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  1. Minecraft: Java Edition
  2. MC-223305

Fix for various world generation issues

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    • Icon: Bug Bug
    • Resolution: Invalid
    • None
    • 1.16.5, 21w15a, 21w16a
    • None
    • Unconfirmed
    • (Unassigned)

      These issues seem to have a different cause. Please close this report for now.

       

      Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.

      Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.

      I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.

      Feature Fixes
      1. Caves  
      2. Aquifers  
      3. LAKES * they generate pockets in the terrain, functioning like mini-caves
      • they expose stone - important for cave biome features and ores
      • placed after aquifers because they could have lava
       
      4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons  
      5. Structures
      • should generate after caves - fixes MC-170897 (fossils generate their own support islands, which get carved by caves)
      • should generate after lakes - fixes MC-81467, MC-107916, MC-199555
      • should generate after underground structures - fixes MC-206648
      *features that generate liquids - springs (was in VEGETAL_DECORATION)
      • can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category

      no more blocks are exposed after this| |

      6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
      • should generate after structures - fixes MC-181779 (1/2)
        • some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
      7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
      • should generate after lakes - fixes MC-132306
      8. VEGETAL_DECORATION - surface features that add trees + plant blocks
      • plants always risk having a part of them replaced
      • some plants have special conditions, so here's a sub-order for them:
        • wide plants: trees, chorus plants, large mushrooms
        • 1-block wide plants (grass-like plants, vines etc.)
        • plants that check for light: mushrooms (so that they can generate underneath wide plants)
        • plants that check for neighboring blocks: cactus

      Note: some of the bugs listed may not be reproducible anymore, but they're still open.


      Some examples of this new order being used:

      • A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
      • A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
      • A village generates paths, and plants can generate only in the remaining space.

      Edit: vegetation already generated after structures.

        1. 2021-09-18_08.36.36.png
          313 kB
          Austin Dean Koke

            Unassigned Unassigned
            jirauser631802 user-68c81 (Inactive)
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              Created:
              Updated:
              Resolved: