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  1. Minecraft: Java Edition
  2. MC-261803

Minecraft does not appear to blend differing water levels correctly

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    • Icon: Bug Bug
    • Resolution: Won't Fix
    • None
    • 1.19.4
    • None
    • Community Consensus
    • (Unassigned)

      The bug

      If old chunks exist at the edge of what has been generated of the world which have an ocean level differing from the current level of 63, and the world is upgraded to a modern version such that the chunks newly generated next to those are set to be blended with new terrain, the difference in ocean level will not be taken into account. This will result in unnatural-looking straight line waterfalls and ice inclines manifesting as a result. Unnatural-looking structures are something Mojang have tried to explicitly avoid via the implementation of the world blending system, so these occurring is obviously not desirable.

      This situation can occur organically if a world from Beta 1.7.3 or earlier is first upgraded to a version between 1.2 and 1.17, with at least some edges of the world not being explored as to not generate any new chunks and leave edges of the world last generated in prior versions, and then this world is then upgraded to the latest version. Any ocean regions which were at the edge of the map in b1.7.3 or prior which are then loaded in the latest version will have a very clear cutoff where the two water levels meet.

      How to reproduce

      Attached to this ticket is a world generated in Beta 1.7.3. A rectangle of chunks around the origin have been generated by walking manually, before walking to the world origin and then saving and closing the world to prevent unwanted chunk generation. The world can then be loaded in 1.2.5, for example, to change the format to Anvil, and then the world can be loaded in the latest version.

      After loading the world in the latest version, wander far enough out such that you find an ocean from Beta 1.7.3 at the edge of generated chunks.

      Actual results

      A sharp cutoff line, aligned to chunk borders, can be seen in the two water levels where they meet. In non-frozen biomes, this results in a waterfall.

      Example expected result

      In cave aquifers, differing adjacent water levels often have a strip of solid blocks masking the boundary between the two heights, and this boundary is made to look rugged and natural. A similar approach could be implemented here for the two ocean levels using appropriate surface blocks if found to be uneven.

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        13. Original world from b1.7.3.zip
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            Unassigned Unassigned
            Awesoman3000 Connor Steppie
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              Created:
              Updated:
              Resolved:
              CHK: