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Bug
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Resolution: Fixed
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1.16.2, 1.16.3
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None
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Community Consensus
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Custom Worlds, World generation
Hi,
I have a biome where I am required to use 2 types of netherrack_replace_blobs; I generate the ground as snow, generate ice spikes, and then replace both ice and snow with stained glass. The netherrack_replace_blobs are of very large size (120 blocks) in order to completely replace all instances of these ice and snow blocks, because they are not desired.
What I expected to happen was...:
The terrain should generate exactly the same both times.
What actually happened was...:
As seen in the screenshots, the terrain generates differently based on the order that chunks are populated.
Steps to Reproduce:
1. Install the datapack incendium v2.4-pre.zip
2. Teleport to -2040 300 and navigate to the coordinates in the screenshots.
3. Take a screenshot.
4. Delete DIM-1/region, load the area again, and take another screenshot.
5. It will be evident that the generation of ice spikes and other features is affected by this and generates differently in both cases.
This issue could also be resolved by adding a designated 'replace' feature, or allowing more features to specify a state provider, so that the workaround of large netherrack_replace_blobs is not needed.
- relates to
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MC-216214 netherrack_replace_blobs with water as target crashes the game
- Resolved