Nether forest biomes: Large fungi and small plants only generate on the topmost layer of nylium, leaving all lower layers devoid of flora
In cases where a crimson forest or warped forest spans the y axis such that there are multiple viable spots for trees and stuff to generate, they will always pick the highest up possible point to generate, and as such the lower layers will be completely lacking any sort of plant/fungal life.
This effect does occur on vanilla, with exaggerated results with the netherHigher mod, but is best tested using a custom superflat world:
minecraft:bedrock,2*minecraft:netherrack,minecraft:crimson_nylium,30*minecraft:air,16*minecraft:netherrack,minecraft:crimson_nylium,60*minecraft:air,32*minecraft:netherrack,minecraft:crimson_nylium;minecraft:crimson_forest;decoration
Generate the world, and on the top layer all of the trees and small plants can be seen. However, flying below the ground reveals two more layers, and both of these are completely blank, even though they shouldn't be as foliage generation has no light requirement.
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Nether forest biomes: Trees and small plants only generate on the topmost layer of nylium, leaving all lower layers devoid of flora
In cases where a crimson forest or warped forest spans the y axis such that there are multiple viable spots for trees and stuff to generate, they will always pick the highest up possible point to generate, and as such the lower layers will be completely lacking any sort of plant/fungal life.
This effect does occur on vanilla, with exaggerated results with the netherHigher mod, but is best tested using a custom superflat world:
minecraft:bedrock,2*minecraft:netherrack,minecraft:crimson_nylium,30*minecraft:air,16*minecraft:netherrack,minecraft:crimson_nylium,60*minecraft:air,32*minecraft:netherrack,minecraft:crimson_nylium;minecraft:crimson_forest;decoration
Generate the world, and on the top layer all of the trees and small plants can be seen. However, flying below the ground reveals two more layers, and both of these are completely blank, even though they shouldn't be as foliage generation has no light requirement.
In cases where a crimson forest or warped forest spans the y axis such that there are multiple viable spots for trees and stuff to generate, they will always pick the highest up possible point to generate, and as such the lower layers will be completely lacking any sort of plant/fungal life.
This effect does occur on vanilla, with exaggerated results with the netherHigher mod, but is best tested using a custom superflat world:
minecraft:bedrock,2*minecraft:netherrack,minecraft:crimson_nylium,30*minecraft:air,16*minecraft:netherrack,minecraft:crimson_nylium,60*minecraft:air,32*minecraft:netherrack,minecraft:crimson_nylium;minecraft:crimson_forest;decoration
Generate the world, and on the top layer all of the trees and small plants can be seen. However, flying below the ground reveals two more layers, and both of these are completely blank, even though they shouldn't be as foliage generation has no light requirement.
In cases where a crimson forest or warped forest spans the y axis such that there are multiple viable spots for trees and stuff to generate, they will always pick the highest up possible point to generate, and as such the lower layers will be completely lacking any sort of plant/fungal life.
This effect does occur on vanilla, with exaggerated results with the netherHigher mod, but is best tested using a custom superflat world:
minecraft:bedrock,2*minecraft:netherrack,minecraft:crimson_nylium,30*minecraft:air,16*minecraft:netherrack,minecraft:crimson_nylium,60*minecraft:air,32*minecraft:netherrack,minecraft:crimson_nylium;minecraft:crimson_forest;decorationGenerate the world, and on the top layer all of the trees and small plants can be seen. However, flying below the ground reveals two more layers, and both of these are completely blank, even though they shouldn't be as foliage generation has no light requirement.
Nether forest biomes:Treesand small plants only generate on the topmost layer of nylium, leaving all lower layers devoid of floraNether forest biomes: Large fungi and small plants only generate on the topmost layer of nylium, leaving all lower layers devoid of flora
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As of 1.16 pre-release 4, here's a compilation of everything I could find that's affected. It affects the biomes Soul Sand Valley, Warped Forest, Crimson Forest, and Basalt Deltas. In Soul Sand Valley only crimson roots are affected. In the Warped and Crimson Forests, all vegetation is affected except the two types of nylium and vines. In the Basalt Deltas only the basalt spikes are affected.
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@Numeritos i guess my server won't update until way later then, oh well
@Numeritos-> They don't work the same as trees in the over world require sky access, but large fungi in the nether do not. However, I do agree it probably won't get fixed by 1.16 as getting multiple layers of terrain decorations to spawn is probably too difficult to fix this close to release.
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Thank you for your report!
We're actually already tracking this issue in MC-171363, 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.
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Duplicate of MC-171363
Thanks, we are tracking this in MC-171363.
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-171363, which is a report that has not been resolved yet.
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I went to the nether in the latest snapshot and I noticed no large fungi generates at all
I don't think related to MC-171363 as now now large fungi do not generate at all
How to recrate:
1- create a new world in 20w45a
2- go to the nether
In both warped and crimson forests, the vegetation seems to not generate properly or not generate at all. I noticed only weeping and twisting vines generate in some places but there are no nether trees, roots, fungi... anything.
This seems to be similar to a bug fixed in 20w28a (MC-171363 to be more specific)












Confirmed for basalt deltas. Use the same superflat world, but with the basalt_deltas biome. Almost all the features will generate on the surface.
This needs fixing really bad. Good thing it's a high priority for Mojang.
Some areas end up looking like this. It looks unnatural. 2020-06-02_16.02.54.png
2020-06-02_16.05.04.png
[^2020-06-02_16.05.49.png]
This also occurs in the soul sand valley. Though far less noticeable, the sparse crimson roots will only generate on the topmost layer
As of 1.16 pre-release 4, here's a compilation of everything I could find that's affected. It affects the biomes Soul Sand Valley, Warped Forest, Crimson Forest, and Basalt Deltas. In Soul Sand Valley only crimson roots are affected. In the Warped and Crimson Forests, all vegetation is affected (including the large fungi) except the two types of nylium and vines. In the Basalt Deltas only the basalt spikes are affected.
I'm shocked no one has been assigned this yet
Can confirm for 1.16 Pre-release 5
I still really hope there is time to fix this before release
Can confirm for 1.16 Pre-release 6
Can confirm for 1.16 Pre-release 7
This seriously needs to be fixed.
Hopefully this gets fixed before 1.16 gets fully released.
Can confirm! Still happening in 1.16 Pre-release 7 (16. 6. 2020). One of the biggest bugs still needs to be fixed before official release!
This bug really, really, REALLY needs to be fixed before 1.16 is released!
Is this still an issue in pre-release 8?
Geoffrey Green please check the affects version. I have already confirmed this for 1.16 Pre-release 8, and updated the ticket accordingly.
Still present in 1.16 release candidate 1
is this actually going to be fixed or will we be forced to wait until a later version of the full release....
@Bailey Stuart -> It is likely not to be fixed by 1.16 release, fixing this bug will probably break terrain generation on nether/overworld as trees and terrain decoration works the same on both dimensions
The generator starts looking for a first surface block from 255 down to put the features, give us a parameter to change the 255 to whatever in our custom dimensions so we can have the features in the first surface block from that value down. That would be a good fix.
The value would default to 255 and we could change it.
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Hi, a solution for this bug can be to stick all of the valid positions into a list and then pick a position from the list using the random given to the feature. This is the code for the nylium tree Feature (HugeFungusFeature) now:
As you can see, once it finds the topmost block, it returns. Using the list based code to prevent that, it would look like this:
You guys can do whatever you please with this; it's CC0.
Unfortunately this does come with a few caveats, as it will reduce the density of trees in a chunk by half as it now attempts to generate on all surfaces instead of the topmost surface, and it will break world generation as it uses the Feature random to select a random surface to generate on. A smarter solution may be to create a new Decorator to select 8 surfaces to plant on instead of doing it in the Feature.
Here it that code in action:
Can't belive this was reported 4 months ago and they still havent done a thing about it
They just set it to "Important" and forgot about it
Yet when there is a world gen bug in the Bedrock Edition (no basalt/sould sand on the ceiling) they are rushing to fix it asap
@Alek Duchacz as Sliced Lime said a bit of time ago, fixing this require changing something that is very sensitive in terms of coding it it can break too many things to be fixed asap. Java team also try to fix generation bugs as fast as they're able. It's just a very difficult one. Also this mechanic in this form is present in the game since it's very beggining, so just imagine how much of a sphagetti it is. Since the very first days of "decoration" mechanics they generated only on topmost layer that had only sky above (buffet caves doesn't have trees and most of the structures below bedrock at all). The only thing that they changed for now is that "decorations" can generate without having only air above. Fixing this before full 1.16 would make most of the snapshots VERY unstable and would even delay release for few weeks.
Also if I'm correct, it's present in bedrock edition too. At least with basalt remnants.
I believe it's called decorations, but I'm not sure if I didn't mistake it with the other mechanics.
@Devu
Wait so the buffet caves actually have trees in the Bedrock Edition?
Neat
@Alek Duchacz Bedrock Edition doesn't have buffet type at all
got fixed in 20w08a
In 20w28a*
Iosiv Visokogorskiy Please provide seed and coordinates.
@gaspoweredpick You misunderstood me, bumblebee noticed that the bug was fixed in 20w08a, but in fact it was fixed in 20w28a*
I see.
HELL YEAH
finally fixed