user-68c81
- jirauser631802
- JIRAUSER631802
- Europe/Stockholm
- No
- No
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.
Can't reproduce in 1.16.5 because generation changed, but it's also WAI. Grass paths simply follow the shape of the terrain, which means that the block would've been in that position even if the village didn't generate.
I can't replicate in 21w16a, but it's just a duplicate of MC-140727.
Currently, plants generate and then structures. If structures contain structure voids, they will keep whatever block was there. If they contain air, the block that was there will get replaced by air.
This issue has a diffe
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.
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.
Cannot reproduce in 1.16.5. If you look at lava-filled caves, the gravel will always be carved properly.
It was an issue in early 1.16 snapshots, but it was fixed eventually.
Can confirm in 21w17a.
Does anyone have a working seed from <21w18a to replicate this? It was probably fixed by
MC-125033
Can confirm in 21w18a. The 4x4 pattern from
MC-125052does match, so they're probably caused by the same thing.
user-68c81 Only partially.





































This happens because terrain features such as lake_lava, lake_water, disk_gravel, disk_clay and disk_sand are applied after features such as trees and grass, causing them to appear in incorrect places. Fixing this would be fairly trivial, by making such features that change the terrain be applied before features that simply add things.
How is this not just a duplicate of
MC-610?I think this is intentional for fungi, as they can generate/be grown even if other blocks are in the way, effectively allowing them to be one block tall.
Can confirm the fortress one.it's a separate bug related to chunk borders.I also made debris generate very frequently with a datapack, and it can generate behind plants.
This is a bit similar to
MC-610. Plants are generated first, and then ancient debris checks if it's covered by blocks to be placed, even if it's a plant. It can be fixed by having the ores generate first.The fortress would need to generate before ores, because it can expose blocks.already doesThis affects all worldgen features, including ores and stone blobs. It happens because they are placed once, and they can't affect unloaded chunks.
This issue was originally for generation missing in 8x8 areas. Does that still happen? For trees being cut at chunk borders there is
MC-188086.Can confirm in 21w13a. I agree, it should be a parity issue.
Can't reproduce. Works normally in 1.16.1, 1.16.2 and later.
Invalid/WAI - the given noise_settings/overworld.json file is not functional, so the game uses the default settings. If you use a proper file it will work.
WAI. In 21w07a, the overworld bottom_slide.target parameter was changed from -30 to 15. Positive values make a floor, while negative values remove it. Your file still uses -30, and changing it will make it work properly.
Can confirm in 21w13a. It only really needs water on the inside, so that terrain can't appear there, and the outside can be filled with structure voids.
I found the issue! The chest did generate, but it was removed by a water lake. If you disable water lakes with a datapack, you'll be able to find the chest.
Works properly in 21w13a, can be closed.
Can confirm in 21w13a.
This seems to be caused by the caves carving through the fossil's island.
This happens because some structures have void blocks inside them, which will keep whatever block was in that place. A lot of them were fixed.
Ideally, there would be an exact list of the structures that have this issue, but that is a lot of work. Structures would need to be manually generated completely submerged in a flat world, to make sure they properly remove the terrain inside.
A lot of issues like this one,
MC-610andMC-199555happen because water lakes generate too late. Along with geodes, they're the only features that generate air pockets, so they should be placed pretty early in the generation, before structures and the other features.Biomes are now data-driven, and in swamp.json you can see there's no stronghold.
Is this not just a duplicate of MC-140383?
Can confirm in 21w14a. Seems to be a swamp-only issue.
Villages over water have islands beneath since 1.14, so this can be closed.
Works normally in 1.16 - there can be multiple biomes in a chunk.
Can't reproduce in 21w14a.
Can confirm in 21w14a. Same seed as above, at -896 -44 -690. It's a tunnel with a chest minecart on the side, so maybe it's intentional?
Works properly in 1.17 snapshots - generating multiple biomes with a datapack overrides the single biome option in the menu, and the game will remember them. Can be closed.
Can confirm in 21w14a.
Can confirm in 21w14a.
Can't confirm in 21w14a.
Can confirm in 21w14a. What actually seems to happen is that structures get cut off at the last block in the world (e.g. now it's -64, but they only start generating from -63). If you make the preset 2 blocks deep, you'll get roads as expected.
Probably related toMC-188086.A chunk generates trees, and then a snow layer is applied. Then the next chunk will generate trees into the previous chunk, but the snow layer is only applied for the current one.
Is this issue still happening?
Is this not a duplicate of MC-81467?
I noticed such patterns rarely, but is this intentional? To me it seems like a bug in the world generation.
Can confirm in 21w15a.
Can confirm in 21w15a.
It seems to work properly in 21w15a.
Can confirm in 21w15a.
Can confirm in 21w15a.
I created a collection issue in
MC-223305with ways to fix several world generation bugs, including this one.I wouldn't consider this a feature request. There are some blocks that generate naturally with various blockstates such as logs, dripleaf or dripstone (see image above), and then a lot of blocks can be waterlogged. Not allowing those means you can't generate the worlds properly.
Affects 21w16a.
I suggest fixing this by having a list of blocks that shouldn't be carved - possibly only bedrock. Caves generate pretty early, after surface builders and before all other generation features, so it shouldn't cause problems.
Can confirm in 21w16a using these seeds: 2833266223617890175.
This issue seems to be almost fixed - chests always generate on a surface, but they also consider water as a solid surface.
Can confirm in 21w16a.
I actually can't replicate in 1.16 or in the 1.17 snapshots. The end pillars generate normally.
Can confirm in 21w16a, for both default and preview generation.
Can confirm in 21w16a. I'm pretty sure it's WAI, but I'm bumping this.
I can't replicate for the trees generating inside, so I suggest marking this as resolved/duplicate, and keeping MC-81467 open for the lakes.
This seems to have been fixed in 1.16 - no cactus generates with the given preset.Broken bridge pieces can successfully generate inside netherrack, so I think this can be closed.
There is a similar problem in MC-216224 - sometimes they won't generate at all, no matter if surrounded by netherrack or not.
Can confirm in 21w16a.
Can confirm in 21w16a, but probably WAI. In patch_cactus.json you can see it has a size range from 1 to 3.
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".
Duplicate with
MC-125033. I think that one should be kept, as it's a more general form of this one, but it's the same issue.Can't reproduce in 21w16a. There were changes to monuments in earlier snapshots, so it might be fixed.
Does this issue still happen in 1.16 or 1.17 snapshots?
Can confirm in 21w16a. Neither mushroom_field_shore.json nor stone_shore.json have shipwrecks listed, so it should be easy to fix.
I cannot reproduce in 21w16a with any of the given seeds.
Can confirm in 21w16a. The biome files for the oceans don't contain strongholds, so they can't generate in oceans even in normal worlds
This issue has been inactive for more than a year and the given seed seems to work properly. Should this be closed?
Duplicate of MC-107422.
This is unrelated to the biome. It will have the same issue if it generates inside mountains or other biomes.
This report is about multiple issues, and I think you should keep it only about cutting through terrain.
For terrain that appears inside the mansion there is MC-140727 / MC-107594. For lakes generating inside mansions there is MC-107916.
The trees issue seems to have been fixed.Grass is still not replaced at the bottom, and if you remove it from here I could create a separate report for that.For trees interrupting the foundation there is MC-129117.
Can confirm in 21w16a.
Now it affects the trees next to the entrance, but somehow the ones in the given location don't interrupt the foundation anymore.
Edit: can this issue be renamed into "Mansion foundations are interrupted by vegetation", so that it can also include grass and other non-solid plants? (see image above)
Duplicate of MC-107422,
MC-128770.This was fixed in a previous snapshot. Here is an example, using the preview pack:
Can confirm in 21w16a.
Can confirm in 21w16a, but I think it's intentional.
It seems that the generator chooses a "main" biome in each chunk, and only generates the features of that one.
In this example you can see a lot of patches with the dark forest biome that have no trees, and all of them are in their own chunk.
Edit: It can also be seen in the Nether. Notice how you can't find both a warped and a crimson fungi that start in the same chunk (from the stem, or the middle stem for large fungi).
I think this was fixed, but a similar problem is caused by
MC-129485.This can be fixed partially by
MC-223305. The lake will generate, and only after water will freeze.But it will still suffer from MC-119599. If it generates into an old chunk, water won't be frozen there. To fully fix this, lakes would have to generate ice themselves.
Can confirm in 21w16a with a custom datapack.
Related to MC-29613. I think the algorithm checks for a non-air block from the top of the world down.
Duplicate of
MC-610- lakes generate after the bamboo plants and cut through them. (seeMC-223305)Can confirm in 21w16a. Probably WAI, I'm bumping so it can get closed.
Isn't this a feature request? Villages were made more frequent in Village & Pillage, and people are fine with it.
Can confirm in 21w16a. In the json files you can see there's no patch_tall_grass feature for the shattered savannas.
Can confirm in 21w16a.

plains_medium_house_1 needs all corner stairs because otherwise the design would break, but I think the other two look fine.
Can confirm in 21w16a.
It happens because cocoa pods are only found in small jungle trees, which don't generate in bamboo jungles.
Can't replicate in 21w16a - generates properly.
Can confirm in 21w16a. You can grow trees on mycelium, so it may be intentional.
Can confirm in 21w16a. Swamp Hills doesn't contain the seagrass_swamp feature.
Can confirm in 21w16a. It might be a good idea to use the new #minecraft:dirt tag for where plants can generate.
Here are images in the same position, with structures turned off and on.
This issue cannot be replicated in 1.16 anymore.
I found the issue. Kelp and possibly coral (it's currently hardcoded) generate with OCEAN_FLOOR_WG, which checks for the highest non-fluid and non-air block. It means that if your world has a ceiling, such features won't generate.
If you disable the ceiling in a caves world with bedrock_roof_position and a negative top_slide, kelp and corals will generate properly.
This issue can be fixed by calculating OCEAN_FLOOR_WG from sea_level, instead of from the top of the world.
Edit: confirmed in 21w16a.
The tree doesn't generate anymore in that position, but you can plant it manually and it will grow through the wall.
Can confirm in 21w16a.
This happens with desert villages overall, even in normal worlds. These bushes seem to be hardcoded - they keep generating in villages, even if you disable them with datapacks.
Could this also be the cause of MC-172393?
Can confirm in 21w16a. It might be similar to how cacti can generate on top of each other and get over 3 blocks tall.
Can confirm in 21w16a.
This problem was fixed partially. It will work properly for two levels, and then it continues having this issue.
Can confirm in 21w16a.
There are actually two separate features for fire and soul fire, and only the Soul Sand Valley biome includes the latter.
Can confirm in 21w16a.
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.
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.I'd like to request ownership of this issue.
This seems to be a duplicate of
MC-125033.In both examples the caves are cut when next to an ocean chunk.
I created world files with the same seeds but with a single biome (so there are no oceans), and the caves continue generating.
no_oceans.json
The seeds provided have the caves next to an ocean, and that issue was already reported in
MC-124988,MC-125033,MC-172944.Do caves still stop generating in places that aren't near water?
I'd like to request ownership of this issue, to add more information.
The user that originally reported it has been inactive since 2013.
The issue with the old seed (780093002305051133) doesn't happen anymore because generation changed.
The issue with the seed 6531545027671287273 is a larger version of
MC-132285. It is caused by caves intersecting with the swamp surface builder that places puddles.The Lush Caves issue was fixed in an earlier snapshot.
The issue with the seed 4357639008311401092 is caused by intersecting caves and water caves, which is also reported in
MC-223227. I suggest keeping it there, as it is a very specific problem.I recommend only confirming this problem here if it doesn't match one of the issues above, to avoid duplicates. The original issue might already be fixed.
Can confirm in 21w16a.
Notice how the generation ends abruptly in 4x4 pieces. They're not perfectly aligned to the chunks however.
This issue was fixed by the 1.16 release. Here's a pretty obvious example of gravel getting carved by a nether cave:
Can this issue be closed now?
The problem only seems to happen when caves intersect the swamp surface builder, which places 1-block deep puddles in places that would normally have ground.
I used this seed from
MC-32813, which seems to have this specific issue.Can confirm in 21w16a.
This seems to be caused by
MC-224006.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.Please close this issue for now.
I thought this was about the broken bridge not generating at all in netherrack, but they always did actually.
I agree this should be closed as WAI - it might look weird to generate air because the bridge is incomplete, and they'll probably rework fortresses anyway.
Can confirm in 21w17a. Also applies to the datapack menu.
Can confirm in 21w17a.
Can confirm in 21w17a.
Isn't this just a duplicate of
MC-187911?Can confirm in 21w17a.
See
MC-195692for more details.stream_indicator.png wasn't removed. Is it currently used in the game?
I found this issue happening in a forest biome.
In the second picture I recreated the world with caves disabled.
You can see that there is a "flooded" lake generating there. It's not the normal lake feature, rather it's the same thing used for oceans - all air blocks below y=63 get filled with water. You can also see that the cave gets partially cut at the chunk borders.
I suspect that this bug is strongly related to
MC-125033.I agree they should be consistent, but I think it shouldn't be squashed at all.
In my opinion, it would be better if "mixels" (pixels that are not 1/16 of a block) are avoided as much as possible, as they clash with all other blocks in the game.
Can confirm in 21w18a.
Can this be replicated in 1.16 or the 1.17 snapshots?
Can confirm in 21w18a.
Can confirm in 21w18a with Avoma's first seed.
This bug also happens on the surface. It's always in sections of 4x4 blocks, except for when the terrain has a u-shape, in which case there will always be an extra block.
Can confirm in 21w18a.
Can confirm in 21w18a. It has the 4x4 pattern from
MC-125052, so it's possible they're caused by the same thing.I forgot to say, this is confirmed for 21w18a.
You can often see the 4x4 areas mismatch between opposite cliffs, but in this example you can see that they mismatch in the same cliff, but on different levels. I marked the areas getting cut with planks.
I don't think there is a distinction between "water biomes" and the other ones. You can turn any biome into an ocean with a datapack by simply changing the depth parameter. When a biome has terrain below y=63, it will always get flooded, which is why you can still find lakes in deserts (
MC-72831) or other low biomes.I think the caves check for water blocks in some places, but they seem to "miss" if the water patches are too small, causing
MC-132285.