The majority of temples are not being generated
Most temples (at least of the types "witch hut", "desert temple", "jungle temple", and "igloo") are not being generated when the chunks containing them are generated. Experiments using 1.18.1 show they were being generated at that time, but they no longer are.
Steps to Reproduce:
Note: After navigating to a location, you can use /locate temple to verify that a temple is supposed to generate there.
- In 1.18.10, create a new world with seed 5522698.
- Navigate to -280, 312. Verify that there is no desert temple there,
- Navigate to 312, 72. Verify that there is no desert temple there,
- Navigate to -264, -392. Verify that there is no witch hut there.
- Navigate to 216, -280. Verify that there is no witch hut there.
Expected Results:
Most temples generate where expected, though a small percentage may be canceled because of terrain incompatibility, conflict with other structures, etc.
Observed Results:
The number of missing temples within 1000-2000 blocks of spawn is larger than expected.
Additional Information:
A test using a different seed with a more extensive list of missing temples can be found below in a comment. In this test, almost all of the temples are missing.
Original description:
When using the /locate temple there is frequently no structure at the location given. In particular the desert temple, jungle temple and witch hut structures often don't generate.
Steps to Reproduce:
- Load a new world with the seed 5522698
- /tp -280 100 312
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 312 100 72
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp -264 100 -392
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 216 100 -280
- /locate temple
- Note that the coordinates are the same and no structure exists
Observed Results:
At all 4 locations the structure didn't generate where the locate command says it should.
Expected Results:
Structures should exist at the locations the /locate command outputs
Notes:
This issue seems to have been introduced at some point between 1.18.0.24 and 1.18.10.20. I loaded up a seed which I had previously noted had a witch hut at a specific location and its not there in 1.18.10.20.
Linked Issues
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Created Issue:
Some structures fail to generate where the locate command says they should
When using the /locate temple there is frequently no structure at the location given. In particular the desert temple, jungle temple and witch hut structures often don't generate.
Steps to Reproduce:
- Load a new world with the seed 5522698
- /tp -280 100 312
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 312 100 72
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp -264 100 -392
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 216 100 -280
- /locate temple
- Note that the coordinates are the same and no structure exists
Observed Results:
At all 4 locations the structure didn't generate where the locate command says it should.Expected Results:
Structures should exist at the locations the /locate command outputsNotes:
This issue seems to have been introduced at some point between 1.18.0.24 and 1.18.10.20. I loaded up a seed which I had previously noted had a witch hut at a specific location and its not there in 1.18.10.20.
duplicates
duplicates
Some structures fail to generate where the locate command says they shouldThe majority of temples are not being generated
When using the /locate temple there is frequently no structure at the location given. In particular the desert temple, jungle temple and witch hut structures often don't generate.Steps to Reproduce:
- Load a new world with the seed 5522698
- /tp -280 100 312
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 312 100 72
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp -264 100 -392
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 216 100 -280
- /locate temple
- Note that the coordinates are the same and no structure exists
Observed Results:
At all 4 locations the structure didn't generate where the locate command says it should.Expected Results:
Structures should exist at the locations the /locate command outputsNotes:
This issue seems to have been introduced at some point between 1.18.0.24 and 1.18.10.20. I loaded up a seed which I had previously noted had a witch hut at a specific location and its not there in 1.18.10.20.Most temples (at least of the types "witch hut", "desert temple", "jungle temple", and "igloo") are not being generated when the chunks containing them are generated. Experiments using 1.18.1 show they were being generated at that time, but they no longer are.
Steps to Reproduce:
Note: After navigating to a location, you can use /locate temple to verify that a temple is supposed to generate there.
- In 1.18.10, create a new world with seed 5522698.
- Navigate to -280, 312. Verify that there is no desert temple there,
- Navigate to 312, 72. Verify that there is no desert temple there,
- Navigate to -264, -392. Verify that there is no witch hut there.
- Navigate to 216, -280. Verify that there is no witch hut there.
Expected Results:
Most temples generate where expected, though a small percentage may be canceled because of terrain incompatibility, conflict with other structures, etc.Observed Results:
The number of missing temples within 1000-2000 blocks of spawn is larger than expected.Additional Information:
A test using a different seed with a more extensive list of missing temples can be found below in a comment. In this test, almost all of the temples are missing.
Original description:
When using the /locate temple there is frequently no structure at the location given. In particular the desert temple, jungle temple and witch hut structures often don't generate.Steps to Reproduce:
- Load a new world with the seed 5522698
- /tp -280 100 312
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 312 100 72
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp -264 100 -392
- /locate temple
- Note that the coordinates are the same and no structure exists
- /tp 216 100 -280
- /locate temple
- Note that the coordinates are the same and no structure exists
Observed Results:
At all 4 locations the structure didn't generate where the locate command says it should.Expected Results:
Structures should exist at the locations the /locate command outputsNotes:
This issue seems to have been introduced at some point between 1.18.0.24 and 1.18.10.20. I loaded up a seed which I had previously noted had a witch hut at a specific location and its not there in 1.18.10.20.
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~~Also while digging into this, I've discovered there is another way /locate can report a temple that doesn't generate, on top of the sea level check issue.
The isFeatureChunk check does a +/- 2 block check at +8 +8 of the chunk (using the prelim y level of 0 0 of that chunk). I realised this would cover the centre 4 quarts of the chunk. However when ScatteredFeatureStart is selecting which type of temp it gets its biome from the 0 0 of the chunk. If the centre 4 quarts of the chunk are valid temple biomes, but the 0 0 quart of the chunk isn't a valid temple biome it fails to select a temple type and no temple generates.
To confirm this I threw together a quick seed search for this situation and it does indeed occur and cause /locate to report a temple that doesn't exist.
I've attached the output from this search including the surface biomes (based on a depth of 0) in case thats useful for confirmation purposes.
This one should be quite easy to correct by changing the BlockPos used in ScatteredFeatureStart to include the +8 +8 offset. I'm not sure if this was a problem in 1.18.0 but I suspect it probably was. ~~
Here's the output from the search: [^TempleGlichFilter0.txt]
Edit: Actually ignore this, turns out I just couldn't see the offset being added.
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Fix went out in R18U3, ADO 713672. Looks like the changelog might have gotten lost on the way out, there's a changelog in the PR.
The seed and coordinates in the description work in 1.18.2 Hotfix, but not in 1.18.10.24 Beta, so I think it's safe to say the bug has been fixed. This was probably fixed alongside MCPE-141500.
The issue shown in this screenshot is a different issue and still occurs in 1.18.10.24 Beta, so it should be reported in a separate ticket.
Edit: It turns out this was not actually fixed. The igloo was just not generating due to MCPE-148869.
I am resolving this issue as Fixed in 1.18.0 based on a lack of updates and inability to reproduce in the current version. We have determined that the 1.18.10.20 beta version shown on this report is a mistake. A new issue was reported in 1.18.10.20 beta that superficially resembles this one but did not occur in 1.18.0 versions. We are tracking the new issue at MCPE-148869.
The problems with /locate in 1.17.30-1.17.40 likely resulted from differences between experimental and non-experimental world generation. There may have been some sequences of events that led to the game using different algorithms for the /locate command and actual world generation. We have no reason to think the problem continued into the 1.18.0 release.
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We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked 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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📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked 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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– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
Notice MCPE-148869 and its duplicates.
If villages are prioritizing mountain sides as [Mod] LateLag suggests, that could be because they are using the same broken sea level check that was added to temples in 1.18.10 (see MCPE-148869). The "sea level" check causes witch huts to only generate where the terrain is above about Y = 80.
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We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
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This was not actually fixed in 1.18.10. The temple was just not generating due to MCPE-148869.
Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked 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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Thank you for your report!
We're tracking this issue in MCPE-148869, so this ticket is being resolved and linked as a duplicate.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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This report was initially resolved as a duplicate of
MCPE-141249. After further study and additional reports of the issue, we have realized that there is a separate issue here that began in 1.18.10 (or possibly 1.18.2) but was definitely not occurring in the 1.17 releases affected by the other issue. We are therefore restoring this report and will be using it to control the newly recognized issue.Something people don't always understand is that the /locate command doesn't tell you where structures are generated in the world. Instead, it tells you where an attempt will be made to generate them. These locations are calculated from the world seed, but they can't be 100% accurate because sometimes the calculated location can be unsuitable for that type of structure, for some reason. This doesn't happen very often, but it's not rare, either.
So when a single /locate command points to a location but there's no structure there, that isn't necessarily a bug. To decide whether it is, you have to check a bunch of locations. If many of the structures aren't generated, that's a good sign there's a bug involved.
The original description on this report gave 4 examples, which would have been pretty convincing on its own but we already had the similar issue in
MCPE-141249and it misdirected us. We now think the issue in 141249 was entirely different and was related to the fact that world generation was in the process of changing when that report was written. That change was completed in 1.18, and this problem (which we've tested and confirmed with a total of around 20 missing temples now) began after 1.18 was released, so we're ready now to confirm this and submit it to Mojang. I will be modifying the summary and description because we understand now that this is a problem with structure generation, not with the /locate command.More examples of missing temples
Note that this is not a curated list, it's just locations near spawn picked at random. For each location, I teleported there, then issued a /locate temple command to verify that I was at the coordinates where a temple should be generated. Of these 16 locations, the only one that actually generated a temple was the first jungle temple location.
Seed: 1889557986
Jungle temple locations:
Witch hut locations:
Desert temple locations:
Igloo location:
I also tested these locations using the 1.18.1 release. All of these temples generated except for the igloo, which was canceled because the terrain was hilly, grassy, and tree-covered (possibly as a result of biome blending).
Rayth reports that the temples were generating as expected in 1.18.2. (Thanks, Rayth!)
Actually I've noticed while trying to push the limits of 64 bit seeds that something seems not quite right. Specifically I've been using (cough abusing) the fact dripstone and lush caves are allowed biomes for woodland mansions to try to create a 6 way structure collision.
Anyway what I've noticed is the high occurrence of temples not being there where the /locate command says they should. While I do agree with Auldrick somewhat regarding the locate command not being perfect, I do suspect there are things that can be done to help align these things. In general, structures appearing in /locate but not generating would lead me to think the structure is passing the "isFeatureChunk" check but failing in "postProcess". I'm certainly happy to help if more digging is required.
Matthew Ferguson: could you elaborate on why you think those two functions are the key here, and the relevance of what you’ve learned from researching woodland mansions? Your comment comes across as loose guesswork but I suspect you have more insight than you let on. Any detail from your code digging could help accelerate fixing this issue.
More info: On the theory that the presence of a cave biome below the calculated temple location might be correlated to whether the temple in fact generates, I checked the 16 biomes in my comment above for underground biomes using ChunkBase. No correlation was apparent. The specific results are:
@GoldenHelmet The reason I mention those 2 functions is:
The call chain for the locate command (in the case of /locate temple) is...
LocateCommand::execute -> OverworldGenerator::findNearestFeature -> RandomScatteredLargeFeature::getNearestGeneratedFeature -> StructureFeature::findNearestFeaturePositionBySpacing -> RandomScatteredLargeFeature::isFeatureChunk
So if the biome check in isFeatureChunk passes /locate will return the temple as being there.
PostProcess is what actually puts the blocks in the world. But I've had a dig and it appears it's more likely failing in the RandomScatteredLargeFeature::createStructureStart -> ScatteredFeatureStart::ScatteredFeatureStart
The y level for both is provided from IPreliminarySurfaceProvider::getPreliminarySurfaceLevel and the 0 0 offset of the chunk as used (as opposed to the +8 +8 used later on when BiomeSouce::containsOnly is called, but thats not the issue here).
So the question then becomes, what causes the structure not to generate. Well it turns out there is a check in ScatteredFeatureStart::ScatteredFeatureStart that isn't in RandomScatteredLargeFeature::isFeatureChunk. Specifically ScatteredFeatureStart::ScatteredFeatureStart checks to see if the y level of the chunk (0 0 offset) is less than sea level and if it is aborts the structure generation.
More specifically RandomScatteredLargeFeature::createStructureStart obtains the sea level from a Dimension reference passed to it. That value gets passed on to ScatteredFeatureStart::ScatteredFeatureStart which then compares it to the y level.
Ideally that check would be done in RandomScatteredLargeFeature::isFeatureChunk as well to avoid the temple being reported by the /locate command. However it's not that simple. RandomScatteredLargeFeature::isFeatureChunk doesn't appear to get passed the Dimension reference, so may not have a way to access what the sea level is.
I can also confirm this check doesn't appear to exist in 1.18.0.
I should probably also mention that given its the preliminary surface level (as opposed to the actual height map), its possible for the prelim surface level to be less than sea level but the actual generated terrain to be above surface level. So it's not as simple as loading up worlds to see if the 0 0 block in the chunk is below sea level. Although if there are cases where the temple doesn't generate and the 0 0 y level for the chunk is quite high, say y75 or more, then I'd be interested to see them.
Let me know if there are any other tickets that are being a bit tricky and I can have a dig and see if I can work out what's going on. (assuming I've got time of course).
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I started a new world for 1.18, seed number 293697096 on realms (accessed mostly from xbox and my phone). I have seen a jungle temple spawned in normally but have only found one witch hut. I noticed several places that were supposed to have witch huts had holes leading to drip stone caves, but not all. Only hut I have found is precariously spawned on the side of a mountain, much higher than normal.
Note from [Mod] GoldenHelmet:
I assume this is the hut on the hill in the seed mentioned:
The floor of this hut is at Y = 94. That seems to confirm that the “sea level” check found by Matthew Ferguson is not working correctly. In previous version I only ever found swamp huts with floors at Y = 65.
Yes, that's the only one I have found within about 15000 blocks from spawn
It definitely seems temples need to have a pretty reasonable height to generate. And because swamps are normally quite flat I can imagine witch huts would be very rare indeed.
I've had a bit of a dig and it appears the prelim height level in bedrock works significantly different to java. It appears in java the prelim height level includes cave noise etc and the bedrock one doesn't. The other issue is I think the prelim height level might be the height the surface builder builds on top of. So you'd already be up to 8 blocks down from the actual surface level (if I'm not mistaken of course).
If it were up to me, at this point I'd probably remove the check until it functions correctly, or alternatively, move the check to the post process stage because an accurate height map is available.
Good news this appears to have been fixed in 1.18.30.26/27. I've checked a handful of seeds and all the witch huts and desert temples I expected to be there generated properly.
Thank you for mentioning that. Since it wasn't listed on the changelog, I think we won't list these as fix versions. (It might be that it hasn't been fixed for all platforms, for example, so listing them might cause confusion or alarm for someone using an unfixed platform.) However, assuming the fix is listed on the regular release changelog (presumably for 1.18.30), we'll show that as the fix version when the time comes.
If you notice it's fixed in the regular release and we still haven't updated the report (because it wasn't listed on the changelog again), feel free to leave a comment so we can figure out if it's an oversight or there's more work left to do.
I also agree with Matthe Ferguson that this issue appears to be fixed in 1.18.30.26. i've managed to find a witch hut very close to the spawn of my 1.18.30.26 world, by the way it was the first time i managed to find a witch hunt since the full release of 1.18.0 on BE. my platform is Windows 10
Still cannot find witch huts on bedrock edition. Using seed finder and /locate command for about 15 different locations where the hut should be it was only there once and that was near a mountain. Cords range from near spawn to as much as 900,000 blocks from spawn point and still none.
Major, is that on 1.18.12? If so it probably won't work until 1.18.30 releases, which given previous release patterns could be this Tuesday.
Note that temples are generated only during chunk generation. This means that if this bug prevented a temple from generating in 1.18.12 or earlier, it's not going to suddenly be there after you upgrade the world to 1.18.30. Also, if you did a lot of checking for temples in your survival world, you caused the chunks they should have been in to be generated without them, so those temples will never exist in that world, which could mean after upgrading to 1.18.30 you'll have to travel even farther to find new temples. You might want to consider restoring the world from a backup taken before you did all that exploring, even if it means some work is lost.
Yes it’s on 1.18.12
Update
In Bedrock Edition Release 1.18.30, 3 of the 4 listed temples that were not generated are generating now in the latest version, so it means this issue seems to be partially fixed.
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Reply from [MCPE Mod] Auldrick:
We let the developers decide when an issue is fixed. This is mainly because an issue may appear fixed to you but still be affecting somebody with a different world. So while we appreciate that you want to help, comments like this aren't really helpful.
Also, as far as this particular issue goes, the fact that one temple didn't generate for you doesn't by itself prove that the issue isn't fixed. The world seed is used to generate a bunch of coordinate sets where the game will try to generate temples, but sometimes it's not possible to generate a particular temple near those coordinates. In that case, world generation just skips it. This isn't a bug, it's a consequence of two things: the extraordinarily vast variability of how nearby biomes can affect one another's generations, and the fact that /locate typically calculates the coordinates before the chunks in the area are even generated (since you haven't visited the temple yet), so /locate doesn't actually know whether the game will be able to generate the temple there.
Got emailed comments on this issue that don't appear to be here! anyway, it looks to me like this issue is fixed also, but will wait for official confirmation, It definitely has changed in 1.18.30 and for the better.
Reply from [MCPE Mod] Auldrick:
We removed that and similar contents because they're not helpful and might be misleading. We know people are just trying to be helpful, but we can't assume that if it's fixed on your platform and device then it must be fixed for everybody. We have to rely on Mojang to tell us when it's fixed, which they do by listing the report on the changelog. They didn't list this ticket yet, so we have to assume they still have more work to do.
So thank you for being involved, but please don't try and tell us when to close our reports.