[MC-411] Terrain Generation Issues Created: 25/Oct/12 Updated: 14/Aug/20 Resolved: 26/Nov/13 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.1, Minecraft 1.4.2, Minecraft 1.4.7, Minecraft 1.5.2, Minecraft 1.6.1, Minecraft 1.6.2, Minecraft 13w36a, Minecraft 13w38c |
| Fix Version/s: | None |
| Type: | Bug | ||
| Reporter: | Seville Cheng | Assignee: | Unassigned |
| Resolution: | Invalid | Votes: | 0 |
| Labels: | code, world-generation | ||
| Environment: |
System:Windows 7 |
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| Confirmation Status: | Plausible | ||||||||||||||||||||
| Description |
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I created 2 DEFAULT worlds with the seed "LightChase", one in Version 1.3.2 and the other 1.4.2 Pre-release. Both versions give me the same world with a partly generated cave (See Picture 1 and 3), a river that didn't float down (See Picture 2) at where it should be, ork trees and a lake south-eastwards (See Picture 4). I tried to recreate it several times and I was given the same result. Then, I created a Large BIOMES world with the same seed in 1.4.2 Pre-release. This time, I was given a world with a similar cave yet fully generated (See Picture 6, notice the trees are gone), a Swamp biome which didn't show up in the Default world (See Picture 6, on the right), the same lake at the same position of the Default-world lake (See Picture 5). I think, and I believe, that it's a generation bug occured because of a code error. |
| Comments |
| Comment by Seville Cheng [ 27/Nov/13 ] |
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@Talven81 The same bug still can be seen in 1.7.x (e.g |
| Comment by Talven81 [ 26/Nov/13 ] |
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No longer valid, complete rework of terrain generation code in 1.7.x |
| Comment by Tails [ 30/Aug/13 ] |
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Resolving this since the upcoming update changes terrain generation quite a bit. If there are any new issues with the new terrain generation, please create a new ticket. |
| Comment by Markku [ 12/Jul/13 ] |
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Can reproduce in 1.6.2. (Note, the seed, "LightChase", is in the description...) Note, this issue is more about a somewhat extreme and visually bad effect of an intended coding feature. See my comment earlier and the 'disabled_water_stop_feature' screenshot what happens when the feature is disabled. However, the current operation obviously creates quite disturbing shapes. Mojang needs to decide whether they consider this small enough a problem to leave as "won't fix", or if they want to try to make a better tunnel "shaping" algorithm. Note also that most likely, this same "feature" is the reason why e.g. large ravines can be cut vertically sharply when a river passes through it, etc. |
| Comment by Seville Cheng [ 12/Jul/13 ] |
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@Ezekiel As I just bought a new computer, you might have to wait for some days so that I could see whether I can reproduce it. Thank you for remembering this issue. |
| Comment by [Mod] Ezekiel (ezfe) [ 12/Jul/13 ] |
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Cannot reproduce in the latest version of minecraft Can you provide a seed? |
| Comment by Kumasasa [ 13/Jan/13 ] |
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Ok, reopened this ticket. |
| Comment by Markku [ 13/Jan/13 ] |
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Added a screenshot for the case when the stop at water -feature is disabled for tunnel generation. |
| Comment by Markku [ 13/Jan/13 ] |
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I managed to create that same world and gave a bit of surgical knife to the cave generator code... I first applied the two fixes, but that didn't help, so this issue is NOT related to either I then suspected another piece of code and made a specific change to prevent that code working in the relevant coordinates (allowing that tunnel to continue no matter what that suspected code was deciding). And this time the tunnel did continue, like shown in the other screenshot. Thus that suspected piece of code is the reason... ... But the disabled piece of code is an intended feature, though implemented in a bit crude way. Namely, there is specific check in the cave generator code for NOT tunneling into water; it stops the tunnel just before it. It is not perfect, as it makes a sharp cut instead of trying to do some fancy natural shaping (difficult!). So, this particular case is "intended feature". Changes to it should probably be a feature request along the lines of "more natural caves/tunnels near waters". |
| Comment by Kumasasa [ 13/Jan/13 ] |
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Ok, relinked to |
| Comment by Seville Cheng [ 13/Jan/13 ] |
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@Markku Yes it's mixed up. And I agree mine is more related to |
| Comment by Markku [ 13/Jan/13 ] |
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The screenshot numbers seem to be mixed up (due to way how JIRA switches order when uploading more or something). Actually, most screenshots depict a different issue than the Would be nice to get seeds and locations if anyone spots similar straight cut surface caves/tunnels. I could easily check the bug then. |
| Comment by Kumasasa [ 13/Jan/13 ] |
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Resolved as duplicate of |
| Comment by Jelly Opera [ 23/Dec/12 ] |
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This generation bug has happened on all of four worlds I've generated in 1.4.6 with random (inputless) seeds. Doesn't seem normal to me at all. I have screenshots of one of the worlds. |
| Comment by SteelCrow [ 29/Oct/12 ] |
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Looks normal. Not a bug. Caused by a minor change in how the seed is used. As the 1.4.2 generation will consistently produce the same terrain with the same seed, it's definatly not a bug. |
| Comment by [Mod] Ezekiel (ezfe) [ 25/Oct/12 ] |
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Sorry, this has always happened to some extent over most updates. |
| Comment by Charles-William Crete [ 25/Oct/12 ] |
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Im pretty sure this is not a bug. At lease a very minor bug. |