Ferry Roland
- SuperMarioBros99thx
- supermariobros99thx
- Europe/Stockholm
- Yes
- No
There is a terrain generation problem when AntVenom tried (not me okay, i reported this but i don't do it) to set HeightScale to excessive levels (He tried to see the top of the X/Z-coordinate Far Lands). That's when he found out that (Y-coordinate but not X/Z-coordinate) Far Lands generated in the sky! He is surprised. He does that when his Minecraft is in modded version but later someone found out it also works on vanilla version of the Minecraft! That drives me some concern and that's why i created issue in here. I admit that i want this to be really fixed in 1.12 version of the Minecraft and such remove the Far Lands in the Y-coordinate completely. I liked the Far Lands but i don't want that to linger in vanilla version of the Minecraft and instead i want to keep that for the modded versions of Minecraft only. Here is the video: THE MINECRAFT SKY FAR LANDS?! by AntVenom on YouTube. Now i'll give the reason why Far Lands are generated, fixed and why Y-coordinate is not noticed.
Reasons
Based on Far Lands' article on Minecraft Wiki, it was said that the reason why it generates because when it reaches X/Z approximately 12,550,824 octaves of the Perlin noise overflows and WILL always use 2^31^-1, using that same noise and then generate that same terrain on it, resulting in a Far Lands. Then why on Beta 1.8 Far Lands (particularly X/Z-coordinate but not Y-coordinate) are removed? Because Notch for unknown reason when terrain generation is reformed and changed in that time he added an instruction that calls by taking the remainder of the input divided by 2^24^. With these, it can prevent the overflow caused by undeterred Perlin noise octave growth. However it was for X/Z-coordinate only but not Y-coordinate ones. This is because Y-coordinate Far Lands is unknown at that time! This is caused by the height limit, which prevents the blocks to generate higher than this limit. Discovery of Y-coordinate Far Lands is very surprising since i don't expect that Far Lands will ever generate in that area. What caused it? Actually, the fix of the Far Lands has not ever been applied for Y-coordinates which actually used the same Perlin noise system as X/Z did, except that it was limited because of the height limit i describe before. Reason? It was unknown to Notch at that time. Based on that article again, i say that one block amounts into 171.103 noise units (when in default CoordinateScale and HeightScale value which is 684.412). When that overflows, it generates Far Lands as expected. But, if you set the CoordinateScale and/or HeightScale higher one block can amount more than 171.103 noise units, which makes the Far Lands generate much more closer (e.g. if you make CoordinateScale double than default number it uses, it'll generate at X/Z 6,275,412! Evidence: download a mod from This, then use the Customized Worlds preset then set the CoordinateScale twice from default value and then teleport to these coordinates). Here is the video about it: [
MOVE the MINECRAFT FAR LANDS to SPAWN! by AntVenom on YouTube|https://www.youtube.com/watch?v=H5XBotoWAp8]. The surprise discovery of the Y-coordinate Far Lands is all because of more Perlin noise units per block as expected by setting the HeightScale to high levels, the Perlin noise units aren't repeated per 2^24^ as it was on X/Z coordinates before (thus it worked on vanilla Minecraft), and the unknown status of this because of the height limit which prevents Y-coordinate Far Lands to ever generate.How to reproduce the bug
- Set the world preset into Customized World preset and customize it.
- Go to the Presets and then go to the text box present at the top of the menu of presets there.
- Search for the HeightScale setting in that box. If you found it, set it into 134217728 or higher if you want to make it closer, for example double that into 268435456.
- Apply the presets and create the world!
- LOOK AT THE TOP! (If you generate at the bottom of the Far Lands) or LOOK AT THE WEIRD TERRAIN! (If you generate at the top of the Far Lands). IT'S THE FAR LANDS! IN THE SKY?!
That's all! But before i end it, i want you to add this patch based on the instructions of how to fix it in the below.
How to fix it?
Please find the class that it was used for the X/Z terrain generator then download that mod based on that class which does have the instructions removed, then see differences between two. I'm pretty sure you can find the differences of it. After founding the differences between the two, you got the patch of what Notch used for fixing the X/Z far lands. And then, add that patch into the class that it was used for the Y terrain generator (you can guess it developers!) and DONE! Y-coordinate Far Lands "Far Sky" is gone for forever! At least...Okay. I'm ending it here now. Sorry if there is no screenshots because i can't make the screenshot of that because my graphics card is broken and i reported this bug based on evidences from Minecraft YouTubers and not from myself (prove me, i can't do it on my laptop because the graphics card is broken). Anyway, i made the description TL;DR because i want to persuade you to fix it really before releasing 1.12. Sorry for some Far Lands seekers who will be shocked (after it was fixed) and irked because of me. To accommodate it i would like to see someone to release a mod based on previous unpatched class sometime after the 1.12 release is coming out. I'll end here right here, right now. Thank you!
There is a terrain generation problem when AntVenom tried (not me okay, i reported this but i don't do it) to set HeightScale to excessive levels (He tried to see the top of the X/Z-coordinate Far Lands). That's when he found out that (Y-coordinate but not X/Z-coordinate) Far Lands generated in the sky! He is surprised. He does that when his Minecraft is in modded version but later someone found out it also works on vanilla version of the Minecraft! That drives me some concern and that's why i created issue in here. I admit that i want this to be really fixed in 1.12 version of the Minecraft and such remove the Far Lands in the Y-coordinate completely. I liked the Far Lands but i don't want that to linger in vanilla version of the Minecraft and instead i want to keep that for the modded versions of Minecraft only. Here is the video: THE MINECRAFT SKY FAR LANDS?! by AntVenom on YouTube. Now i'll give the reason why Far Lands are generated, fixed and why Y-coordinate is not noticed.
Reasons
Based on Far Lands' article on Minecraft Wiki, it was said that the reason why it generates because when it reaches X/Z approximately 12,550,824 octaves of the Perlin noise overflows and WILL always use 2^31^-1, using that same noise and then generate that same terrain on it, resulting in a Far Lands. Then why on Beta 1.8 Far Lands (particularly X/Z-coordinate but not Y-coordinate) are removed? Because Notch for unknown reason when terrain generation is reformed and changed in that time he added an instruction that calls by taking the remainder of the input divided by 2^24^. With these, it can prevent the overflow caused by undeterred Perlin noise octave growth. However it was for X/Z-coordinate only but not Y-coordinate ones. This is because Y-coordinate Far Lands is unknown at that time! This is caused by the height limit, which prevents the blocks to generate higher than this limit. Discovery of Y-coordinate Far Lands is very surprising since i don't expect that Far Lands will ever generate in that area. What caused it? Actually, the fix of the Far Lands has not ever been applied for Y-coordinates which actually used the same Perlin noise system as X/Z did, except that it was limited because of the height limit i describe before. Reason? It was unknown to Notch at that time. Based on that article again, i say that one block amounts into 171.103 noise units (when in default CoordinateScale and HeightScale value which is 684.412). When that overflows, it generates Far Lands as expected. But, if you set the CoordinateScale and/or HeightScale higher one block can amount more than 171.103 noise units, which makes the Far Lands generate much more closer (e.g. if you make CoordinateScale double than default number it uses, it'll generate at X/Z 6,275,412! Evidence: download a mod from This, then use the Customized Worlds preset then set the CoordinateScale twice from default value and then teleport to these coordinates). Here is the video about it:[MOVE the MINECRAFT FAR LANDS to SPAWN! by AntVenom on YouTube|https://www.youtube.com/watch?v=H5XBotoWAp8]. The surprise discovery of the Y-coordinate Far Lands is all because of more Perlin noise units per block as expected by setting the HeightScale to high levels, the Perlin noise units aren't repeated per 2^24^ as it was on X/Z coordinates before (thus it worked on vanilla Minecraft), and the unknown status of this because of the height limit which prevents Y-coordinate Far Lands to ever generate.How to reproduce the bug
- Set the world preset into Customized World preset and customize it.
- Go to the Presets and then go to the text box present at the top of the menu of presets there.
- Search for the HeightScale setting in that box. If you found it, set it into 134217728 or higher if you want to make it closer, for example double that into 268435456.
- Apply the presets and create the world!
- LOOK AT THE TOP! (If you generate at the bottom of the Far Lands) or LOOK AT THE WEIRD TERRAIN! (If you generate at the top of the Far Lands). IT'S THE FAR LANDS! IN THE SKY?!
That's all! But before i end it, i want you to add this patch based on the instructions of how to fix it in the below.
How to fix it?
Please find the class that it was used for the X/Z terrain generator then download that mod based on that class which does have the instructions removed, then see differences between two. I'm pretty sure you can find the differences of it. After founding the differences between the two, you got the patch of what Notch used for fixing the X/Z far lands. And then, add that patch into the class that it was used for the Y terrain generator (you can guess it developers!) and DONE! Y-coordinate Far Lands "Far Sky" is gone for forever! At least...Okay. I'm ending it here now. Sorry if there is no screenshots because i can't make the screenshot of that because my graphics card is broken and i reported this bug based on evidences from Minecraft YouTubers and not from myself (prove me, i can't do it on my laptop because the graphics card is broken). Anyway, i made the description TL;DR because i want to persuade you to fix it really before releasing 1.12. Sorry for some Far Lands seekers who will be shocked (after it was fixed) and irked because of me. To accommodate it i would like to see someone to release a mod based on previous unpatched class sometime after the 1.12 release is coming out. I'll end here right here, right now. Thank you!
There is a terrain generation problem when AntVenom tried (not me okay, i reported this but i don't do it) to set HeightScale to excessive levels (He tried to see the top of the X/Z-coordinate Far Lands). That's when he found out that (Y-coordinate but not X/Z-coordinate) Far Lands generated in the sky! He is surprised. He does that when his Minecraft is in modded version but later someone found out it also works on vanilla version of the Minecraft! That drives me some concern and that's why i created issue in here. I admit that i want this to be really fixed in 1.12 version of the Minecraft and such remove the Far Lands in the Y-coordinate completely. I liked the Far Lands but i don't want that to linger in vanilla version of the Minecraft and instead i want to keep that for the modded versions of Minecraft only. Here is the video: THE MINECRAFT SKY FAR LANDS?! by AntVenom on YouTube. Now i'll give the reason why Far Lands are generated, fixed and why Y-coordinate is not noticed.
Reasons
Based on Far Lands' article on Minecraft Wiki, it was said that the reason why it generates because when it reaches X/Z approximately 12,550,824 octaves of the Perlin noise overflows and WILL always use 2^31^-1, using that same noise and then generate that same terrain on it, resulting in a Far Lands. Then why on Beta 1.8 Far Lands (particularly X/Z-coordinate but not Y-coordinate) are removed? Because Notch for unknown reason when terrain generation is reformed and changed in that time he added an instruction that calls by taking the remainder of the input divided by 2^24^. With these, it can prevent the overflow caused by undeterred Perlin noise octave growth. However it was for X/Z-coordinate only but not Y-coordinate ones. This is because Y-coordinate Far Lands is unknown at that time! This is caused by the height limit, which prevents the blocks to generate higher than this limit. Discovery of Y-coordinate Far Lands is very surprising since i don't expect that Far Lands will ever generate in that area. What caused it? Actually, the fix of the Far Lands has not ever been applied for Y-coordinates which actually used the same Perlin noise system as X/Z did, except that it was limited because of the height limit i describe before. Reason? It was unknown to Notch at that time. Based on that article again, i say that one block amounts into 171.103 noise units (when in default CoordinateScale and HeightScale value which is 684.412). When that overflows, it generates Far Lands as expected. But, if you set the CoordinateScale and/or HeightScale higher one block can amount more than 171.103 noise units, which makes the Far Lands generate much more closer (e.g. if you make CoordinateScale double than default number it uses, it'll generate at X/Z 6,275,412! Evidence: download a mod from This, then use the Customized Worlds preset then set the CoordinateScale twice from default value and then teleport to these coordinates). Here is the video about it: MOVE the MINECRAFT FAR LANDS to SPAWN! by AntVenom on YouTube. The surprise discovery of the Y-coordinate Far Lands is all because of more Perlin noise units per block as expected by setting the HeightScale to high levels, the Perlin noise units aren't repeated per 2^24^ as it was on X/Z coordinates before (thus it worked on vanilla Minecraft), and the unknown status of this because of the height limit which prevents Y-coordinate Far Lands to ever generate.How to reproduce the bug
- Set the world preset into Customized World preset and customize it.
- Go to the Presets and then go to the text box present at the top of the menu of presets there.
- Search for the HeightScale setting in that box. If you found it, set it into 134217728 or higher if you want to make it closer, for example double that into 268435456.
- Apply the presets and create the world!
- LOOK AT THE TOP! (If you generate at the bottom of the Far Lands) or LOOK AT THE WEIRD TERRAIN! (If you generate at the top of the Far Lands). IT'S THE FAR LANDS! IN THE SKY?!
That's all! But before i end it, i want you to add this patch based on the instructions of how to fix it in the below.
How to fix it?
Please find the class that it was used for the X/Z terrain generator then download that mod based on that class which does have the instructions removed, then see differences between two. I'm pretty sure you can find the differences of it. After founding the differences between the two, you got the patch of what Notch used for fixing the X/Z far lands. And then, add that patch into the class that it was used for the Y terrain generator (you can guess it developers!) and DONE! Y-coordinate Far Lands "Far Sky" is gone for forever! At least...Okay. I'm ending it here now. Sorry if there is no screenshots because i can't make the screenshot of that because my graphics card is broken and i reported this bug based on evidences from Minecraft YouTubers and not from myself (prove me, i can't do it on my laptop because the graphics card is broken). Anyway, i made the description TL;DR because i want to persuade you to fix it really before releasing 1.12. Sorry for some Far Lands seekers who will be shocked (after it was fixed) and irked because of me. To accommodate it i would like to see someone to release a mod based on previous unpatched class sometime after the 1.12 release is coming out. I'll end here right here, right now. Thank you!
I cannot describe this bug fully because i'm tired right now, so i recommend you to watch this video: PHANTOM NETHER GLITCH in MINECRAFT?!
But if you don't want to watch the video, i'll tell you (feeling forced) about the details of this bug (based on that video, okay!). This bug involves entering the Nether via the End.
- Terrain generates as normal, but it doesn't spawn mobs at all, even in the difficulties higher than Peaceful and even in Survival mode!
- No Blazes spawn from their spawners.
- Entities will generate only when you enter the Survival Mode. In Creative they don't.
- Those entities, particularly mobs like Zombie Pigman or Blazes if summoned (or if they are already generated before) doesn't have an active AI and cannot be interacted except by hitting them. However, they doesn't react (stays in place) and after that can't be interacted again. I don't really know if they die, but i expect they will stand still instead of leaning towards the ground and after that they despawn (they will not drop items at all).
- Sand or gravel (or all other blocks that can fall) won't fall in Creative Mode but they do in Survival mode, but they will "fall infinitely": once they reach the ground, they won't instantly become a block and instead afterwards they will return to their original position and they'll fall again. You can do this by putting a sand or gravel or all other blocks that can fall via Creative Mode (An air block should be exist below it) and then change it into Survival Mode so you can see them falling and repeating it again.
- If you shoot arrows from the bow, they won't show up in Creative Mode but they do in Survival Mode in where you fired them on, and afterwards however they will stick on the air where you fired them on.
- Blocks cannot be broken in Survival Mode, but they do in Creative Mode.
- Based on it, if you break the block in Creative or "breaking" it in Survival Mode, arrows that is stuck on air will fall below their position they originally stuck in, then return back.
- Dropped item entities won't appear in Creative mode and if you change it to Survival they do, but they are unacquirable and they'll stuck in "fall infinitely" state like the falling block entities before.
- Redstone does work fine but some of them particularly pertaining to entities does not. For example moving piston heads, droppers, dispensers, minecarts, etc.
- Beds do explode normally, but the explosion particles doesn't appear and some of the blocks that are supposed to drop won't appear (in Creative) but as expected they do in Survival but they, again aren't acquirable and stuck in "fall infinitely" state as expected.
- If TNT is activated on Creative mode they'll disappear (Since Primed TNT is an entity), but if in Survival they will not disappear as expected. However, they don't explode after a while.
These effects are will be disappeared and will return to normal if you quit the world then return back. However they can be returned by going to the End and then enter Nether again.
This bug is discovered by xDarkDiamond, then showed off to the public by AntVenom then afterwards i reported this to the Mojang, in hopes that this bug will be eliminated.
Reproduce:
- Use this command first: /setblock ~ ~ ~ minecraft:end_portal
- Then use this: /setblock ~ ~ ~ portal
- Try to do some of them above like shooting arrows with a bow in there or watch the video first, then do the activities that AntVenom does. (if you want to do it better)
- You'll found some of the problems i have shown it above.
I'm sorry for not giving the screenshots because my computer's graphics card is broken, but please don't worry because you can see the video for it's effects and i'll end here for now.
Anyways, thanks!
I cannot describe this bug fully because i'm tired right now, so i recommend you to watch this video: PHANTOM NETHER GLITCH in MINECRAFT?!
But if you don't want to watch the video, i'll tell you (feeling forced) about the details of this bug (based on that video, okay!). This bug involves entering the Nether via the End.
- Terrain generates as normal, but it doesn't spawn mobs at all, even in the difficulties higher than Peaceful and even in Survival mode!
- No Blazes spawn from their spawners.
- Entities will generate only when you enter the Survival Mode. In Creative they don't.
- Enchanting Table's book stays in place and doesn't move.
- Those entities, particularly mobs like Zombie Pigman or Blazes if summoned (or if they are already generated before) doesn't have an active AI and cannot be interacted except by hitting them. However, they doesn't react (stays in place) and after that can't be interacted again. I don't really know if they die, but i expect they will stand still instead of leaning towards the ground and after that they despawn (they will not drop items at all).
- Sand or gravel (or all other blocks that can fall) won't fall in Creative Mode but they do in Survival mode, but they will "fall infinitely": once they reach the ground, they won't instantly become a block and instead afterwards they will return to their original position and they'll fall again. You can do this by putting a sand or gravel or all other blocks that can fall via Creative Mode (An air block should be exist below it) and then change it into Survival Mode so you can see them falling and repeating it again.
- If you shoot arrows from the bow, they won't show up in Creative Mode but they do in Survival Mode in where you fired them on, and afterwards however they will stick on the air where you fired them on.
- Blocks cannot be broken in Survival Mode, but they do in Creative Mode.
- Based on it, if you break the block in Creative or "breaking" it in Survival Mode, arrows that is stuck on air will fall below their position they originally stuck in, then return back.
- Dropped item entities won't appear in Creative mode and if you change it to Survival they do, but they are unacquirable and they'll stuck in "fall infinitely" state like the falling block entities before.
- Redstone does work fine but some of them particularly pertaining to entities does not. For example moving piston heads, droppers, dispensers, minecarts, etc.
- Beds do explode normally, but the explosion particles doesn't appear and some of the blocks that are supposed to drop won't appear (in Creative) but as expected they do in Survival but they, again aren't acquirable and stuck in "fall infinitely" state as expected.
- If TNT is activated on Creative mode they'll disappear (Since Primed TNT is an entity), but if in Survival they will not disappear as expected. However, they don't explode after a while.
These effects are will be disappeared and will return to normal if you quit the world then return back. However they can be returned by going to the End and then enter Nether again.
This bug is discovered by xDarkDiamond, then showed off to the public by AntVenom then afterwards i reported this to the Mojang, in hopes that this bug will be eliminated.
Reproduce:
- Use this command first: /setblock ~ ~ ~ minecraft:end_portal
- Then use this: /setblock ~ ~ ~ portal
- Try to do some of them above like shooting arrows with a bow in there or watch the video first, then do the activities that AntVenom does. (if you want to do it better)
- You'll found some of the problems i have shown it above.
I'm sorry for not giving the screenshots because my computer's graphics card is broken, but please don't worry because you can see the video for it's effects and i'll end here for now.
Anyways, thanks!
Ferry Roland, please say the exact version you confirmed the issue. And don't say "the latest", because the latest snapshot changes every week.
Please note that you can't set HeightScale to that high if you that manually without going to Presets. Instead you had to do it by going into the Presets.
I hope it would be fixed...
Thanks to getting me know that! I hope
MC-89361, the bug you telled me about, is resolved!I see this is still in issue at version 1.12. And this one had been shown off to the public now, by AntVenom. I had reported this before, but i found this is a duplicate bug that i doesn't know before.
If this bug ends in Won't Fix then darn it