Ocean Monument cuts unnaturally into ocean floor
See attached screenshot. I am creating this ticket just to check if this is WAI or Won't Fix or if this is something that wasn't supposed to show up.
Seed for 2014-08-13_15.14.23.png: -4313310572756625660
Environment
OS X 10.10.2
Java 8u31
Created Issue:
Ocean Monument cuts unnaturally into ocean floor
See attached screenshot. I am creating this ticket just to check if this is WAI or Won't Fix or if this is something that wasn't supposed to show up.
Seed for 2014-08-13_15.14.23.png: -4313310572756625660Environment
OS X 10.9.4
Java 8u11
Added Attachments:
Added Affects Versions: 1.8.1-pre3
Changed Environment:
OS X 10.
9.4
Java 8u11OS X 10.10
Java 8u25
Changed Environment:
OS X 10.10.1
Java 8u25
Added Affects Versions: 1.8.1-pre5
Added Attachments:
Added Affects Versions: 1.8.2-pre1
Changed Environment:
OS X 10.10.
1
Java 8u25OS X 10.10.2
Java 8u31
Added Affects Versions: 1.8.2-pre6
Added Assignee:
[Mojang] Searge (Michael Stoyke)
Added Fixed Versions: 1.8.2-pre7



Pretty sure they've been like that since introduced. They don't usually spawn in the ground like that, though.
Right. I guess I'm mostly focusing on the strange vertical shaft it cut out. That's the only thing that seems out of place, and possibly not intended by whoever wrote the monument generation. Of course, even if not intended, this could easily be a Won't Fix, and I won't complain about that. I'm simply looking for clarification.
Yeah, I had a cut in a mineshaft.
As prompted by a video, I decided to redo this seed with the sea level at 1, and now you can see clearly how the ocean monuments are generated.
It seems perfectly reasonable that monument generation would cut some land out, but the thing that seems unnecessary and pretty out of place is the outer wall of water that comes along with gen.
It would seem to make more sense if either the whole rectangular prism got replaced by water, or if nothing besides the monument itself genned into the existing terrain.
Of course the other thing is to change the criteria for location scouting.
Just a few blocks below default level of 63 for water. server jar ver. 1.8.2pre1 (new world)
{"coordinateScale"\:684.412,"heightScale"\:684.412,"lowerLimitScale"\:512.0,"upperLimitScale"\:512.0,"depthNoiseScaleX"\:200.0,"depthNoiseScaleZ"\:200.0,"depthNoiseScaleExponent"\:0.5,"mainNoiseScaleX"\:80.0,"mainNoiseScaleY"\:160.0,"mainNoiseScaleZ"\:80.0,"baseSize"\:8.5,"stretchY"\:12.0,"biomeDepthWeight"\:1.0,"biomeDepthOffset"\:0.0,"biomeScaleWeight"\:1.0,"biomeScaleOffset"\:0.0,"seaLevel"\:58,"useCaves"\:true,"useDungeons"\:true,"dungeonChance"\:100,"useStrongholds"\:true,"useVillages"\:true,"useMineShafts"\:true,"useTemples"\:true,"useMonuments"\:true,"useRavines"\:true,"useWaterLakes"\:true,"waterLakeChance"\:30,"useLavaLakes"\:true,"lavaLakeChance"\:80,"useLavaOceans"\:false,"fixedBiome"\:-1,"biomeSize"\:1,"riverSize"\:2,"dirtSize"\:20,"dirtCount"\:10,"dirtMinHeight"\:0,"dirtMaxHeight"\:256,"gravelSize"\:20,"gravelCount"\:10,"gravelMinHeight"\:0,"gravelMaxHeight"\:256,"graniteSize"\:20,"graniteCount"\:15,"graniteMinHeight"\:0,"graniteMaxHeight"\:255,"dioriteSize"\:20,"dioriteCount"\:15,"dioriteMinHeight"\:0,"dioriteMaxHeight"\:255,"andesiteSize"\:20,"andesiteCount"\:15,"andesiteMinHeight"\:0,"andesiteMaxHeight"\:255,"coalSize"\:20,"coalCount"\:20,"coalMinHeight"\:0,"coalMaxHeight"\:255,"ironSize"\:10,"ironCount"\:20,"ironMinHeight"\:0,"ironMaxHeight"\:105,"goldSize"\:10,"goldCount"\:10,"goldMinHeight"\:0,"goldMaxHeight"\:105,"redstoneSize"\:8,"redstoneCount"\:8,"redstoneMinHeight"\:0,"redstoneMaxHeight"\:105,"diamondSize"\:4,"diamondCount"\:40,"diamondMinHeight"\:0,"diamondMaxHeight"\:105,"lapisSize"\:7,"lapisCount"\:1,"lapisCenterHeight"\:16,"lapisSpread"\:105}level-seed=-885595143
x -247 y74 z478
Unfixable.
MC-57691Not unfixable. Just Won't Fix because that's too much effort apparently. Water needn't be generated outside the main structure, especially if the outside is always the same.
Not unfixable?
I beg to differ. From
MC-57691:You do realize that just because a dev chooses not to fix something doesn't mean that the issue is technically impossible to fix, right? Did Mog explain himself? No? Then it's much more likely that he doesn't think it's important enough to mess with. Fine, it's not my game. Just don't tell me you are UNABLE to fix it.
Well, Mojang doesn't have to justify why they did something. so...
That is correct. All I wanted to make clear is that
Won't Fix =/= Unfixable
but
Mojang Dev saying "Hey everyone, this thing is impossible to fix!" == Unfixable