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Bug
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Resolution: Unresolved
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None
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1.21.20.21 Preview, 1.21.0.22 Preview, 1.21.0.20 Preview, 1.20.80.24 Preview, 1.20.80.23 Preview, 1.20.70.24 Preview, 1.20.70.22 Preview, 1.20.50, 1.20.60.26 Preview, 1.20.60.25 Preview, 1.20.60.24 Preview, 1.20.70.20 Preview, 1.20.70.21 Preview, 1.20.51 Hotfix, 1.20.61 Switch, 1.20.60, 1.20.62 Hotfix, 1.20.80.20 Preview, 1.20.80.21 Preview, 1.20.70, 1.20.71 Hotfix, 1.20.80.22 Preview, 1.20.72 Hotfix, 1.20.73 Hotfix, 1.21.0.23 Preview, 1.20.80, 1.21.0.24 Preview, 1.20.81 Hotfix, 1.21.1 Hotfix, 1.21.30.24 Preview, 1.21.30.23 Preview, 1.21.21 Hotfix
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Confirmed
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Multiple
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1156108
The frequency that each structure has to generate is not consistent making some structures like houses or decorations generate way more than while others structures become much rarer.
This makes some structures generate extremely frequently, like weaponsmiths on taiga villages (there has been found ones with more weaponsmiths than anything else together). This issue also makes some structures way rarer than they should (as an example, you can explore alot of plains villages on the same world without finding one shepherd house and almost no temples generate on desert villages).
This issue makes each biome variant of villages found across the overworld feels way less varied overall than it should. This bug does not affect java edition.
This seed is a very good example 63597105496628543, it is a taiga village with 16 weaponsmiths on it.
- relates to
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MCPE-100217 Villages don't generate with expected structures
- Open