[MC-1948] Villages spawning on tall grass cause doors too high, paths flooded, farms raised Created: 02/Nov/12  Updated: 25/Mar/20  Resolved: 29/Jul/14

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Minecraft 1.4.2, Minecraft 1.4.5, Minecraft 1.4.7, Minecraft 1.5, Minecraft 1.5.1, Snapshot 13w16b, Minecraft 1.5.2, Snapshot 13w17a, Snapshot 13w19a, Minecraft 1.6.1, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w42b, Minecraft 13w43a, Minecraft 1.7.1, Minecraft 1.7.2
Fix Version/s: None

Type: Bug
Reporter: Adder Kleet Assignee: [Mojang] Searge (Michael Stoyke)
Resolution: Works As Intended Votes: 23
Labels: village
Environment:

Win7, default download of MC, Java up to date


Attachments: PNG File 2014-04-08_23.17.16.png     PNG File 2014-04-08_23.17.35.png     PNG File 2015-08-29_09.35.38.png     PNG File 2015-08-29_09.46.08.png     JPEG File villagebug.jpg    
Issue Links:
Duplicate
is duplicated by MC-11297 create map Resolved
is duplicated by MC-14909 odd village house generation Resolved
is duplicated by MC-18980 unleveled world Resolved
is duplicated by MC-29426 Village generates above ground Resolved
is duplicated by MC-30422 Village on the Water Resolved
is duplicated by MC-31380 Village Homes Inaccessible by Village... Resolved
is duplicated by MC-36020 Vilages spawn completly in chaos. Resolved
is duplicated by MC-39240 villager farms Resolved
is duplicated by MC-40711 Buildings in NPC Villages generate on... Resolved
is duplicated by MC-43954 NPC village road and house underwater Resolved
is duplicated by MC-45682 Villages spawn half Buried Resolved
is duplicated by MC-48744 villages in/above ground Resolved
is duplicated by MC-49133 Village generation Resolved
is duplicated by MC-51373 Structure Spawning Errors Resolved
is duplicated by MC-62670 Village Paths Don't Generate Correctly Resolved
is duplicated by MC-64330 Cobblestone under gravel path generat... Resolved
is duplicated by MC-64366 Cobblestone under gravel path generat... Resolved
is duplicated by MC-64502 Village ways gets created with holes Resolved
is duplicated by MC-69059 village above water and floating stuff Resolved
is duplicated by MC-70533 If the village is sometimes generated... Resolved
is duplicated by MC-75851 Village houses spawning underground Resolved
is duplicated by MC-77609 Village generation isn't ignoring grass Resolved
is duplicated by MC-87221 Villager house extending underground. Resolved
is duplicated by MC-87586 Tall grass of original terrain remain... Resolved
is duplicated by MC-93917 Village House/Door Unreachable from b... Resolved
is duplicated by MC-102168 Strange Village Generations Resolved
is duplicated by MC-106749 Bad generated village structures. Resolved
is duplicated by MC-132426 Tall grass removing blocks in village... Resolved
is duplicated by MC-139323 No Stairs generated for Village Doors Resolved
is duplicated by MC-140338 In villages the houses do not crush t... Resolved
is duplicated by MC-2392 2blocks height village Resolved
is duplicated by MC-4467 Double-layered Village Resolved
Relates
relates to MC-15990 The base of farms in desert villages ... Resolved
relates to MC-45088 Cobblestone bridging sometimes missin... Resolved
relates to MC-73878 Village fields do not clear all block... Resolved
relates to MC-73880 Blocks get generated inside village h... Resolved
CHK:
Confirmation Status: Community Consensus

 Description   

Villages are being generated in very buggy ways. Certain times the path is uneven, or the farms are 1 block above the path (meaning you can't get at them). Houses with doors 2 blocks up with no stairs beneath.

Found one on Seed 147896325 at x -247, z 325 that is a good example.

Villagers are also appearing 1 block lower than expected (ie within the path, but moving and not suffocating)



 Comments   
Comment by user-f2760 (Inactive) [ 25/May/16 ]

Because searge said so.

Comment by Fabian Röling [ 25/May/16 ]

I'm relatively sure I can confirm for 16w21a for the village example in MC-102103.
Why is this marked as working as intended? I see no comment explaining it.

Comment by Kumasasa [ 29/Aug/15 ]

From MC-87586: Seed 1280411122, Coordinates -180 70 610

Comment by Samuel Kyletoft [ 25/Aug/14 ]

Confirmed in 1.8-pre2

Comment by Stefan Bornewasser [ 09/Apr/14 ]

also will be Generatet Gras under Village- Houses

Comment by Jrdiver [ 09/Apr/14 ]

Ok..just came accost a good example world for this seed, and its definitely still active in 1.7.5: 4981279424677297828
coordinates:
x = -170
z = 110

the entire village is literally 2 blocks higher then the surrounding ground even though its on almost level ground

Comment by Jrdiver [ 26/Jan/14 ]

I started MC-45682 a few days back and was eventually lead here and my guess on what's going on is that the generator doesn't handle uneven terrains and villages very well. I don't know how the code behind this is set up but is it possible to put a check for blocked doors or some of the glitches...then again thats probably a huge block of code just to do that.

Ps: MC-45682 can be marked as a dup of this one, they are part of the same problem

Comment by Markku [ 15/Oct/13 ]

@David Harmon
Many a problem could be solved easily, if the whole village and its terrain was known before any part of it was laid down. Alas, villagers are created just like the terrain, chunk by chunk, so when one chunk would need to know e.g. how the area was flattened by the villagers, there just isn't enough info available (the rest of the nearby terrain might not exist yet). Brute force solution is to load more chunks temporarily, but this leads to other problems, especially with non-3D chunks as minecraft currently has.

Though I've already covered that and some more in an earlier comment.

Comment by David Harmon [ 14/Oct/13 ]

It surely doesn't help that both plains and deserts have gotten much hillier over the last few versions. It might help if village generation had some capacity to kick back against terrain generation – perhaps modifying things along the lines of "there was a hill/lake/cave here, but the villagers leveled/filled/sealed it".

Comment by John Distler [ 13/Oct/13 ]

MC-31380 is an example of how villages that are naturally generated are useless to villagers commonly.

Comment by John Distler [ 13/Oct/13 ]

@Markku

I agree that MC-7294 is probably a major cause for this issue.

Comment by Markku [ 03/Jul/13 ]

@Kevin: I think the problem you are describing might have something to do with MC-7294. If you do catch more of those level shifts, please add more cases to that one, as I haven't seen any other cases of it yet. Makes hard to catch the bug, or even to know if it still exists.

Comment by Kevin Eric Snell [ 02/Jul/13 ]

I can cope with untidy villages. The only real problem is houses that suddenly go up/down one level halfway through, so the ceilings and floors don't match up.

Comment by John Distler [ 20/Jun/13 ]

This only happens under non-superflat world generation. This bug can occur in all three gamemodes, not just survival.

Comment by Andrew Dill [ 14/Jun/13 ]

I've realized something that could be fixed;when a village road generates in ground that is at level 63 then any village structures that are created by the road will have the entrance at a minimum of level 65 when it should be only one block higher,64.This causes the structures to be a block higher that they normally would be on any other road level.Under no circumstances can a village structure generate correctly when it is created by a Level 63 road*.So basically,just make the houses able to generate one block lower when the entrance is facing level 63 roads to fix this.This will not fix all village generation bugs but would make houses accessible from level 63 roads.

*exception:the extremely rare event that the block of road that the house entrance is connected to is at level 63 but there is a level 64 block right next to it and the house generates steps below the entrance due to it detecting a block there which would be a tall grass or flower block that had not disappeared when the gravel generated under it.

Comment by John Distler [ 10/Jun/13 ]

This entry is reporting more than one bug. I'm not sure if it is valid.

Comment by Allaiyah Weyn [ 31/May/13 ]

I've had that problem with village stairs & doors since their introduction. The very first thing I do when I encounter a village is in install all the missing stairs & doors. But I think the weird layout is part of the charm. You just need to play handyman to replace missing doors & steps.

Comment by John Distler [ 27/May/13 ]

This 'feature' makes villages a total eyesore! I saw villages spawn over ravines. It totally messes up the paths and the buildings spawn with a base that stretches to the bottom of the ravine. It's stupid how many villages spawn that are totally, unrealistically, messed up!

Comment by fake fakes [ 20/May/13 ]

In 13w19a

Comment by Markku [ 25/Jan/13 ]

Yes, intended as in: done in a simple way since there is not more time to work on it and it shall do for now, players can at least work it out themselves. The better choice with some JIRAs for this kind of issue is "won't fix" with an explanation of the issue not being significant enough. Or not resolving it but leaving its fix in the "backlog", waiting for time to do it some unknown time in future.

This is not a programming bug, per se. More about design bug due to lack of development resources (i.e. time).

Comment by FireHunterX [ 25/Jan/13 ]

Well, considering that Strongholds are also poorly generated, I'd say that this is intended.

Also, this has occurred for a long time, since villages were introduced.

Comment by Eric Schwarzenbach [ 25/Jan/13 ]

Perhaps so, I don't assume anything is simple without having been in the code. But I would also assume Mojang has some routines for some of those issues that they can reuse or adapt, and has perhaps solved some of them already since the conflicts generated villages have with the terrain are actually pretty mild compared to what they could be.

Comment by Markku [ 25/Jan/13 ]

Landscaping is much more difficult than first sounds. Sure, it seems easy to dig away from dirt and grass (or add a little more), but then get into things like sand under rock and some trees on the other side... Removing sand but realizing to possibly leave the rock in place, or removing trees in a way to looks natural (i.e. not leaving leaves around, or not taking the leaves of the to-be-kept neighbor tree, or even giving that neighbor tree some extra leaves as it now has some empty space to fill...)

Just take a look how the simple lake generation routine fails with its landscaping (issue MC-610). Village landscaping would be couple order of magnitudes more complex.

There is a lot more issues along landscaping than those few mentioned above. Things that seem so trivial and obvious to us humans (like choosing in a split second that few blocks need to be removed or added) are sometimes near impossible for a piece of program. Or feel free to try and create an AI program with an eye to natural shapes, and which runs on average PC using less than 5% of its computing resources.

Additional complexity is that it would need to landscape the village even when it or its environment is not yet fully created - creating it chunk by chunk as the player moves... It would need to decide how to landscape around one house without knowing yet how the house just 16 blocks away is placed, or if there is a house at all but a ravine, or lake, or lava stream that will flow into the house soon after.

Comment by Eric Schwarzenbach [ 25/Jan/13 ]

What would perhaps be even easier, and actually emulate what happens in the real world, is to apply some landscaping around the buildings, either after placing them exactly as happens now, or as part of the placement process.

Comment by Markku [ 25/Jan/13 ]

The reason for these problems is that the village structure component placing is somewhat simplified, I might call it a design bug. The reason why some houses are too low (doors buried) or farms too high is because their level is based on the average level where they are created.

While the edge of a farm could be too high on one side, it could be too low on the other side. Same for the houses. But overall they are at somewhat appropriate level for the area they are in.

Smartness into this would be to e.g. decide the level on buildings with doors (or other main entrances without doors) on that door spot (and one block out). For farms this is a bit more difficult as it does not have such specific obvious path point, but I think even they are created along paths in the village, so base on the side of the path.

The screenshot shows also buildings built on shallow water. This might be another issue, as the villages and villagers are not designed to work in water (e.g. in the code, villagers seem to avoid water...) The village (or at least parts of it) should not be there at all in the first place, or alternately, the villagers should move some extra dirt and gravel to make the area suitable for them (i.e. raise ground around the village's structures and paths).

Comment by Eric Schwarzenbach [ 25/Jan/13 ]

Yeah this problem seems to be widespread. I end up having to do a lot of fixing up any village I play in for any amount of time. It looks pretty shoddy, you would think they would want to fix this.

Comment by julian mazer [ 16/Jan/13 ]

but still they should still try to fix it

Comment by julian mazer [ 16/Jan/13 ]

the bug probably wouldnt be fixed without dropping frames on gameplay as villages trying to foucus on spawning on land can cause more lag and make a higher raritey for villages

Comment by julian mazer [ 16/Jan/13 ]

also Chunk Errors are somewhat common in the latest snapshots in default with Villages it annoyes the crap out of me

Comment by David Harmon [ 18/Dec/12 ]

I seriously doubt buildings the villagers can't enter is "as designed". It looks more like "tried to fix prior generation problems, and didn't quite get there".

Comment by Talven81 [ 02/Nov/12 ]

The mobs falling through blocks problem is currently being tracked in MC-119 please only submit one bug per ticket.

While I agree the village spawning is messy, I believe that is as designed. Same thing with finding damaged end portals, missing villages due to chasm, etc.

Comment by Michael Smith [ 02/Nov/12 ]

As i've see this is a ongoing issue as I have seen this in multiple patches. (Likely terrain issue?)

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