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Bug
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Resolution: Unresolved
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None
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1.16.1, 20w28a, 1.16.2 Pre-release 1, 1.16.3 Release Candidate 1, 1.16.3, 21w03a, 21w20a, 1.17.1, 1.18 Pre-release 1, 1.18.2, 1.19.2, 1.19.3, 23w03a, 23w05a, 1.19.4, 23w13a, 1.21.3, 24w45a, 1.21.4 Release Candidate 3
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Confirmed
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World generation
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Low
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Platform
It appears that the natural generation of snow layers in Extreme Hills biomes and such uses a 32-bit float in its generation somewhere, causing it to break somewhat when far from the origin. This can be seen in vanilla by teleporting over 16777216 blocks out, preferably on both axes, and finding an Mountains biome (or just generating a custom world with exclusively Mountains) - any areas that would have had patchy areas of snow in vanilla will now be slightly more angular than they would normally be, being composed of more straight lines and squares.
This first started happening in 16w02a - versions prior (13w36a to 15w51b) are completely unaffected by this. For example, here's a screenshot of 1.8.2-pre4 (left) and 1.15.2 (right), with seeds provided:
I am not sure if this bug can cause crashes like MC-185925 did.
- relates to
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MC-164352 Casting issue: Snow animation becomes stretched when being very high above the ground
- Open
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MC-185925 Casting issue: Mineral vein generation uses 32-bit floats, leading to precision loss and potential crashes
- Resolved
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MC-186362 Casting issue: Translucent block rendering breaks down at high distances
- Resolved
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MC-207260 Casting issue: Sculk vibrations come from the wrong positions at high coordinates
- Resolved
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MC-229293 Casting issue: Broken blocks drop items in the wrong position at high distances
- Resolved