perfectly with the visuals, but the way I imagine it, the mobs/ores wouldn't 'pop' into existence, they'd gradually phase.
I'll be honest, I'm not sure how I feel about a lot of these changes. They just don't feel like they all work.
I feel like you forgot Scaffolding exists when you started talking about Grappling Hooks... That being said I would absolutely love a Grappling Hook.
His complaint about ores being in places that are way too high everywhere isn't really solved even with scaffolding, as in this particular situation scaffolding's uniqe properties don’t actually add anything a dirt pillar couldn’t do.
As an example: when you’re hunting for quartz in the current game, do you ever bother collecting the veins that generate in the ceiling? The cost-to-performance ratio just isn’t there when you have to pillar up to every single small clump of ore individually just to get a minuscule amount, then rinse and repeat for a whole giant cavern.
Scaffolding is better than a dirt pillar, but not by much. There is still an annoying amount of clicking involved, and you have to take the time to slowly climb up it. Then, unless you have an elytra, you have to slowly climb all the way back down.
@@Nighzenguxhel Haha yes
@@Nighzenguxhel Yeah but the amount of time it takes to do the process is significantly reduced when you just have to hold right click for 3 seconds to make a 40 block high pillar you can climb up, and then retrieve said pillar also in a matter of seconds.
The issue with the dirt pillars isn't that they aren't functional, it's the amount of time spent making and destroying them so be reducing that time it's already exponentially better. By that logic, a grappling hook also doesn't achieve anything a dirt pillar can't do, you're still just reaching a high up place(except with the physics of minecraft with a grappling hook you would probably be under the mining debuff you get when not on the ground while mining), all it does it cut down on the time spent doing the action.
They need to buff scaffolding too. Maybe 6 away from the nearest block instead of nearest scaffold pillar to need support
I don't get why people complain about caves being too dark....I mean it's a *cave.*
Because it's boring and minecraft isn't a "hardcore" game where you need to be knowledgeable of stuff to even enjoy it so making it convenient is the right thing to do.
@@nesui1648 Minecraft is in a weird territory where it's both a hardcore game and also a casual one, depending on your playstyle.
@@nesui1648 woah bro i agree getting charcoal/coal and 1 piece of wood to make torches is such a hardcore feature and not to mention you need to be very knowledgeable to know how to do it.
@@nesui1648 Caves being dark isn't "hardcore". It's just how caves work. That's like moving to Alaska and complaining about it being too cold.
@@boomertunes9924 dark = more mobs/harder to detect mobs = less vision = more dangerous. I thought this is pretty basic knowledge.
I think it being completely dark is actually really good. I've gone caving before, and when you're really deep underground, in the deepest depths of the caverns, it it *COMPLETELY* black. I mean "can't see 1 metre in front of you" dark. So I think it should stay as dark as it is.
However, because of that, I do think dynamic lights would be great, but I know they're not going to add that, so Optifine will have to do.
I like how Mojang keeps saying that they want the community's feedback, but the only feedback they actually listen to is that from big TH-camrs who have a large platform. Little old me with no followers has no say as to what happens. Kinda sad.
I agree with the diorite part. I would like to see separate caves that have mainly stuff like diorite, much like Terraria's granite and marble caves.
I would also like to add: I believe Terraria has many things that Minecraft can kinda follow. I think the biome caves like jungle caves and definitely ice caves would be amazing in Minecraft.
Yes but of all the granite types they could've used they chose the ugliest one, I think we need a few types of granite like black green etc (not white granite because we already have diorite and maybe not red because it's absolutely disgusting)
@@kd4n347
yea I would love to see a black granite
Yeah I think Minecraft should really try to take more inspiration from Terraria in terms of caving in general
@@maxjello2003 I agree because it's literally in the name but terraria has more underground content by a mile
I think they should add underground layers, weaker enemies spawning closer to the surface and stronger enemies closer to the bottom, similar to Terraria's sistem.
About Diorite and granite: Yes 100% need change in the way they generate
and dirt to.
I read an idea that granite should generate in dripstone caves, the pallete is really similar so i think it works
Dev tweet confirmed it's going to change about a month ago
But you don’t have to say they are ugly, I actually love those blocks!
@@ShinyMew76 me too, they are good looking blocks and can be used in a variety of builds. However, they generate in extremely ugly ways, and it would look better in terms of generation to just be all stone
"darkness needs to be brightened up"
noooooooooooooo
get a fucking mod
I like the dark
The dark is great, it's just some people don't seem to want to bring torches 😂
Just make it a slider and solve everyones issues. Make moody lighting actually moody and the brightest after bright.
@@emberpowertcg7692 The problem with torches is that they're incredibly useless in the huge caves.
@Maronolq LMAO
@@captainalieth and it adds to the atmosphere
I really really don’t want disappearing ores. Also it should be dark in caves. You know we have artificial light sources to light up the caves, right? If anything Minecraft caves are too bright, in real life caves it’s completely dark, being able to make out blocks is enough.
Well maybe for certain cave biomes, they can have some fog to them to brighten the caves up a little so that you can see the shape of it. Just maybe not as bright as water fog
There also are nightvision potions like that they finally get a good use I think
I agree, disappearing ore is honestly an awful idea. You'd be going into a cave and spinning in circles for hours trying to find ore. Besides, ore generation is gonna be changing a lot in the future, so I would imagine there will be some additional rarity and complexity to finding things
I like the "cave fog" idea, but only for lush caves maybe, It would give them a more magical and alive feeling.
But other caves? ESPECIALLY the deep dark? I hope it stays dark as always
@@davisdf3064 I agree with you there but it’s probably going to be mostly lit up anyways with all those glow berries. Well, I guess for a very large lush cave there would be some pretty dark parts, so yeah I basically agree.
I kind of feel like maybe they could make it so that normal darkness is easier to see in but maybe they could bring back the bedrock fog to a greater scale. Like maybe when you go past y level -35 the darkness starts getting much darker?
Maybe another solution to the darkness would be to increase the maximum light level. Right now it's 15, which means that even the brightest light sources can only light up a 15 block radius.
If they increased this to something like 24 or 32, and had more natural light sources like lava emit higher levels, it could be a better experience
Seeing how the Dripstone Caves are classified as a biome at the moment, integrating Cubic Chunks into vanilla would work even more perfectly than it already could
Cubic chunks already exist, they are just only used in the nether. And it was definitely already planned to have them cubic.
@@NotBopEtc wait what? In the Nether? But you can't fall infinitely in the Nether?...
@@yell245 NotBop means the new 3D biomes in the Nether update. Skip to 1:00 in th-cam.com/video/jxLytC1nAIo/w-d-xo.html for an example.
They removed cubic chunks before 1.16 even came out. It was only in one of the snapshots and then it was gone.
They removed cubic chunks before 1.16 even came out. It was only in one of the snapshots and then it was gone.
honestly i don't see the need for adding new tech or anything to reach wall/ceiling ores, as that just gives more incentive for people to get scaffolding, especially for the people who don't really have any large focus on building cool structures.
jungles are often hard to find though and normally people use nether portals or if they wait long enough elytras however i dont think a grapple hook is the answer maybe a crossbow ammo similar to arks or rope similar to terraria would be better
@@rowansimpson8156 I don't think that's convenient enough to justify spending the time climbing up when you could just walk to a different part of the cave. I can't really think of something that would be elegant. Maybe throwable dynamite but that isn't quite minecrafty enough for them to add it.
@@svendinsvinderlin4569 something that breaks the ores from a distance so you don't have to climb up to them could be an interesting idea I don't know what that thing would be maybe some kind of explosive arrows to use all that gunpowder you'll end up with from the mobs in the caves
why would it be bad?
@@rowansimpson8156 An Issue I thought of is that it has to be easily expendable otherwise nobody will use it on the ores that they exist to mine, but they also can't be too easy to get, otherwise strip mining with this new explosive would become the new meta, and ruin everything.
The grappling hook idea actually makes mining more interesting, it kinda gives mining a technical side.
0:32 "We as the players can help nudge them in the right direction"
Proceeds to push a minecart **downhill**
Well you cant really push it manually upwards, also using redstone for that metaphor won't really get the message across.
Tldr *compromises*
Well, to be fair down in the caves are where the ores are!
About getting around, scaffolding is something that would make things easier. But still a grappling hook would be so cool
I'd much prefer if the old smart moving mod stuff could make it into the game proper. Climbing on ledges, grabbing onto stuff, doing wall jumps and backflips, ect. A grappling hook or the ability to toss ropes/vines you can climb up would also just be amazing to have, play around with some of the grappling hook mods and large cavern mods to see how much fun it can be.
@@animorph17 that wouldnt feel very vanilla tho
I don't think these caverns are going to be early game. But I'd like to see more uses for the leash, fishing rod, vines, and possibly roots. We might up swinging across the ceiling with the new rooted dirt. In the meantime--the spider needs an upgrade/variant; the ability to spin webs, lower itself on a silk thread, and traverse ceilings; this would go hand-in-hand with the smart moving, which they started to include with swimming in the oceans.
@@uwnoodle Exactly. Vanilla gameplay is absolute shit, the game would have died out years ago if not for mods and updates keeping it alive. The fact that modern updates are actually keeping up with and copying from the quality of a basic mod is something to be celebrated.
@@animorph17 thats subject to opinion
Simple solution for the big caves: Craft redstone with a spy glass to get a flashlight. When in your hand (whether it be your main hand or off hand), it emits a light in the direction you are facing. There. That's it. Done. Mic drop.
3 glass pane
5 iron ingot
1 redstone block (not just dust or too easy)
3 glass top row
Redstone middle center row
And everywhere else is iron ingot gg recipe
Mojang said they won't add dynamic lighting
@@voLumez i think they should use copper cause it needs better uses
@@msaocer who knows maybe they would, it would be useful.
@@voLumez it should kinda look like what you are crafting tho
maybe like this image down here:
imgur.com/a/C0NNiOH
but idk maybe something else or just using the spyglass itself (or maybe a crafting that instead of amethyst you use quartz and instead of copper you use iron)
Wow. This thumbnail is just.. Wow.
ah yes
Villactites
Since the world depth has been increased, they should also increase the depth of the oceans. I find it odd that I can typically swim to the sea floor and back in a single breath.
Yes! Extra deep oceans!
No oceans r annoying
@@prarieyt2392 no how?
Then the insane loot you get from shipwrecks would actually make sense
your pfp is not gonna let me sleep tonight.
But one thing all my friends agreed on while playing through this snapshot is, that it’s definitely way more fun than stripmining
Let’s be honest, the only thing we need are the villager dripstone stalactites from the thumbnail
Cool idea: Ringing a bell should make stalactites fall.
Yeah that would be really cool for cave clearing, maybe it could work for gravel as well
Somebody submit this to Minecraft feedback, quick!!
thats a really good idea.. maybe explosions could make them fall too! :)
@@un_realekztermin80r Im on it
Anyone who reads the comment, pls vote on mc feedback site so the devs can see
The increased height at the top of the world is very much needed. Mountains can be much taller now (its Caves and CLIFFS, not just caves) and mega builds have much more room to work with.
we only know this now that we know the new cliffs go up to y-250
I feel that the huge "swiss cheese" caves are too common. When I used to find a spherical cave, it was a big moment of elation. But having massive caves everywhere kinda makes the underground feel empty. They could be a really cool reward for exploration since ores are easier to come by, and a challenge since the mob spawns are more frequent due to terrain. But instead, I feel like it would be a slog to traverse one after another.
Maybe I'm just unlucky but the other day I spent an hour looking for bug caves and I couldn't find any
Honestly, I wouldn't be too fussed if they just removed the old caves altogether. I get what you're saying, but I don't think that's a good reason to make them less common. In my opinion theyre pretty definitively better than the old caves, that's what this entire update is for. The old caves suck, so replace them with a new one. Of course the excitement of that is going to fade as you get used to it. And frankly I feel like the caves we had before are so much MORE of a slog to get through - maybe there's technically less space thats filled by blocks, but the caves before felt so much more empty than the new ones.
In actual survival they don't seem so common, they just seem a lil bit too common but it's just fine
@@primequartz7292 The old caves are claustrophobic, which I personally prefer. They were already dangerous with their tight proximities and sudden corners-- you almost always had to watch your back to not run into a creeper or hoard of zombies. The new massive caves are great, but they need to be more of a novelty and reward for going out and encountering them after say, battling through long, winding, and tight corridors with the surprise of mobs around every corner or a long, tedious strip-mining session, rather than just "Oh, let's just dig straight down 60 blocks, and I'm certain to run into a massive cave littered with diamonds!" every five seconds. It just seems too easy to get tons of resources quickly now in the current development state. I hope this didn't come across as mean, I just feel pretty passionately about Mojang's direction with the new caves. 😅
They intentionally made the big caves more common i've heard for feedback purposes; gives these types of caves more exposure to everyone basically, garnering more feedback more easily.
I disagree with the darkness. That could be a super cool difficulty changer, and it would make night vision useful.
I mean people who wouldn't like it by a massive amount are probably already using full bright.
I think what we really need is an item we've been wanting for years now
The mining helmet
@@username6338 I think that's a stupid decision
What if that brightens was linked with difficulty level
I think the one criticism I have is the lighting. The caves are beautiful but I've been through stacks of torches already and it looks ugly and still not everything is lit up. It almost feels like a hassle to see how cool these are.
Plot Twist: mojang only added this to avoid digging straight down
yep digging stright down is now proacticly imposable unless you soemhow dont hit anything
@@lechking941 or land in a water cave
Put a bucket of water on ur offhand
@@finnsweeney2604 Whilst fighting a Balrog I presume.
@@kingcole5977 Block Story was a game I had so much fun with when I was a kid. Such pleasant nostalgia.
The new caves are screaming 'don't dig straight down' vibes not 'imma ruin the player's caving story' vibes
Don't dig straight down - lava... Now it's don't dig straight down - 50 block fall.
@@xXDeltaXxwhotookit and with those lava falls, it’s a 50 fall into lava
@@pulatelephonics and lava doesn't break fall damage.
@@xXDeltaXxwhotookit Mlging (Is that how you say it?) isn't that hard to do from 50 blocks
In pitch black so you don't know where to use bucket unless you use a cheat texture pack/shader
spawners were added to encourage underground exploring because when there isn't a lot of spawnable space mobs spawn more so idk where you got that reason from, and spawners will forever have a purpose as mob farms
Anytime the devs put out a snapshot:
Sarc: Yeah this is cool but i'd be cooler if you did this
constructive criticism! :D
Lol yes
It’s his job
Mojang never pushes things to its full potential
@@username6338 Please stop spamming every comment with this...
The community: omg new snapshot is here
Simplysarc: Huh.
He is kinda right though. I don't agree with some of his solutions but the new caves definitely do raise some new issues.
it is...regrettable how much of this stuff remains unaddressed! a lot of it feels like it'd apply to like, a big part of the playerbase, not just niche groups, like visual variety outside biomes
Bruh caves are supposed to be dark, it would ruin the atmosphere if they made them bright. Use a night vision potion if you want to see more.
Grappling hooks are cool but scaffolding fixes that problem beautifully. Don’t sleep on scaffolding. Such a good addition, Mojang knows what they’re doing.
I just wish it were easier to get. Jungles are rare and getting bamboo from shipwrecks is inconsistent. There needs to be a better way of getting your hands on it if they want it to play the part of things like rope or a grappling hook.
I don't see myself choosing to use scaffolding over just.... yknow, going to another cave
@@APR1Lmusic just deal with it not everything revolves on you kid
@@user-tzzglsstle585e38 true
@@svendinsvinderlin4569 yeah this is inovation right here, rather than dealing with the problem just find onother that you could deal with easier
A solution to some issues that could be fun, a launchable light source! Glowstone tipped arrows, terraria like glowsticks you can toss down a hole, glowball snowballs, etc
yeah that would be fun and useful
they could've done something like this with the glow squid
-i did it in my mod-
doesn't seem like they are interested in adding dynamic lighting to the game unfortunately
@@gothgrrl8711 this doesnt have to be dynamic lighting, just being able to place a light source at a distance
I think Mojang should add a way to stop spawning in an area, it is much more needed now, because lighting up the entire cave is going to be so much harder. Maybe like a mega torch or a new structure you can make to stop the spawns!
A grappling hook would also fit for the "mountain" update.
True!
Yeah, but figuring out how to properly program the physics and rendering of it would be extremely difficult. Some mods have tried and I've seen very few that even aproached decent.
Why tf is everybody thinking about terraria?!xD
I feel like a grappling hook would remove much of the challenge of building to beat your environment. Why build stairs or ladders when you have a grapple hook. I feel that the best item would be the scaffold for things like this.
@@theshrekening2157 who the fuck builds stairs to get to places?
Once lava lakes are added to the caves then I feel like thats all the lighting it needs.
yeah man and some nether rack
and some piglins
maybe even a fortress
oh wait
@@ridakesserwan8712
Ah yes, the best cave of them all
Everyone complaining about light did everyone forget about night vision potions?
bruh we taking early game survival here
@@appleduck8204 just add night vision pots in loot tables lol.
@@appleduck8204 I feel like the fact that we can't see much in the caves without either potions or a lot of light sources just adds to the overall experience. Honestly, I like how they're super dark now, because it makes them really dangerous and overwhelming in the early game, but they become much more accessible and open the further you get into the game. The massive cheese caves don't really *need* to be accessible right from the beginning.
We could use suspicious stews
I've been playing Minecraft survival for years and I don't even know how to make night vision potion
Still waiting for the "Sarc Tweaks Modpack"
Amen to that!
and aWoMeN toO!1!
@@AlexRirera Comedy gold
Honestly I'm glad most of these changes weren't added, I tend to like most of your suggestions, but most of these just feel needlessly annoying.
Hello there Sarc, I had recently stumbled across your channel via TH-cam recommendation and since then I’ve been invested in your content. Every video is really informative with unique visuals and it’s amazing, may the algorithm forever be in your favor
Dont watch the iron farm video
Grapple hook is a neat idea, but hear me out:
Arrows with ropes
like in Thief: The Dark Project. You shoot it into a block, and it drops down a length of climbable rope
I believe somewhere on Twitter one of the developers shared a possible new way of diorite/granite generating with it only appearing in long single layers of the block. It’s would certainly assist with the problem of the blocks being a bit too common.
Underground structures besides mineshafts or strongholds would probably also be needed, since at the moment there's just loads of nothing. The other is that now night vision potions are op as hell
I agree here, and I think that they're adding things like underground huts and the like (see the warden reveal video), but I do think that even more could be really cool to find while exploring. And to touch on night vision, I think it would cool to rework night vision potions to just "Potion of Vision" where it brightens up a little bit, then an upgraded version called "Potion of True Vision or True Sight" that would be what we know today as night vision.
@@APR1Lmusic we need big new structures in the deep dark.
@@APR1Lmusic they will add that thats the reason its in the minecon vid, thats also the reason why there adding the warden because the loot is in the structures and the warden is the gaurd, hence the name warden
@@s66s46 yes again they will add that watch the ask mojang vids