For almost a week now, the second part of Minecraft’s extensive Caves & Cliffs update has been online. While they talked about the features in general at the release, a new article from Mojang goes into detail about the design of the biomes. We summarise this new info on Caves & Cliffs Part II for you.
The first part of the Caves & Cliffs update for Minecraft was released in the summer. The main focus was on new animals and blocks. Caves & Cliffs Part II, on the other hand, influences the game world in a stronger way. In addition to subtle updates such as the glowing enchantment tables, major changes were also made, such as the introduction of seven new biomes.
In a new entry on the official website, Majong reports on the more in-depth changes to Caves & Cliffs Part II – literally. Before the update, you could climb to a maximum height of Y= 256. Now you can even reach heights of Y= 320. The same applies to the depths of your worlds. Whereas before you should stop digging at Y= 0, now you can stop at Y= -64.
At the same time, the world blending feature makes the biomes look more natural with less abrupt changes in terrain. Along with this, you will now find a wider variety of biomes that now adapt to the terrain.
New biomes & dealing with them
Further, Caves & Cliffs Part II ensures the emergence of 3D biomes. Previously, the biome was present on the surface in all levels. Thanks to the update, new biomes can now be found in the deeper layers of the earth in the form of different types of caves. This new approach results in new forms of cave generation as well as the generation of new watercourses. Along with this, large veins of ore in caves will make it easier for you to mine various ores.