Christian Rau
- Rauy
- rauy
- Europe/Stockholm
- Yes
- No
After creating a new world I noticed an oak tree with a huge treetop, i.e. a big box of leaves. In fact it seems to be exactly 16x16x16 and chunk-aligned.
seed: -4270258239336733475
chunk: -21,
7, -12After creating a new world I noticed an oak tree with a huge treetop, i.e. a big box of leaves. In fact it seems to be exactly 16x16x16 and chunk-aligned.
seed: -4270258239336733475
chunk: -21, 6, -12
After creating a new world I noticed that some of the trees have only half the treetop, with the other half of it seemingly getting cut off at the chunk boundary.
seed: -4270258239336733475
position:
28, 5, 7-After creating a new world I noticed that some of the trees have only half the treetop, with the other half of it seemingly getting cut off at the chunk boundary.
seed: -4270258239336733475
position: -28, 5, 7
When creating a new world the small water ponds occasionally tend to be too dark.
I'd speculate the sunlight probably stops at the point where the original terrain was, before the world generator carved the pond out.Updating lighting by placing a torch seems to fix it.
See screenshots, seed: -4270258239336733475
When creating a new world the small water ponds occasionally tend to be too dark. This isn't just a visual effect but a deficiency in the actual sunlight level of the air above the water, as shown in the screenshot.
I'd speculate the sunlight probably stops at the point where the original terrain was, before the world generator carved the pond out.
Updating lighting by placing a torch seems to fix it.
See screenshots, seed: -4270258239336733475
When creating a new world the small water ponds occasionally tend to be too dark. This isn't just a visual effect but a deficiency in the actual sunlight level of the air above the water, as shown in the
screenshot.
I'd speculate the sunlight probably stops at the point where the original terrain was, before the world generator carved the pond
out.Updating lighting by placing a torch seems to fix it.
See screenshots, seed: -4270258239336733475
When creating a new world the small water ponds occasionally tend to be too dark. This isn't just a visual effect but a deficiency in the actual sunlight level of the air above the water, as shown in the debug output.
I'd speculate the direct sunlight probably stops at the point where the original terrain was, before the world generator carved out the pond.
Updating lighting by placing a torch seems to fix it.
See screenshots, seed: -4270258239336733475
When creating a new world the small water ponds occasionally tend to be too dark. This isn't just a visual effect but a deficiency in the actual sunlight level of the air above the water, as shown in the debug output.
I'd speculate the direct sunlight probably stops at the point where the original terrain was, before the world generator carved out the pond.
Updating lighting by placing a torch seems to fix it.
See screenshots, seed: -4270258239336733475
When creating a new world the small water ponds occasionally tend to be too dark. This isn't just a visual effect but a deficiency in the actual sunlight level of the air above the water, as shown in the debug output.
I'd speculate the direct sunlight probably stops at the point where the original terrain was, before the world generator carved out the pond.
Updating lighting by placing a torch seems to fix it, but reloading the world brings the wrong lighting back again. However, filling the entire hole (except for the water) with blocks up to the previous terrain height and digging it out again fixes it permanently.
See screenshots, seed: -4270258239336733475
As Christian Rau said. This is intended because designing water to be able to flow in non-waterlogged waterloggable blocks can cause contraptions making use of the old water physics law built before 1.13 to fail.
See MC-129009. Actually this ticket is a duplicate of it.
Arpi (Riccardo Gaeta), please explain that again, I didn't understand this:
.
MC-132285, created on June 28th by Christian Rau should be a duplicate of
MC-134024, created on July 19th by Arpi (Riccardo Gaeta)




















Oh god, attached sings can't connect either. I can't count how many furniture constructions that would break in my world.
I find them regularly under many (if not all) birch trees, even if not completely black, but significantly darker than they should be. Placing a torch and breaking it fixes it, but it might come back when sleeping the night.
Granted, but I have to wonder how I ought to divine such an abstract title for the specific problem I'm facing.
Confirmed on 1.13-pre3, seed -4270258239336733475, chunk -21, 6, -12
Indeed, opening a 1.13-pre3 world in 1.13-pre4 works fine (and opening that converted world later works, too), while creating a new 1.13-pre4 world freezes at "Loading world". Opening a 1.12.2 world freezes at "Prepare spawn area 1%".
The back of a stair fills a full block side, though. That's not really comparable.
This isn't a brightness issue. I added a screenshot of the debug screen that shows that this is a genuine difference in sunlight level. I'm floating under the naked sky above the water and the light level is 12.
It's also fixed after recomputing lighting by updating the surroundings and doesn't happen for all those ponds (or not as severely maybe).
But for what it's worth, the brightness is "moody" and the smooth lighting is on "maximum".
I even have it after fixing it, closing and reopening the world.
I have experienced this as well. I also noticed that the light levels were slightly off. It seems like the seagrass blocks on the water surface have a skylight level of 15 instead of the 14 of a water block. This might be related/causing the the dark spots.
No, he means creating an entirely new world using the same seed as this world has.
Yeah, the lighting computations in general seem to still be quite messed up and in need of various fixes and checks, or a proper overhaul. I have seen all from slightly darker lakes, to the good old big black spots (that were allegedly fixed some time ago already), to problems around seagrass in swamps. Those are all separate reports, but in general they just need to pay a really close look into all the lighting computations before 1.13 is remotely done.
You're either genuinely clueless what you're talking, or drunk, or actively trolling this place. Whatever it is, please disengage from this conversation and move on. I'd also advise user-a4a49 to do the same.
As to the bug, this is a genuine bug, but has already been reported in
MC-131982and was closed as a duplicate of MC-125007.Duplicate of
MC-132278I can definitely reproduce it in a newly created 1.13-pre5 world, specifically the seed -4270258239336733475. It happens in every swamp and is really not to miss in there as it's quite prominent. But if you don't see it, it might be one of the various non-deterministic lighting problems that 1.13 introduced to the set of existing random lighting issues.
Seeing my newest research and how it can be permanently fixed only by filling the hole up and digging it out again, I wonder if it might not be related to
MC-125135and cave_air not properly propagating skylight. However, it doesn't seem to happen for all ponds and generally seems to be one of the rather non-deterministic problems.@Neko Do you happen to see it on any other ponds generated in the world (or any other world)? It seems a rather non-deterministic problem and probably best noticed with the bare eye when brightness is set to "moody".
Yeah, the banner doesn't drop for me either. So this is definitely a reproducable and confirmed bug, crash or not.
Still happens in 1.13-pre6, much more regularly even. It's been years now and we just got a major overhaul of the entire world generator in 1.13. Now would be a great time to finally fix this.
It might actually be related to
MC-132283andMC-124989.I don't want to be too optimistic as it could as well be a random error, but it doesn't seem to happen for me in a newly generated 1.13-pre6 world with my seed above.
I was already wondering why some shipwrecks and ocean ruins I knew from older snapshots seemed to be gone lately. I hope this severe world generation problem doesn't get forgotten before we get 1.13 and people all around the globe start new worlds with no updates around for months.
I implore Mojang to consider that a working world generator is essential, especially since it just got a major overhaul and many people will restart at least parts of their world. When a chunk is generated, you can't repair it anymore. Having this working in the proper release and not be touched for a significant amount of time is more important than keeping exactly to some arbitrarily chosen release date.
Maybe MC-125007 wasn't fixed afterall?
Seeing
MC-133922, this still seems to be an issue.Isn't this intended behaviour? Water isn't supposed to be flowing into transparent blocks by itself, it can only be placed as source inside of them. They once planned this at the beginning of Update Aquatic hype, but it got reverted soon (as it would have broken too much existing behaviour, I guess).
If this is about something else, please clarify your issue with a little more context.
I'm afraid this might be intentional behaviour in 1.13 as a result of the whole zombie-drowned progression. Undead mobs don't swim anymore but sink down to the bottom. And yes, this breaks a ton of water-based mob farms.
This seems to encompass multiple bugs allegedly fixed in pre-10, from
MC-132306to MC-125007. I wonder if pre-10 just somehow didn't get released properly or if there was a lack of testing.While the lack of activity since pre-10 together with the planned 1.13 release today is concerning, I hope Mojang reads this and other reinstantiated major world generation bugs and takes them serious BEFORE 1.13 goes out. It can't be stressed enough HOW important a working world generator is before an update that marks a major change in world generation to be followed by hopefully years of NOT messing with world generation anymore.
Everything else can be fixed in 1.13.1 next month. But a chunk that's generated is beyond future repair.
Might be a duplicate of
MC-132285I'm afraid this might be intentional (or at least currently unfixable) based on the way waterlogging works in the new 1.13 water mechanics. A block is either waterlogged (contains water) or not. While it's possible for certain blocks waterlogged to have water only flow out in specific directions (like stairs), they still count themselves as just waterlogged on/off and the direction the water flows out is based solely on the structure of the block itself (i.e. which direction the stairs point to).
There doesn't yet seem to be a way in the block data to count only specific (and possibly multiple) parts of a block as containing water independent of the block's own structure. In your glass panes example you would have to store at least 4 different subparts of a block as individually waterloggable.
That might not be a bad idea especially for glass panes (and could easily be optimized as a bitfield), but currently this probably goes beyond a trivial bugfix and would be an entirely new feature complete with rather intricate update and spreading mechanics based on blockstate and a general material properties.
I'm not saying it's impossible to implement. It's simply not how water mechanics are currently working in the game. It still comes with a ton of intricacies. Take a look at the multitude of bugs related to how "wet" blocks behave with pistons, sponges and particles and you get an idea how involved even the "simplified" version of the whole water overhaul is that we got with 1.13.
Your report definitely makes sense and is a good idea to consider for the next water mechanics overhaul. All I'm saying is that it doesn't come without a major update to how water mechanics work and how they're represented in the game's block datastructures. I doubt it's done with making a little tweak in 1.13.1 next month.
It's really more of a feature request than a bug fix.
The question is when 1.13.1 is scheduled for, seeing how this is a major world generation fix preferable to be out as soon as possible.
As to my knowledge grass has always decayed when there was a full block above the upside down slab. The only way it doesn't decay is when there's nothing (or only transparent blocks) above the upside down slab.
Not saying this isn't a reasonable feature request for the grass to not decay even if there's a full block above the slab, but for whatever that's worth this has been the behaviour for years and isn't an 1.13 bug.
Is this related to
MC-131462by any chance?So are you saying it even decays WITHOUT a solid block on top of the upside down slab? This would indeed be entirely unexpected behaviour. This bug report and the contradicting comments could profit from some clarifications in this regard.
When I optimized my 1.12.2 world for 1.13 the contents didn't disappear but some chests got the upper and lower halves of their content switched. Didn't happen to all of them, but I'm not sure the ones where it happened were all on chunk borders.
I certainly optimized my world from 1.12.2 to 1.13 and experience an overall much more laggy gameplay. There's perceivable stuttering compared to a rather smooth gameplay in 1.12.2 and it's a seemingly constant situation. And it's a rather small singleplayer world (I explicitly culled the majority of my world's chunks in preparation for 1.13).
Might this be related to
MC-131462by any chance?Hmm, the ocean ruins I missed seem to be back, but the two shipwrecks I lost are still gone. I guess they just changed the shipwreck algorithm in some previous snapshot.
Are you talking about them genuinely consuming the food or just carrying it around in their mouth? Because the latter isn't eating.