Fix for various world generation issues
These issues seem to have a different cause. Please close this report for now.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
| Feature | Fixes |
|---|---|
| 1. Caves | |
| 2. Aquifers | |
3. LAKES * they generate pockets in the terrain, functioning like mini-caves
|
|
| 4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons | |
| 5. Structures | |
*features that generate liquids - springs (was in VEGETAL_DECORATION)
|
no more blocks are exposed after this| |
| 6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks |
|
| 7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top |
|
8. VEGETAL_DECORATION - surface features that add trees + plant blocks
|
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
Created Issue:
Fix for various world generation issues
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES * they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved in the ores category at the beginning
no more blocks are exposed after this| |
6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can be under wide plants)
- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after ores - fixes
MC-610(2/2), MC-181779 (2/2)- should generate after structures - fixes MC-128329, MC-136967, MC-166061,
MC-178198, MC-189637- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES * they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved in the ores category at the beginning
no more blocks are exposed after this| |
6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can be under wide plants)
- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after ores - fixes
MC-610(2/2), MC-181779 (2/2)- should generate after structures - fixes MC-128329, MC-136967, MC-166061,
MC-178198, MC-189637- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES * they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved in the ores category at the beginning
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can be under wide plants)
- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after ores - fixes
MC-610(2/2), MC-181779 (2/2)- should generate after structures - fixes MC-128329, MC-136967, MC-166061,
MC-178198, MC-189637- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES * they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved
inthe ores categoryat the beginning
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can
be under wide plants)- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after
ores - fixesMC-610(2/2), MC-181779(2/2)- should generate after
structures - fixes MC-128329, MC-136967, MC-166061,MC-, MC-181781989637- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after structures - fixes MC-128329, MC-136967, MC-166061,
MC-178198, MC-189637- should generate after ores - fixes
MC-610(2/2), MC-181779 (2/2)- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
- should generate after lakes - fixes
MC-610(1/2),MC-129153,MC-125858(they're kind of duplicates),MC-197942- should generate after structures - fixes MC-128329, MC-136967, MC-166061,
MC-178198, MC-189637- should generate after ores - fixes
MC-610(2/2), MC-181779 (2/2)- should generate after freezing - fixes
MC-129888Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here:
https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES
- they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
These issues seem to have a different cause. Please close this report for now.
Currently, there are multiple categories of features in the game, such as lakes, vegetation and ores. They are all generated in a specific order that isn't very logical, causing various generation problems.
Some of the features expose blocks (lakes, structures and springs). To make sure certain ores are 100% hidden (debris, large diamond ore), they should generate after those features, at the point where no more air/water generates.
I'm suggesting a new order for the features, and the reasoning for it. I'm using the feature categories named here: https://minecraft.fandom.com/wiki/Biome/JSON_format. I omitted some categories that don't cause problems.
Feature Fixes 1. Caves 2. Aquifers 3. LAKES * they generate pockets in the terrain, functioning like mini-caves
- they expose stone - important for cave biome features and ores
- placed after aquifers because they could have lava
4. UNDERGROUND_STRUCTURES - geodes, fossils, dungeons 5. Structures *features that generate liquids - springs (was in VEGETAL_DECORATION)
- can expose blocks - not that big of a deal since they're small, but if the intention is to have some ores 100% hidden, it would count as a bug to have them later; they could be moved at the beginning of the ores category
no more blocks are exposed after this| |
6. UNDERGROUND_ORES + UNDERGROUND_DECORATION - features that replace existing blocks: ores, stone blobs, soil disks
- should generate after structures - fixes MC-181779 (1/2)
- some structures (mineshaft, fortress) can expose ores that would otherwise be hidden
7. TOP_LAYER_MODIFICATION - freezes water, adds snow on top
- should generate after lakes - fixes
MC-1323068. VEGETAL_DECORATION - surface features that add trees + plant blocks
- plants always risk having a part of them replaced
- some plants have special conditions, so here's a sub-order for them:
- wide plants: trees, chorus plants, large mushrooms
- 1-block wide plants (grass-like plants, vines etc.)
- plants that check for light: mushrooms (so that they can generate underneath wide plants)
- plants that check for neighboring blocks: cactus
Note: some of the bugs listed may not be reproducible anymore, but they're still open.
Some examples of this new order being used:
- A lake is generated in a swamp, and then a hut is generated inside it. Seagrass and lily pads generate in the remaining space.
- A monument / shipwreck / jungle temple generates, then biome vegetation generates on top of it (kelp, vines etc.) - they don't need to add their own vegetation.
- A village generates paths, and plants can generate only in the remaining space.
Edit: vegetation already generated after structures.
I created a collection issue in MC-223305 with ways to fix several world generation bugs, including this one.
It's actually the same issue. Grass generates, and then structures don't replace blocks inside them with air.
As shown in MC-223305, structures generate after plants. Otherwise, you wouldn't see only the top part of tall grass generating.
I suggest keeping either this issue or MC-140727, and using a better name, such as "Some structures don't replace terrain inside them with air".
This issue has a different cause, please close it for now.
After some experimenting, I've found that plants can generate both before and after villages.
I made a datapack that shows this easily. Create a world with the datapack, and use the /locate village command.
You can see plants generating normally in the grass areas, which means they do generate after structures. You can also find plants on top of smooth sandstone.
Notice that plants never generate on the smooth sandstone in the rest of the world, so they can't naturally generate there after the structure. It means some plants generated first on grass and got their ground or part of them replaced by structures. This is basically what causes MC-140242.
In the lower grass area you can find plants that both generate before (and are thus cut) and after the structure (generating normally).
In the other image you can see this example with a support island. Villages have their own support islands so that they don't float, and it might be related to this problem.
I suspect that vegetation is generated for the island first, and then normally for the entire world.
It can be fixed by simply having all vegetation generate after structures. More information that can be found in MC-223305.

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This was intended as a collection issue for other bugs, because all of them can be fixed by simply changing the order in which features generate.
In my opinion, structures should generate after ores to fix MC-170549.
It seems that they already do, but there's a similar issue to
MC-224006. Structures generate after ores, but afterwards they'll also generate their own. I'll need to investigate further.After more research, all of these problems seem to be related to chunk borders, and would need a more complex fix.
Please close this issue and
MC-224006for now.I also have this happen.
I was also using a simple worldgen data-pack that only modifies the ice spikes surface builder. - Simple Worldgen data-pack.zip
I took the screenshot in the demo because I didn't have Minecraft bought in my own account.