Big oak trees don't spawn
Large oak trees don't spawn, they're replaced with some strange trees.
Environment
Both normal and large biomes, forest and jungles.
Linked Issues
Created Issue:
Big oak trees don't spawn
Environment
Both normal and large biomes, forest and jungles.
Large oak trees don't spawn, they're replaced with some strange trees.
duplicates
(Relates to MC-10534 and MC-2759; doesn't fix them, but perhaps makes the effects of the feature less noticeable.)
(Using MCP namings.)
The WorldGenBigTree has instance variable heightLimit. The same generator instance is used to create many trees during world generation. However, that heightLimit variable is only written to at few occasions; initialization to 0, randomized when it is zero, and when tree height (free space) check deems it needs to be shorter. Thus, the start of world generation can look like this (for tree heights):
0 -> 10, 10, 10, 10, 10, .. (30 more of 10) .., 7, 7, 7, 7, 7, 10, 10, 10, (10 more of 10), ... (occasional streak of 10 times 11), etc. etc.
(Edit: ) Note also that the trees are created somewhat "next to next" per location, the same height of trees can be noticed in the world, as many nearby big trees have the same height, then another bunch has another height shared between them, etc.
Fix?
public boolean generate(World world, Random random, int x, int y, int z) { ... // FIX? Remove this check. //if (this.heightLimit == 0) { this.heightLimit = 5 + this.rand.nextInt(this.heightLimitLimit); //} if (!this.validTreeLocation()) { return false; } ...
Tested on 1.4.7 and nice random heights from tree to tree, no sequences of same height observable.
Since the generated worlds from the same seed (from MC-10534) look exactly the same (including the pair of two small "bigtrees"), this affects also all the way to 13w10b, 1.5-pre. (Can not check the code for the latest (only the trees/world), though, but would be quite the miracle if this bug wasn't there, yet produced same trees.)
The world generation in 1.6.2 still matches the MC-10534 screenshot (which was generated with bugged version), and code seems to look the same (at least the proposed fix part, didn't check the whole class), so I assume it is still not fixed. Added the version to affects-list.
Large oak trees fail to spawning or spawning abnormally in forest & forest hills in version 1.9.0,1.9.1,1.9.2,1.9.3&1.9.4.
seed:527160204975065564,version 1.9.4
When i create the world, there are some large oak trees generate normally,like picture-1. The tree at 484 284 is one of them.
But when i delete this world,close the game, restart the game, regenerate the world, there are not any large oak trees at all. The the trees,which are intended to be large oak trees,become one kind of "strange" small oak trees,they are different from normal small oak trees,they seem to have more leaves.Just like in the picture-2 below,The tree at 484 284 became small "strange" oak tree.just like in MC-10534.
When i restart the game,recreate the world again,all of the "strange" kind of trees become extremely large.they seem to be a lot bigger than normal large oak trees.Like in picture-3,the tree at 484 284 became extremely large.
When i repeat this step to restart the game and recreate the world for a lot of times,the 3 cases above seem to happen randomly.
It seems it's a bug: Sometimes large oak trees fail to generate,sometimes large oak trees become larger than designed.

You can see the seed I used, so you can reproduce easily.
Coordinates ?
Related to
MC-2759?I've got the same trees as in the picture when I try to reproduce. How could I know, that kind of trees should be large oak trees?
@Kumasasa: It's directly at your spawn point.
Seed for Copy&Paste: -753548930
The summary is a bit misleading; with that seed, even the same forest has many big trees (branches and all). Checking out the tree big generator code next, but I think already that those smaller "big trees" are just smallest versions of what that generator can produce.
Edit: yeppers. Those two samples (and others like it), are created as "big trees" with height limit of just 7, and no branches or side "bushes" of leaves. Just the one main ball of leaves. With manual growing, I've seen as short "big trees" as 6.
However, while testing, I noticed that the randomization of tree heights during world generations is bit poor. Long sequences of trees of only height 10, then long sequence of only 11, then bunch of 7, etc. This may make it look like that some area has no big trees, as there can be local group of less big ones.
Edit2: Hah, its another bug; the tree height is accidentally remembered from the generation of the previous tree (as it reuses the same generator instance). The height only changes occasionally, as a side-effect of a routine that checks how tall it can be in the intended location. But this is worthy of another issue.
In any case, the chance to generate such small "big trees" with no branches looks like somewhat intended feature.
It seems to be fixed in 13w10a.
I don't think it is fixed in 13w10a, as using 1.5 pre, I get exactly the same small "big trees" in that same world sampled in this issue. In order to get those exact same trees, the generator code has to be pretty much the same as before, the bugged stuff.
Note that the issue is "hidden" when growing trees from saplings. It affects trees generated as part of the world generation process.
It would be good to change the issue summary to something like "Big tree generator's height randomization is broken", which describes the root issue. (The current summary of big trees not spawning at all is simply not true and never was - they just spawned the shortest versions. Amount of the shortest ones depending on the world).
Alternately, I can just create a new issue for that. EDIT: Oh wait, I think I already did create another issue for that
Damn, my memory is soooo... Yes, found it.
Could a moderator link this issue to
MC-11208(which is the cause for this one).Resolved as duplicate of
MC-11208.