World fails to generate decorations on seemingly random quarter chunks
The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Mod edit: Fixed for all but trees as of 1.13-pre10
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
Linked Issues
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relates to10
- Unresolved
Energyxxer
- 162
- 69
- Confirmed
Important
- Platform
- World generation
18w06a - 1.21.1
18w06a 18w07b 18w07c 18w10c 18w10d 18w16a 18w20b 18w20c 1.13-pre1 1.13-pre2 1.13-pre3 1.13-pre4 1.13-pre5 1.13-pre6 1.13-pre8 1.13-pre9 1.13 18w30b 18w33a 1.13.1-pre1 1.13.1-pre2 1.13.1 1.14-pre5 1.14 1.14.2 1.14.3-pre2 1.14.3 1.14.4-pre1 1.14.4-pre2 1.14.4 19w35a 19w37a 1.15-pre3 1.15.1 1.15.2 20w09a 1.16-pre2 1.16.1 1.16.2 1.16.3 1.16.4 20w45a 20w46a 20w51a 1.16.5 21w06a 21w14a 21w18a 21w20a 1.17-pre5 1.17-rc1 1.17 1.17.1-pre1 1.17.1 21w37a 21w38a 21w39a 21w40a 21w41a 21w42a 21w43a 1.18-pre1 1.18-pre2 1.18-pre5 1.18-rc3 1.18 1.18.1-rc2 1.18.1 22w05a 1.18.2 22w13a 22w14a 22w15a 22w16b 22w17a 1.19-pre1 1.19 22w24a 1.19.1-rc2 1.19.2 1.19.3 23w03a 1.20.1 1.20.2 1.20.4 1.21 1.21.1- 1.13-pre10
Created Issue:
World fails to generate decorations on seemingly random quarter chunks
The Bug:
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8x8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to Reproduce
:
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case:
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547Environment
Operating System: Windows 10
Java Version: Minecraft launcher default
The Bug:
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8x8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to Reproduce
:
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case:
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285 x:-246 y:89 z:-1248(End)
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The
Bug:Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8
x8 sections of land within a chunk from the surroundings.Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to
Reproduce:
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case:If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285 x:-246 y:89 z:-1248(End)
The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
ust in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285 x:-246 y:89 z:-1248(End)
Operating System: Windows 10
Java Version: Minecraft launcher default
The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285 x:-246 y:89 z:-1248(End)
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The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285 x:-246 y:89 z:-1248(End)
Note that this end ship example may actually be a different bug (
MC-96998).
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The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
seed: 8950405913187188285x:-246y:89z:-1248(End)
Note that this end ship example may actually be a different bug (
MC-96998).The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
End city example: seed: 8950405913187188285 /tp @p -246 89 -1248
Note that this end ship example may actually be a different bug (
MC-96998).
The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
End city example: seed: 8950405913187188285 /tp @p -246 89 -1248
Note that this end ship example may actually be a different bug (
MC-).96998The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
End city example: seed: 8950405913187188285 /tp @p -246 89 -1248
Note that this end ship example may actually be a different bug (
MC-125615).
relates to
The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
End city example: seed: 8950405913187188285 /tp @p -246 89 -1248
Note that this end ship example may actually be a different bug (
MC-125615).
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MC-125038was fixed for next version, please check if this issue is also fixed when next version is released.
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The bug
Some biome decorations such as snow, trees and structures sometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547The bug
Some biome decorations such as
snow, treesand structuressometimes fail to generate, producing very distinct 8 × 8 sections of land within a chunk from the surroundings.
Mod edit: Fixed for all but trees as of 1.13-pre10Something to note is that they appear to be random; after re-creating the world with the same seed and settings, some of these odd chunks are generated correctly, and other chunks which generated correctly before seem to suffer from this bug.
Duplicate photos from the attachments show two versions of the occurrence: two in different worlds with the same seed, but only one showing the glitch.
How to reproduce
Because of the hard-to-reproduce nature of this bug, I can't guarantee the same seeds will produce the bug at specific places every time, but it should be easy to find an occurrence on a large ice plains' sheet of snow or villages' houses and paths.
Just in case
If it's of any help, here's the seed of the world I took the screenshots on:
3239279967284580547
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confirmed for 1.13.2
this is an real isseu for server owner's because it is causing problems.
i have a survival server on spigot (latest build) and it is very damaged by just this bug almost every tree is missing a chunk.and it's looking very stupid
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Only one bug per ticket please. The bug with the only partially generated library probably is MC-125007.
Cannot confirm. Most likely a duplicate of MC-125007.
When you spawn, you will be next to a village that doesn't exist in 1.12.2. That village use the Savanna type, even if the biome is Ice Plains.
Duplicates MC-125047
Also, the different houses are above or slightly under the ground
Duplicates MC-125042
and a fountain with a water source that doesn't update, even if we remove or add a block next to it.
Now MC-125106
have a totally isolated library that is only partially generated (only a portion exists)
Most likely MC-125007 as [Mod] violine1101 said.
Maybe related or caused by MC-125007
The bug
End cities sometimes generate incompletely; this is not MC-125007 as this generation issue is not random and can be reproduced using the same seed, having the end city cut off at the same position almost every time.
Example of this bug taken from MC-125007:
End city example: seed: 8950405913187188285 /tp @p -246 89 -1248
How to reproduce
- Create a world using the following seed
7244823358194130475
- Teleport to the end
/execute in the_end run tp @p -838 61 -586 128 -34
- Check out the halved end city tower
For your second issue, see MC-125007. For your third issue:
The third thing I'm noticing is that big oaks are generating with only one side-branch that's only 1 block long and that the big oaks appear to have the same leaf shape as the balloon oaks, though that might not be new.
I couldn't reproduce that. If you can still see it happening, please create a new ticket for it and include seed and coordinates.
As per MC-125007, it seems generation fails when decorating, added screenshot where the end ship generation fails exactly where the elytra, chests and dragon head should be. (18w10a)
Duplicate of MC-125007.
Happens on an 8x8 subchunk. Duplicate of or related to
EDIT: Added attachment showing this.
Not MC-125007. That's a 1.13 issue.
You're either genuinely clueless what you're talking, or drunk, or actively trolling this place. Whatever it is, please disengage from this conversation and move on. I'd also advise user-a4a49 to do the same.
As to the bug, this is a genuine bug, but has already been reported in MC-131982 and was closed as a duplicate of MC-125007.
Duplicate of MC-125007.
It affects chunks depending on the order in which the chunks were generated. If chunks are generated systematically, it is possible for the partially-decorated chunks to appear in predictable patterns.
While testing MC-129492 by generating chunks with a chunkloader that teleports the player every 256 blocks (see that bug report for the chunkloader structure file), I have seen partially-decorated chunks in snowy biomes with a very regular pattern.
See the file "MC-125007-IceAndSnow.png" for an example. This is a map of a single Region file that contains a snowy biome. This world save was created by teleporting around the map to coordinates that are multiples of 256. The teleport positions were (in order) top left (0,0), top middle (0,256), left (256,0), middle (256,256).
It is easy to reproduce: grab the structure file "g13" from MC-129492, load that into a new world with snowy biomes nearby and just press the button to cause the player to generate chunks by teleporting around the map in a grid.
Duplicate of MC-125007
Relates? to MC-125007.
Especially in cold biomes where everything exposed to the sky should be ice or snow, many decorations aren't being set properly. This happens around chunk boundaries (Subchunk bounds not tested yet)
- Some trees are having snow generate under them.
- some trees are cut off
- lakes are spawning without snow/ice
This looks like it was fixed in 1.13-pre10 (probably along with MC-125007) because I cannot reproduce it anymore. That was fast.
Maybe MC-125007 wasn't fixed afterall?
This seems to encompass multiple bugs allegedly fixed in pre-10, from MC-132306 to MC-125007. I wonder if pre-10 just somehow didn't get released properly or if there was a lack of testing.
While the lack of activity since pre-10 together with the planned 1.13 release today is concerning, I hope Mojang reads this and other reinstantiated major world generation bugs and takes them serious BEFORE 1.13 goes out. It can't be stressed enough HOW important a working world generator is before an update that marks a major change in world generation to be followed by hopefully years of NOT messing with world generation anymore.
Everything else can be fixed in 1.13.1 next month. But a chunk that's generated is beyond future repair.
I have seen this in release 1.13. (I had photos but they didn't load correctly)
I would give the seed and where I found these, but recreating a world with the same seed will break trees in different spots. This bug was also reported as part of MC-125007 and that bug was listed as being fixed in 1.13-pre10. It seems it was not.
Duplicate of MC-125007.
MaximusMidnight, this is a duplicate of MC-125007 and 1.13.1 is already added to that issue.
Thank you for your report!
However, this issue is a Duplicate of MC-125007.
If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Duplicate of MC-125007. In the future, please check if a bug already is reported by searching before creating a new ticket.
Duplicate of MC-125007
Duplicate of MC-125007
Duplicate of MC-125007
My screenshot was taken when I surpassed a chunk boundary multiple times, which helps demonstrate the extreme FPS drop.
I discovered this issue when testing if MC-125007 was affected by performance, and it was not.
Duplicate of MC-125007. Next time create your reports in English and more detailed.
The bug
Upon world generation within snowy biomes, lakes that have water surfaces exposed to sunlight are sometimes not frozen over. This can either happen for the whole lake if it is within a chunk, or along chunk borders if it is between chunks. It doesn't seem to be dependent on 8x8 chunk sections as it is described in MC-125007.
How to reproduce
- Generate new world
- Locate igloo or find some way to go to a snowy biome
- Observe surface lakes until one is found in this condition
Thank you for your report!
We're actually already tracking this issue in MC-125007, so I resolved and linked this ticket as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature in the future to see if the issue has already been reported.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Duplicate of MC-125007
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-125007, which is a report that has not been resolved yet.
If you want, you can upvote the parent ticket, and enable watching to receive any updates about it - if you believe you have any information that may be important for this issue, please leave a comment on the parent. Please also use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 🛠 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
💬 Mojira Subreddit – 💬 Mojira Discord
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-125007, which is a report that has not been resolved yet.
If you want, you can upvote the parent ticket, and enable watching to receive any updates about it - if you believe you have any information that may be important for this issue, please leave a comment on the parent. Please also use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 🛠 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
💬 Mojira Subreddit – 💬 Mojira Discord
Relates to MC-125007
Thank you for your report!
We're tracking this issue in MC-125007, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
The bugged tree generation is a separate unrelated issue: MC-125007
Placing a block at y319 causes a few chunks around it to be restored to normal.
The tree issue has been marked as "unrelated and separate iusse MC-125007)
but I find it unsuall that most of the areas with bugged lighting also contain these cut off trees
Duplicate of MC-125007.
Duplicate of MC-125007
Yeah, this frequently coincides with other worldgen bugs like half generated trees- this should be marked as relates to MC-125007 IMO, almost every time I see this bug there are half-trees at the edge of it
Found some dark chunks again in 21w16a (along with what I believe is MC-125007). Definitely seems less common after the height revert.
There are two codepaths that invoke saving of chunks.
1. ThreadedAnvilChunkStorage.tryUnloadChunk(...) which saves chunks that are no longer kept alive by any chunk ticket, before finally unloading them from the world.
2. ThreadedAnvilChunkStorage.save(flush) which saves chunks periodically and upon closing the world.
protected void save(boolean flush) { if (flush) { ... } else { this.chunkHolders.values().stream().filter(ChunkHolder::isAccessible).forEach((chunkHolder) -> { Chunk chunk = (Chunk)chunkHolder.getSavingFuture().getNow((Object)null); if (chunk instanceof ReadOnlyChunk || chunk instanceof WorldChunk) { this.save(chunk); chunkHolder.updateAccessibleStatus(); } }); } }
This code saves all accessible chunks, i.e., chunks that were in the BORDER status at some point since the last save, periodically (when flush is false) and upon closing the world (when flush is true). The second case is similar (and hence not included in the code snippet) but additionally waits for pending futures in the accessible chunks.
The point is now that neither of these cases covers chunks that are still kept alive by chunk tickets when closing the world, but do not have a sufficient ticket level to be BORDER chunks. Those are chunks that are only partially generated, but can already contain features and light propagations from adjacent chunks. Not saving these chunks will hence lead to corrupted features and broken light at chunk borders.
In the following I will present some concrete examples where chunk tickets can keep such chunks alive and will hence prevent saving. Some other ticket types can most certainly lead to the same effect.
1. Spawn chunks
The first example uses START tickets created on spawn chunks (the same works with FORCED tickets), which are not removed upon unloading the world and hence will keep some chunks alive.
- Create a new world with render distance 2 (e.g., with seed -4530634556500121041)
- Quit and reload directly after generating the world
- One can now turn up the render distance again
- Observe that features between the 11th and 12th chunk away from the spawn point are broken (World spawn loads chunks in a radius of 11 into BORDER status)

Due to the low render distance, chunks in distance 12 from the spawn point are not requested into BORDER status, but still kept from unloading due to the START ticket, hence triggering the described issue.
2. Overload the lighting engine
The second example uses LIGHT tickets created during worldgen to keep chunks alive. While these tickets will eventually be removed when the worldgen is finished, the goal here is to overload the lighting engine so that these generations steps will not be finished (and hence the tickets will not be removed) in time before the flush save completes. Note that the flush save only waits for accessible chunks to finish any remaining futures, but not for partially generated chunks.
Note that this behavior is quite random and hence the following steps might require several attempts for reproduction or may not work at all, depending on the setup. Nevertheless, I think this example is still of practical relevance as described in the final section.
In order to stress the lighting engine we can try the following steps
- Create an AMPLIFIED world with render distance 32
- Fly a few chunks in one direction and then close the world immediately
- Repeat the previous step several times, always flying in the same direction
- After repeating for a few times, revisit the generated chunks again and see if some corrupted features or light glitches occur.

(Note that there are also some lighting glitches on the chunk border)
Closing the world immediately after flying a few chunks does not give the lighting engine enough time to finish its jobs before unloading the world (at least sometimes), hence causing the described issue.
3. Player tickets
As pointed out by Rik Lubking, PLAYER tickets can cause this issue very deterministically (comparable to the START tickets) and are hence probably the most common and severe case. While PLAYER tickets are explicitly removed upon shutting down the world by disconnecting all players before saving, this ticket removal does involve some threading and hence might not be completed before the saving executes, hence keeping all chunks loaded by players alive during saving and consequently triggering the issue.
4. Interacting with the world
Every world interaction, or more precisely every call to World.getChunk(...), creates an UNKNOWN chunk ticket with the intent to keep the chunk loaded and hence valid until the end of the tick. Every ticking entity and every player creates such a ticket at its location every tick, e.g., due to movement operations querying the chunk. These UNKNOWN tickets are in fact not cleared at the end of the current tick, but at the start of the next one. Consequently, these UNKNOWN tickets from the last tick are not purged upon shutting down the world and are hence still present during saving, prohibiting unloading and saving of some chunks (in contrast, PLAYER tickets are explicitly removed upon shutting down the world by disconnecting all players).
This does not seem to be an issue on high render distances, presumably because there are no entities far away from the player, at least not in the very last tick, and hence no such UNKNOWN tickets are created away from the player, whereas the PLAYER ticket itself has a much higher range and hence dominates these UNKNOWN tickets. Hence the UNKNOWN tickets only affect chunks that were already accessible due to the PLAYER ticket and hence do not trigger the saving issue.
However, this argument does not work for small render distances, e.g., render distance 2, where the UNKNOWN tickets do keep chunks alive that were not yet accessible, hence causing the saving issues. Indeed, the issue does show up deterministically when exploring new chunks with a render distance of 2 and reloading the world every few chunks.
Remarks
I think the issue described here is a good candidate for explaining MC-125007 (respectively MC-188086).
I am not sure, though, to which extent it is related to MC-214793. It again seems to be a good explanation for the corrupted features that seem to occur in conjunction with the dark chunks. However, it fails to explain why these chunks are completely dark; it only explains missing light propagations at the chunk borders, since these are discarded upon saving. So, it looks like some other unknown issue is interfering here as well.
Duplicate of MC-125007.
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Duplicate of MC-125007.
Relates to / potential duplicate of MC-125007.
Nvm, Avoma beat me to it.
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Duplicate of MC-125007.
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Duplicate of MC-125007.
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Duplicate of MC-125007.
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Duplicate of MC-125007
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Duplicate of MC-125007. In the future, please make sure you are able to reproduce issues in a vanilla environment before creating at ticket. ![]()
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Potentially a duplicate of MC-125007.
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Duplicate of MC-125007. Please take into consideration that issues that occur in modified game versions are not supported on the bug tracker.
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This ticket is either a duplicate of MC-125007 or invalid due to this issue occurring in a 1.18 experimental snapshot.
Duplicate of MC-125007.
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However, this issue is Invalid.
Your Minecraft version is outdated. We currently take issues for version MC-125007/MC-188086 and the latest snapshot.
Please update to the latest version as it includes the newest fixes. If you still have this problem after updating, then please create a new issue.
In case of a game crash, please also attach the crash report found in minecraft/crash-reports/crash-<DATE>-client.txt.
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Duplicates MC-125007
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Duplicate of MC-125007.
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Duplicate of MC-125007.
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Duplicate of MC-125007.
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Duplicate of MC-125007.
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Might duplicate MC-125007
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Duplicate of MC-125007.
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Duplicate of MC-125007.
You are playing on 21w43a, not 1.18 Pre-release 1, which is the latest snapshot.
This issue is MC-125007.
Is this on a chunk border? If so MC-125007 is most likely the issue you are reporting.
Tree is MC-125007
Chunk blending for trees was never actually a thing. When the tree generates in the newer chunk, it spreads to the old chunk, but when the tree generates in the old chunk, it doesn't spread to the new chunk. I can however confirm for 1.18 Pre-1. Relates to MC-125007
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Can you provide more context to this?
It would be helpful to know:
- Was the world created solely in 1.18pre-6?
- Was the world upgraded from 1.17 to 1.18pre-6?
- Does this issue seem to describe this issue well? MC-125007
Duplicate of MC-125007.
Dupe of MC-125007
Please provide images of this issue occurring. From the description, though, this ticket seems to duplicate MC-125007.
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Duplicate of MC-125007.
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Create a world with this seed and you will immediately notice an error in the console.
8680357063582821254
Possibly related to MC-125007 and MC-230004?
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-15, -2], pos: gi{x=-228, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-15, -2], pos: gi{x=-227, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-15, -2], pos: gi{x=-226, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-15, -2], pos: gi{x=-225, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-224, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-223, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-222, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-221, y=23, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-221, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:29] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-220, y=23, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:30] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-220, y=24, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:30] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-219, y=23, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
[19:46:30] [Worker-Main-17/ERROR]: Detected setBlock in a far chunk [-14, -2], pos: gi{x=-218, y=23, z=-32}, status: minecraft:features, currently generating: ResourceKey[minecraft:worldgen/placed_feature / minecraft:large_dripstone]
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Dupe of MC-125007
Please attach the data pack. Hmm, MC-125007 says fixed for snow.
Duplicate of MC-125007.
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Cut = MC-125007
Next to each other, whileunusual, doesn't exactly seem like a bug; it's not an invalid location for the (second) tree to spawn.
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Duplicate of MC-125007.
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Does MC-125007 describe the experienced behavior? It seems very similar, if not identical.
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Dupe of MC-125007
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– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
Thank you for your report!
We're tracking this issue in MC-125007, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
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Also affects 18w10(a/b/c/d).
causes random ice to spawn outside of cold snowy biomes randomly in the sea. also you get double trees where birch trees part grow in oak trees
Affects 18w14b.
Affects 18w20c
Can confirm for 1.13-pre3.
Can confirm in 1.13-pre4.
I'm here from
MC-125148.Affects 1.13-pre5.
Seems to affect MC 1.13-pre6 too.
It affects chunks depending on the order in which the chunks were generated. If chunks are generated systematically, it is possible for the partially-decorated chunks to appear in predictable patterns.
While testing
MC-129492by generating chunks with a chunkloader that teleports the player every 256 blocks (see that bug report for the chunkloader structure file), I have seen partially-decorated chunks in snowy biomes with a very regular pattern.See the file "MC-125007-IceAndSnow.png" for an example. This is a map of a single Region file that contains a snowy biome. This world save was created by teleporting around the map to coordinates that are multiples of 256. The teleport positions were (in order) top left (0,0), top middle (0,256), left (256,0), middle (256,256).
It is easy to reproduce: grab the structure file "g13" from
MC-129492, load that into a new world with snowy biomes nearby and just press the button to cause the player to generate chunks by teleporting around the map in a grid.Can confirm for 1.13-pre7
Can confirm for 1.13-pre8
I was using /locate and teleporting ~2000 blocks so these may be extreme conditions, but I've seen the issue in pre10.
Do igloos normally generate like this because the underground portion is perfectly generated.
Seeing
MC-133922, this still seems to be an issue.I don't think those screenshots are this issue. The issue described quarter chunks not being populated; the screenshots show that decorations aren't transitioning over chunk boundaries well.
Reopened because of
MC-1342561.13 andMC-1339221.13-pre10I think it is not fixed for trees but for other it is fixed
This still happens for trees in 18w30b, but it seems to be much more rare. (I've seen it on one of my survival mode worlds, but I also could not find a screenshot for it within 5 minutes when I explored in creative mode in 18w30b.)
Edit: Finally found the glitch in 18w30b with a screenshot that I added
containing the seed 5199339774029906002 and the coordinates 488 80 922 (not sure if this chunk error can always be reproduced). I attached the screenshot to the report.Can confirm it still happens in release 1.13
Confirmed for 18w33a
confirmed for 1.13.1pre1
confirmed for 1.13.1pre2
I dont think this is gonna fixed before 1.13.1
cant confirm it for 1.13.2 and not in spigot either that was the biggest problem
if someone can confirm it that would be fne
I am unsure if this is the same issue, but my trees are in half in a straight line here, it's not always in a straight line and is random each time the world generates. This is a server running Paper version git-Paper-488 (MC: 1.13.2)
I however also noticed, under some of these sliced trees, a dungeon which was in half on the edge of a chunk. Both of these issues are definitely occuring on the sides of chunks, at angles and in straight lines.
Can you reproduce the issue on an unmodified server? If not, that would be an issue to report to the developers of PaperSpigot.
This issue happens to me in unmodified single-player play with the latest snapshot (19w13b). It's ubiquitous. @Tedstar, are you saying that you aren't seeing this behavior?
Can confirm for 1.14 Pre-release 5. (see my screenshot)
Confirmed for 1.14. This seems to happen even more often when optimizing the world (I erased cached data), which is probably because the chunk data is completely reloaded. I have also been able to reproduce this without optimizing the world.
Confirmed for 1.14.2 (on the edge of a chunk)
It turns out that this could be easily reproduced by exiting the game and coming back in a forest or jungle, and looking at the resulting trees that got cut off by a chunk boundary. This is best tested on a low render distance, but it may take multiple tries to cause this glitch by interrupting the terrain generation.
Can confirm for 1.14.4.
I've found some trees being cut off in minecraft:wooded_hiils biomes in a newly created world in 1.15-pre3. I re-created the world (seed: -669476767610842575) for several times and can always find some examples near (/execute in minecraft:overworld run tp @s -3.29 78.79 499.76 1187.51 38.97). Not sure if this helpful though.
Can confirm for 1.15.1
Seed: -7983521928441042116
Coords: 420, 70, -70
Can confirm for version: 20w45a
Coords: 301, 63, 532
Seed: -263020565226237180
I've known about this bug for years but I thought how to reproduce it was more widely known.
HOW TO REPRODUCE: Walk towards chunks that have never been loaded before (ungenerated land rather than just unloaded), then turn around after awhile and head away. Chunks that were on the horizon when you turned back are now primed. Next time you head towards that area if you circle around the area at a far enough distance to avoid loading those primed chunks and then approach them from the opposite direction they will generate with decoration missing (can't remember if it works every time or just sometimes).
This might not be the only possible cause, but it's most likely the one that previous commenters talking about teleporting were seeing. And I have seen it within the past 2 weeks while playing 1.17 snapshots so it's definitely still around.
Can confirm for 20w51a.
can confirm for 21w06a
This seems to have become noticeably more common since 21w06a, but I don't know what specifically caused it to. It also seems to happen alongside
MC-214793a lot.This issue was originally for generation missing in 8x8 areas. Does that still happen? For trees being cut at chunk borders there is
MC-188086.What Sean is talking about is
MC-188086. I have only seen that and not this issue; every time I have seen it it is on a full chunk boundary.Can confirm for 1.17.0
can confirm 1.18 snapshot 4.
world seed
coordinates
Daniil, just remember to take into consideration that bugs that occurred in the 1.18 experimental snapshots are not supported on the tracker.
Can confirm in 21w40a.
Can confirm in 21w41a.
Can confirm in 21w43a. Possible relation to MC-55596.
Wrongly confirmed for 21w42a, but can confirm this is back since 21w43a. See MC-241592
bug affecting 1.18 pre-5
bug affecting 1.18rc-3
Can confirm the issue is still present in 1.18rc-3. Picture provided.
Affects 22w05a.
In 22w13a, this can be seen with the generation of deep dark features within the deep dark biome. [^MC-125007 - Deep Dark.png]
Can confirm in 1.19 and 22w24a.
1.19.1-rc2 can confirm
can confirm for 1.19
Can confirm in 1.19.2.
Can confirm in 23w03a
Can confirm in 1.21