Very tiny microbiomes keep spawning
Tiny biomes (usually cold) are generated, surrounded by plains and forest.
seed: 7310561181964254844
Coordinates for the Attached screenshots
/execute in minecraft:overworld run tp @s -379.36 125.34 176.62 -18.36 58.05
/execute in minecraft:overworld run tp @s -854.43 155.09 -580.32 577.76 74.25
Linked Issues
is duplicated by53
Created Issue:
very tiny microbiomes keep spawning
Tiny biomes (usually cold) are generated, surrounded by plains and forest.
seed: 7310561181964254844
Coordinates for the Attached screenshots
/execute in minecraft:overworld run tp @s -379.36 125.34 176.62 -18.36 58.05
/execute in minecraft:overworld run tp @s -854.43 155.09 -580.32 577.76 74.25
Environment
Windows 10, Java Edition
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Duplicate of MC-236907.
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Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907.
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I believe this is a duplicate of MC-236907, although I'm not too sure. Please correct me if I'm wrong. ![]()
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Duplicate of MC-236907, resolved as "Won't Fix".
Duplicates MC-236907 Won't Fix
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Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907, resolved as "Won't Fix".
Duplicate of MC-236907, resolved as "Won't Fix".
Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907, resolved as "Won't Fix".
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Duplicate of MC-236907, resolved as "Won't Fix".
As you can see from the comments of MC-236907, they won’t fix it, or rather they can't fix it.
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I think that report is a duplicate of MC-236907.
The microbiome was not added intentionally, but because it is difficult to fix, the original report has been resolved as Won't Fix (more of a Can't Fix)
Dupe of MC-236907
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Duplicates MC-236907 feedback.minecraft.net is a good place for world generation issues.
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This is not intentional, but in the process of changing the way we place the biomes, this has started to happen. This is very difficult to fix, so they are not going to fix it.
look at MC-236907
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I've resolved this as invalid for the reason henrik mentioned above; also MC-236907 is very similar and has been closed by Mojang as "Won't Fix".
From what I know, ore veins work on a similar 3D-noise based system as biomes so in rare circumstances you just might get unlucky and get a 3D noise that's just above the threshold but only for a very small area.
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Just a little food for thought on this new thread, since this seems to be coming up a lot still, even after one full year inside other duplicate threads. But I don't want this to be added as a comment of the other thread, because I believe what I am going to suggest would be about adding features to terrain generation that may or may not already exist.
I know MC-236907 is in fact marked "Won't Do", but I actually think the comment tqz78 noted re: "[Henrik Kniberg's] tweet from August 2021" is potentially misleading this thread to be marked "Won't Do" when there is possibly a solution available.
The issue at hand is not just about the size of the biome, but rather also the large discrepancies between the surrounding biome and the the microbiome, which Kniberg also mentions as being against the "natural variation" that he describes that the "new way of placing biomes" accomplishes.
So, why not offer a way at the beginning of terrain generation to primarily follow settings like 1.) "average temperature" and 2.) "average humidity" (and possible more)? If not already done that way, that is. Because we don't actually need to address or even resolve any sort of issue with minimum biome size, as Kniberg talks about, but rather can instead be mitigated by introducing these new flags to run terrain generation by (when it comes to the biome diversity) which would also be reducing the amount of "unnatural variation" in the world seeds.
What people notice about these issues is just the abrupt change of what would appear to be very clear discrepancies with random temperature fluctuations (plains/forest to tiaga) and situations where it would appear that it defies natural laws (imagine seeing vast desert and a jungle microbiome latched somewhere in the middle of it) which not temprature but humidity would address.
I believe in the first stage of terrain generation, for example here in this image at the very start, would be the ideal place to put this.
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Thank you for your report!
We're tracking this issue as MC-236907, so this ticket is being resolved and linked as a duplicate.
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The Bug:
Abnormally small cherry grove biome (in an area of about 16 blocks)
How to reproduce:
Go to seed: 3417194084169670770
Go to coordinates: 750 88 -5
This issue is similar to MC-236907 but since I found this in the latest version of the game affecting one of the newer biomes I thought it was worth mentioning.
I recall that it would only consider the actual wooded areas a wooded badlands in the past. Now it doesn't. Also this isn't a duplicate of MC-236907 and it's just a tiny area that didn't happen to generate any trees. These are huge areas of "wooded" badlands with no trees at all, it doesn't seem to be caused by microbiomes.
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Duplicate of MC-236907.
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Won't be fixed, see MC-236907.
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Thank you for your report!
We're tracking this issue as MC-236907, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as Won't Fix, which means this is considered a bug but won't be fixed. The description of that ticket or the comments might explain the rationale. Please do not leave a comment on the linked ticket.
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Can confirm.
I found a ridiculously tiny three-block-long lush caves biome.
I believe this could be explained by this point under the World Generation section in the snapshot's changelog
And a Mojang Studios developer, hkniberg, made this tweet from August 2021 responding to a question about microbiomes:
So this is likely more of a "Can't Fix" rather than the resolution currently set to.
Well that measn R.I.P. Shattered Savanna (now called windswept) I guess?
Confirmed in 1.21.3. This bug is important and should be fixed.