Big Oak Trees fail to generate in Forest Biomes
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse than MC-11208 since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliage
Steps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missing
Alternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these.
My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
Problem description: Leaves must be placed so they are connected via other leaves to a tree trunk, max 4 steps away. Where's the bug?
...
BigTree source code from Jeb: big_tree.java![]()
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Linked Issues
is duplicated by3
Created Issue:
Big Oak Trees fail to generate
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
relates to
is duplicated by
is duplicated by
Big Oak Trees fail to generate in Forest Biomes
relates to
is duplicated by
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
BigTree source code from Jeb:
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
BigTree source code from Jeb:
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
BigTree source code from Jeb: big_tree.java
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these.
My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.BigTree source code from Jeb: big_tree.java
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these.
My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
Problem description: Leaves must be placed so they are connected via other leaves to a tree trunk, max 4 steps away. Where's the bug?
...
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.BigTree source code from Jeb: big_tree.java
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
Big Oak Trees completely fail to generate in Forest, Flower Forest, etc ...
This bug seems worse thanMC-11208since big trees doesn't even attempt to generate, instead of being generated weirdly
In jungle biomes, however, they are replaced by trees with generical spherical foliageSteps to reproduce :
_Find a Biome in which Oak Trees can spawn naturally
_Notice how Big Oak Trees are missingAlternate way :
_Create a superflat world of a Forest for exemple with decorations enabled
_Notice how Big Oak Trees are missing
Turns out it's a so-called "FPS fix" by [Mojang] Jeb (Jens Bergensten)
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these.
My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.
Problem description: Leaves must be placed so they are connected via other leaves to a tree trunk, max 4 steps away. Where's the bug?
...
The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with.BigTree source code from Jeb: big_tree.java
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2; else if (y == (foliageHeight - 1)) return (float) 1.5;The change should reduce the size of the foliage clusters and prevent decay.
relates to
They actually changed it so big oak trees spawn 5 blocks shorter. During 15w44a all naturally generated big trees appeared 14 blocks high while now they generate only 9 blocks high. Not sure when that change was made.
relates to
Duplicate of MC-29844.
Afaik, there are both intentional and non-intentional differences. See MC-29844 (mentions intentional "temporary" change) and MC-11208 (definitely unintentional one). Also, naturally, each tree is generated (sapling or world creation) with randomness to both size and shape. The description of this issue leaves me scratching head if either of those might be behind this one or not.
Due to having MC-29844 around, and no access to code (i.e. MCP for latest versions) to check for sure, it is not possible check the status of this issue and update the affected version for now (except for Mojang coders, of course). That said, I have not seen any big trees by world generation in latest versions (both 1.7.5 and snapshots), so either this or MC-29844 or both are still in effect.
MC-29844 was fixed for 15w44a.
Can you provide a seed and coordinates where big oaks are generated in 15w44a but not in 16w04a ?
Cannot reproduce, see MC-29844.
The bug
All biomes where large, branched oak trees would naturally occur are completely devoid of them with the new world generator as of snapshot 18w06a. It's also not possible to grow them with saplings anymore.
Notes
- There was a similar, but not identical issue in the past regarding large oaks not generating in forest biomes, see
MC-29844. They could still appear in other places or be grown from saplings. - Tree stumps appearing all over forests and jungles as of snapshot 18w06a are caused by the "balloon oak" variant generating upside down, see
MC-124897.








Hm... could be intentional, but we don't know exactly. Allthough, this is still a Duplicate of
MC-11208, possibly with another reason.So
MC-30408was closed as a dublicate of this? OK, fine, but still two things to do here:1.) Upvote this, everyone. Upvote.
2.) Someone please add 13w37b to the versions list.
Thanks !
added 13w37b to affected versions
you realise they still generate in Jungles
@Atom clark:
Show me one screenshot with a big oak tree in a jungle biome. With "big", I mean this size: http://media-mcw.cursecdn.com/9/99/TreeComparison.png.
I can't remember them generating in any jungle biome in 1.6.2 (which seems to be intended). But now, they are missing everywhere.
challenge accepted Zombie Hunter
Still no big oak trees in 13w38a !
No big oak trees in 13w38b/c
Still only 3 votes? Does no one miss the big oak trees ???? Where are the upvotes?
Still no big oak trees in 13w39a/b !
Still present in 13w41a.
Confirmed for 13w41b !
Jeb said here that he removed them to reduce lag, but he plans to readd them when he manages to fix that.
Obviously Jeb didn't fix it yet, still no big oak trees in 13w42b !
No big oak trees in 1.7.2.
fixed in 1.7.4 - I created a new world in creative mode and found an appropriate forest.
seed: -766357888
x:-556
z:980
um... still present bro, look in any forest other than that seed (cos that may just be a mix up in terrain)
I agree - still present. @Sean: are you sure you got the seed and coords right? I couldn't find a forest biome at that location.
Here are two screenshots from the latest snapshot and two different seeds. Complete with large oak trees, cords, and seed.
Now if you are talking about the multiple branch trees I had to grow this one in 1.7.4
Ah, this report is indeed referring to branched oaks, not dark oaks.
Confirmed in 1.7.5 / 14w10c:
Created a flatworld seed "1" with the preset (14w10c)
(1.7.5 / 1.6.4)
Screenshots attached.
can someone update the description, they ONLY fail to generate in Forest Biomes, Jungles, Extreme Hills+ and River biomes are unaffected
Someone needs to find out the line that causes this and to fix it.
Agreed.
Can you confirm that it's still an issue in any of the current versions? 1.7.9, 1.7.10-pre2, or 14w21b?
Yes, it's still an issue in 1.7.9, 1.7.10pre3 and 14w21b
Turns out it's a so-called "FPS fix" by Jeb.
http://www.reddit.com/r/Minecraft/comments/1m97cw/while_you_are_all_crying_over_the_name_change_of/
"The reason they got removed was because they don't follow the leaf decay rules, and thus caused a LOT of chunk updates. I basically doubled my FPS in forests by removing these. My intention was not to remove them completely, though, but rather "fix them later". The problem now is that the code for those trees is super-complex, and not the easiest thing to work with."
BigTree source code from Jeb:
http://pastebin.com/XBLdGqXQ
Paul Spooner, original maker of Forester Filter and gave the Big Tree generation code to Notch, says:
"
The stuff you're looking for is in the "foliageShape" function. I suggest replacing the line:
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
with the following two lines
else if ((y == 0) || (y == (foliageHeight - 2))) return (float) 2;
else if (y == (foliageHeight - 1)) return (float) 1.5;
The change should reduce the size of the foliage clusters and prevent decay.
"
@kazblox: Source ?
Edited comment to add source + extra info.
@kazblox: Thanks for finding this, put it in the descripton.
Somewhat, Big Trees in forests aren't removed, but they have an impossible chance to generate. I'm not sure. I saw a Big Oak Tree in a forest on JL's Edge of The World livestream. http://i.imgur.com/Xj44SaV.jpg So it seems that the world generation broke the chance and proceeded to generate the big tree.
Bear in mind that large oaks still generate by the side of Rivers so it may have actually been in a river biome which happened to border a Forest.
Ah.
Confirmed for 14w34c. Grum works on it, but will probably not be fixed until 1.9: http://www.reddit.com/r/Minecraft/comments/2d8afv/we_can_have_large_oak_trees_back_in_forests_for_18/cjna08x
Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Wait, how is this resolved?
Sorry, what does that mean exactly? As far as I can tell, this is still an issue in the current version.
"Resolved" doesn't refer to the bug, it refers to the bug report. In this case it's resolved as "awaiting response" and it will be reopened when someone confirms that the bug is still there in the latest version.
I'll take T S's response as confirmation for 1.8.1
Regressed in 16w21b (via https://reddit.com/r/Minecraft/comments/4lqkh7/ )
Cannot confirm regression. Large Oak Trees are generating for me. (http://imgur.com/a/jDL3b)
Can also not confirm regression.
Can confirm for 1.10.2. For one to see this change they have to generate a new world. The way trees generate in a world doesn't change regardless of the version. The game uses the same generation that was used when creatimg the world.
@Ivan Cannot reproduce. Created a new world in 1.10.2 and was immediately met with a large number of large oak trees.
Brand new world on 1.10.2 - about the new attachment
Seed?
-2185075754171440691
Could not reproduce with given seed, see image.
Ran 1.10 and then 1.10.2 again and they it got fixed. Probably something got messed up.