mojira.dev
MC-610

Grass / Flowers / Snow are placed incorrectly in newly created chunks

Note

19/May21: This has now been fixed for everything except trees. For any remaining or reintroduced issues, please open new and specific reports with new repro steps.

The bug

World generation places tall grass/double tall grass, flowers/double flowers, sugar canes, snow, trees, and possibly other things in places it shouldn't.

Affected situations

Sand/gravel patches generated around water (lakes/rivers/oceans/etc) have things growing on them:

  • /tp @p 946 68 9609

  • /tp @p 1250 67 10150

  • /tp @p 1230 70 10333

  • /tp @p -898 64 44766 but on seed 5384881648447775625

Lava and water lakes have floating plants and trees on top of them:

  • /tp @p 1100 66 10364

  • /tp @p 1111 66 10382

  • /tp @p 1636 63 11014

All examples given above work in 18w06a, on seed 7913388302499728605.

Related issues

MC-163431 Tree spawned in air MC-79784 Wheat seeds randomly found on the ground MC-1340 Floating vines on world generation. MC-1859 Floating Grass MC-6387 Floating snow MC-8365 Vines not being attached to anything MC-8511 Tree spawning on sand in "Swampland" biome MC-8716 Tree growing on sand MC-10058 flower in the gravel MC-10194 Trees generating above a lake MC-13794 Floating Tall Grass MC-14317 Free-hanging Vines MC-18848 Grass growing in the air and on sand MC-28329 Minecraft tree render glitch MC-29448 [World gen bug] 2-block high wild grass on sand MC-29527 double tallgrass floating generation MC-29546 Invisible entity over water MC-29868 Tall grass and double tall grass spawn on none dirt blocks. MC-30006 Floating Rose Bush MC-30485 Flowers fly on amplified world MC-30990 The grass and snow float MC-31297 Tall grass generates on sand (maybe in savanna only) MC-33070 Grass growing in blocks that are not land MC-35153 Tall Grass Generates on non-grass blocks like Sand, Gravel, etc. MC-35159 Cacti can be naturally found floating or be found not on sand MC-35641 Grass can be found on sand blocks MC-37044 Grass appears on sand MC-37672 World generation made a tree and some grass floating above water MC-37962 Floating Grass and Grass on Gravel in Minecraft v1.7.2 MC-38193 Natural Tree Spawned with no ground under it. MC-38199 Tall Grass Spawned with no Ground under MC-38860 in savanna biome, grass blocks spawned on air MC-45560 Terrain generation glitch MC-46106 Generation of snow layer on packed ice MC-46762 Floating grass and mushrooms MC-49875 Flowers spawning on sand and pop out MC-50446 Flying trees MC-53128 Acacia tree fully generates in plains biome at -123 79 468 in seed 3704076581703183452 MC-58778 Some blocks like water/lava source blocks and grass do not update properly after generation MC-58858 Floating Flowers & 1/2 Flowers In New World MC-59435 Flying trees and grass. MC-59629 Dark Oak spawning incorrectly. MC-60752 Major bugs/Amazing World generation MC-64680 Grass and flower spawn bug MC-67589 Half Flowers MC-68789 Tall Grass generates on sand, stone, and gravel MC-69775 Rose in sand MC-71672 Plants Generating On Thin Air MC-73157 Floating snow MC-85922 flowers and grass spawning over water and lava MC-89279 chunk errors MC-91193 Random plants above lakes MC-93777 torches and chests spawn on air blocks MC-103331 Tall Grass generates on top of sand and gravel MC-104552 It grew a tree in sandy MC-105102 Tree logs despawn when spawned above water in Plains biomes MC-105947 Grass and Double Tallgrass can find on sand blocks. MC-107382 Mansion Generates before certain world features are generated, causing broken structure MC-107563 Woodland Mansion Generating MC-108902 tons of glitches with world generation MC-110351 Vines don't despawn after cut down tree in swamp MC-116374 Wrong generation of "double plants" MC-116868 Floating flowers can be generated MC-116883 Grass spawns over villages grass pathsl MC-120291 Grass and flowers generating above water and blocks that don't support them MC-120661 Flying grass MC-121568 Floating snow layers MC-121569 World generation problems MC-122018 Tree is generated above the water MC-123056 Hello I want to report agrass and a tree without a trunk floating on a lake in the prairies and many crosses on the floor of my world MC-125200 Generated two tall flowers get cut off by low trees MC-125539 Grass generating on sand / Sand generating in a village structure MC-125836 Floating Ferns MC-126909 Grass in the air by world generation MC-127434 Grass plant spawns floating in the air. MC-128327 Grass and flower bug MC-128893 grass spawn near/on the water MC-129153 Grass / flowers / snow / trees are placed incorrectly in Buffet World generator MC-130171 [18w21a] Grass spawns in mid air MC-130506 Snow covering non-existent blocks MC-130553 World Generator MC-131211 Tall grass grows over surface water MC-131255 Above water terrain generation needs fixing MC-131691 Floating Rose? MC-132670 Poppy on sand MC-133135 The plants on the pond will be empty after the formation of the plants MC-133470 Roses on sand MC-133504 Floating Tallgrass on surface lakes MC-133538 Floating tree above water MC-133898 Tree spawning above a lake MC-134426 Grass can grow on Sand in beaches MC-134492 Grass spawning ontop of sand MC-135417 Grass in air MC-135418 Flying trees MC-135466 Found floating Grass MC-135837 Floating grass MC-135919 Tall Grass Spawning Isuue MC-135944 Generation of plants MC-136839 Tall Grass MC-137445 Floating grass MC-137661 Floating Grass MC-137897 sorry if duplicate structures are good generating but... MC-138360 Tall Grass in sky MC-138400 Bug with saplings, grass, and crops - 18w43c MC-138471 Tree spawning over water bug MC-138521 Some Floating Grass MC-139426 Levitating Grass MC-139700 Grass generating on air above pond MC-139835 Some blocks are generate above the air. MC-140384 Grass spawns on air MC-140417 Floating grass can be seen in villages MC-140420 Chunks and worlds have problem loading in new snapshots MC-140536 floting grass MC-140597 New plains village MC-140621 snow in the air above the ice MC-141014 floating grass MC-141057 Flying grass MC-141065 Trees floating over ponds MC-141163 sugarcane generate in wrong places. MC-141605 Grass spawning over water MC-141715 Floating Grass MC-142147 grass spawns on grass blockes and gravel when world created MC-142662 Bug MC-142747 Grass load floating over naturally generated ponds MC-143278 Grass is floating in the air. MC-143963 Grass MC-144611 Floating grass above water MC-144694 The floating grass MC-144695 The grass should not be on the sand MC-144863 snow spawning on air blocks MC-144923 Grass over lakes with no block under it. MC-146042 Floating Snow (MC 1.14 Snapshot 19w11b) MC-146311 There are floating grass and a floating tree above a lake MC-146467 Flowers grow in air MC-146761 Floating Grass MC-146889 Some Gravity Blocks Generating in Air MC-146989 Generator Bugs MC-147512 Blocks hanging in the air MC-148211 Grass Not Generating Correctly MC-148472 Floating Snow MC-148481 Snow generates on empty blocks. MC-148961 Eng. Sometimes, in bamboo jungle grass over water. MC-148990 Berry bushes can spawn on sand MC-149091 i wanted to see the new update and i teleported to a pillager outpost and found this!?!?!? floating gras MC-149183 Grass & Flower glitch MC-149293 Tree Missing Blocks MC-149413 Update to new version with bamboo and reserved world MC-149980 When you generate a world the grass fly MC-150111 Trees and plants generate over natural water sources MC-150118 Aerial grass haha MC-150272 Grass Is Floating above water. MC-150273 Grass Is Floating above water. MC-150398 Floating grass over small lakes in plains biomes MC-150611 баг MC-150645 bamboo on air MC-150669 Bamboo trees generating bug MC-150679 Летающие цветы MC-150823 Grass in the air MC-151370 Flying Grass and Broken floor MC-151420 Floating Trees Being Generated MC-151630 Floating Flowers MC-152041 Snow MC-152165 Floating Grass/Tall Grass above water MC-152443 Floating snow and poppys above ice and water MC-152544 Grass generates floating above water EDIT: duplicate MC-152871 Small peonies, floating peonies MC-152924 tall grass in mid air MC-154117 Flying snow. MC-154492 Floating trees (of various kinds and biomes) MC-154500 some grass are flying on the pond MC-154538 Mob spawn during day in lakes under snow in superflat MC-154717 Grass/Tall Grass sometimes generates floating in midair MC-155695 Minecraft incorrectly generated lake - floating trees, floating grass MC-155837 Some of the sunflowers are floating above water MC-156440 1.14 world genration problem MC-156488 tree is spawning with no trunk MC-156680 Trees spawning above pools of water. MC-156924 I was walking in a Snowy Biome when I saw floating snow MC-157078 When a pond spawn beneath a tree, the tree will stay and float above it. MC-157230 Grass is Generating On Sand MC-157918 snow MC-158001 Floating Tall Grass on Water MC-158091 GRASS ON WATER MC-158301 Shrubbery Spawning Floats in the Air MC-158331 floating grass and grass on the path grass thing MC-159577 Tree floating MC-159760 Fliegendes Gras MC-160274 erba fluttuante MC-161066 Flying grass MC-161326 Flying Grass in 1.14.4 MC-161723 When I was exploring my 1.14.4 world I came across a bunch of snow layers the were floating in the snowy_mountains. MC-162657 Floating grass. MC-162816 Mushroom Tree Generated over Water has no stem MC-163419 gliht MC-163535 Grass floating in mid-air MC-164262 Bug sur la génération de l'herbe MC-164624 Floating grass above water ponds MC-164699 Grass generates mid-air MC-165227 Flying flowers and grass MC-165359 Flying Grass MC-167337 Flowers try to generate on farmland in Villages MC-168101 Floating bushes over small lakes MC-168775 Flowers generating on sand MC-169062 When loading a new world, trees can spawn floating above lakes. MC-169254 Sometimes grass, snow layer or rails can float MC-169316 floating on water grass MC-171590 Grass Floats Somehow MC-171730 Grass (the decorational X-shaped block) can be found floating, especially over water. MC-172520 I was playing around in 20w07a when i saw some poppys floating in mid-air over o pond or lake like thing MC-172744 Snow seems to generate floating in snowy biomes MC-174012 Floating Bug MC-177270 A thin layer of snow will spawn without a block under it MC-180121 Floating Grass MC-181322 Grass generating on non grass blocks and mid air MC-182379 Natural flying grass in snapshot 20w18a MC-183300 Floating tress MC-183523 Trees/grass generating over lakes MC-184285 Grass Floating MC-184331 Grass spawning on magma and netherack on ruined portals MC-185135 glass spawn MC-185792 Grass can replace blocks in Woodland Mansions MC-185948 Large Fern cut off at generation MC-186417 Naturally generated grass will float when generating on ponds MC-187556 Grass can spawn with air below it in Lakes MC-187704 Spruce trees generated over pond missing logs MC-187990 Floating vines in swamp under foliage from two trees MC-190645 Floating sugar canes are naturally generated on lakes MC-190733 Grass floats on ponds MC-191772 Trees levitating over water MC-191843 Летающий снег / Летающий песок / лава и вода в особняке разбойников MC-192264 Flying grass / The vegetable garden is not on ploughed land / Water doesn't flow / Not the right place for a vegetable garden MC-192790 Floating Vines in World Generation MC-193017 The bug with the grass MC-193379 snow is flying MC-193603 Flying Grass MC-193716 I want to report some bugs. MC-193972 grass can float (rere) MC-194098 Grass in the air MC-196032 Grass generates on non-soil type blocks upon world gen MC-196705 floating grass MC-197181 Floating trees on mini lakes MC-197653 floating grass MC-198214 Grass (Decoration type) floating over pools of water. MC-198365 Cursed sunflower with no bottom half MC-199236 Grass grows above water in the air MC-199363 Flying grass MC-199455 Floating Grass over water pools in plains MC-199697 Grass floats in air when generating world MC-199748 Floating cactus on a lava lake MC-200299 Floating Tall Grass MC-200346 Floating Grass and Tallgrass MC-200547 Floating dark oak trees MC-201459 floating grass MC-201659 Floating sugar cane generated MC-202392 Found grass floating in the air. MC-202464 Bottom part of tree does not generate MC-202849 Plants fling MC-203059 Grass on a sand block... MC-203122 Floating layers of snow, grasses, trees and pieces of land. MC-203281 Minecraft grass and tall grass generating above water MC-203812 2x2 dark oaks spawn in air MC-204560 levitating grass MC-204616 Tall Grass Floating MC-205347 Bad grass generation. MC-205374 i saw graas on sand MC-205516 Vines Sometimes Randomly Floating In The Air, Jungle Trees Can Generate In Half MC-205639 umm what MC-205846 Grass generating where it shouldn't MC-206770 Floating trees MC-210535 Flower glitch MC-211131 Floating Grass - this bug has been like forever in game MC-211771 its not game breaking but its present, I think since the release of 1.14. MC-212327 Floating flowers in flower forest biome MC-213256 Tall grass generates inside Melon MC-213609 Weird Generation MC-214023 Like levitating grass, glow lichen can generate in levitating position too. MC-214990 different water levels, floating trees MC-215691 swamp trees world generation MC-216332 Floating snow MC-216436 About grass growing in the air MC-216548 Floating grass above water MC-216893 Broken terrain generation MC-216997 I just found floating snow in the game, Iceologer ?? MC-217890 Flying grass. MC-218863 Grass/moss generation in lush caves around lava lakes MC-219202 Amethyst geodes can cause floating grass and grass and incorrect grass states MC-219205 Grass generates on sand MC-219249 -Flower On The Sky- Minecraft MC-219503 Grass can float when generating MC-220006 Trees sometimes generate floating MC-220059 Floating Grass MC-223794 floating grass MC-224267 Floating natural plants overlap on lakes MC-224873 Flowers growing on netherrack MC-225446 Bug MC-225633 the plants generate incorrectly MC-226104 Floating grass

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Chalmes (Jon)

Confirmed.

Ville Selkämaa

Confirmed

Tails

Also happens with gravel, see MC-3437.

Gody van den Bogaard

MisterSanderson, the screenshots you added have nothing to do with the reported bug. The bug I'm reporting here is about grass being placed on top of sand/gravel. Your screenshots show a bug about grass being placed off-center. As far as I've understood they're doing this on purpose to prevent grassy fields from looking the same all over the place. I agree this off-center grass could look better on edge-blocks, but please create a seperate bug for this.

MisterSanderson

Oops, sorry.

Anon Ymus

Can you also delete those pictures?

MisterSanderson

Done.

Anon Ymus

Thanks very much.

Kevin Gut

Uploaded an Image showing grass growing on gravel including position and seed.
World type is: Superflat (Preset: overworld)
Still present in 1.4.7

Kevin Gut

This issue seems to happen with Flowers as well (se image) the broken Flower was already there.

Tim Bits

Snapshot 13w03a - Generated a superflat "overworld" preset map. Some grass spawned on sand, and some of these turned into seeds immediately after world generation. Confirmed in this screenshot: also happens with flowers.

bugi74

Add the label "lake" to this issue.. Didn't find this one.

(Edited plenty, was too incorrect...)

Seems order of generation is ..., villages and other structures, lakes, "decorations" (trees, flower, etc.). This explains why lakes can carve themselves under temples and such, but not why there are trees and grass floating above them..

Anon Ymus, the sand comes likely from the lake generation.

bugi74

superflat first creates the "base" material, after which comes lakes.. there could very well be more code after that which looks for things like "water next to dirt/grass -> convert to beach". I haven't checked for that (yet) as it seemed quite minor thing (and the generation code is also a bit of a maze).

Edit: Well, now I looked, and indeed there is such post-processing which exactly looks for dirt/grass near water and converts blocks to sand.

bugi74

Okay, reason partially solved.

When "decorating" one chunk, the decoration process can randomly decorate a block that is actually in neighbor chunk (this is assumption so far, but considering how the decorations on the edges of generated world are always half a chunk "off"...). The world-object will happily generate the neighbor chunk if it does not exist yet (so that the decorative can be placed), and this generation does not yet include decoration; otherwise it could get into recursive infinite loop.

Thus, consider these events:
1. Have an already created a chunk (with no lake now or ever) and now decorating it, the decoration can "spill" into next chunk.
2. The other chunk's "base" gets created, without lake at this point, even if it will later have it.
3. The decorations get placed in that chunk, finding the ground at nominal level (e.g. 64 for the "overworld").
4. Later the other chunk will be decorated, too, now getting the lake it is supposed to have. Lake generation carves blocks out upto the ground level, replaces with water and air. And leaves the grass (and/or trees etc.) intact.

I added specific debugging messages to see when and where the game was generating grass and lakes, in a specific area I knew would have a lake with floating stuff. Results looked like this:

Generating grass in -218, -39, 64
Generating grass in -218, -37, 64
Generating grass in -218, -35, 64
Generating grass in -216, -38, 64
Generating grass in -215, -32, 64
Generating grass in -217, -41, 64
Generating grass in -213, -29, 64
Generating grass in -217, -29, 64
Generating grass in -219, -37, 64
Generating grass in -219, -38, 64
Generating grass in -216, -30, 64
Generating grass in -211, -41, 64
Generating grass in -215, -40, 64
Generating grass in -209, -41, 64
Generating grass in -208, -39, 64
Generating grass in -213, -41, 64
Generating lake at: -222, -44, 63 (+16, +16 for area covered)
Generating grass in -215, -30, 64
Generating grass in -208, -40, 64
Generating grass in -212, -40, 63
Generating grass in -212, -41, 64
Generating grass in -214, -32, 63
Generating grass in -210, -39, 63
Generating grass in -214, -30, 64
Generating grass in -216, -29, 64

Notice how grass gets created at height 64 over the future lake's area first, then the lake is created, and some grass being planted later can also get to the one block lower height (lake edges).

Have fun figuring out how to fix that! Took 2 hours to figure out the reason, it is 5 in the morning, I'm off to bed.

Eric Schwarzenbach

Couldn't the lake generation and lake edgeing code simply check for grass and flowers on/over the blocks it is changing and remove them?

bugi74

Sure, they could, but that would be only a workaround (i.e. removing the symptom), bound to cause new problems sometime in future. It is always better to try to fix the cause (in this case the incorrect order of generation of various features).

Also, that workaround would only fix the flowers and grass (single block stuff, always immediately above the blocks cleared by the lake). What about melons, pumpkins, mushrooms. Then sugar cane and cactus (can be taller than one block, but still "easy" being in single column). But what about trees? Their removal is very difficult after they have been created. Or parts of temples. (And I'm even leaving out something just to let people start thinking what it might be, and realize what kind road of traps that path will be.)

Or whichever future terrain feature not known yet.

And there are some problems even underground (rare though).

The idea is, one does not want to code "exceptions" (not talking about the concept for error handling in various programming languages) and/or spread knowledge about features into other features; that is, lake generation should not need to know anything about any other features (or other features about lake generation). It makes the maintainability of the code base difficult, slow and expensive. Minecraft is already quite a big mess in that way. It would be better to try to make things right instead of adding yet another knot into that mess.

Edit: If they fix the cause (so that the lakes would always get generated before those other features), all the details/exceptions/knowledge about other features becomes unneeded. It would be sort of easy solution. Unfortunately, ensuring that order in all cases won't be that easy due to the way the terrain generation has been designed.

Basically, the choice is between possibly difficult but right and better for future vs. semi-easy-to-difficult but wrong and pain in the future. (The variable difficulty for the latter comes from whether they decide to ignore the difficult trees and such or not).

Kevin Gut

Wouldn't it be the best solution to generate lakes, villages and whatnot first and then generate decorations.

FireHunterX

Same issue with sand generating while floating. It does not receive an update, therefore it does not correct its problem.

bugi74

Kevin, as I wrote (perhaps a bit unclearly), that would indeed be the best solution, but also possibly very difficult to implement. The way the world is generated is quite "messy", and getting the process absolutely right is near nightmare, if not even impossible.

(EDIT: A further thought into the issue, and realized the following alone won't fix it..)
I personally might even go with a bit of brute force and ignorance; generate the first (non-decoration) stage a couple extra chunks more "outwards" than where the second (decoration) stage is being done. Even this might not be enough for the most kinkiest or largest features (if there are any such), but at least the current decoration process (which only covers relatively small range) would be fully covered and thus cause no issues like this. This brute force solution would incur a bit more terrain generation overhead (both processing and memory) than now, but not radically more so.

Xavier Brown: yes, if the relevant terrain features remove stuff under sand, that sand is not given an update. However, I've seen on one map that at least near the spawn point, the local floating sand always fell down after predictable delays (in two sequences); I was regenerating the world several times for another bugfix testing, so I saw the sand falling as many times. However, I've also seen some locations were the sand never falls by itself. (Also, the floating grass can slowly go away as they get the random world updates, etc.)

Nathan Adams

We actually like the quirks like this.

Tim Bits

Still present in 1.6.4 and 1.7.x

Will this be resolved in a future version?

NekoJonez

Too bad that this gets a "won't fix."

(If possible , I attached a screeny of me finding a double fern on sand)

a

I encountered a case in 14w11b where the flowers that were generated on gravel uprooted themselves before I even saw them. Was this just a chance occurrence, or was something fixed between now and February 2013?

bugi74

It (and other variants of the same kind) is quite common stuff, and as mentioned few comments above, Mojang has decided to "won't fix".

EDIT: read the comment too quickly... The automatic uprooting isn't part of the issue or "won't fix", of course, but afaik it has been around for quite a while, too; it just depends on random chance when a block update happens or if the player does something that causes a block update for the flower. The same applies to many other bugged world generation issues like floating sand/gravel, non-flowing water blocks, etc.

a

Alright thanks. I guess I'm not fully read up on when block updates are executed (and as I understand it, and as you've said, there is a random element in there somewhere).

kasamikona

Actually would be incredibly simple to solve this, have done so in a Bukkit world generator before, which uses the same basic chunk generation system. The solution is simply to do the following:
1) chunk a gets generated
2) checks all 8 chunks around it (3x3 chunk area not including itself)
3) for any of these chunks which is also surrounded by 8 loaded/generated chunks, populate/decorate it.
(You MUST make sure to populate/decorate things in the right order per-chunk).
I find this method does not cause much lag (even on a laptop), works every time (no chunks without decoration/structures), and so far NEVER produces any issues. It even fixes the thing where trees in cold biomes can sometimes be half-covered in snow and the other half is underneath it.
For strucutres that could potentially take an area that sticks out of that 3x3 chunks area, simply increase to a 5x5 chunks or more area for those particular structures. Since it doesn't generate one super-often, the potential lag from this many checks would be probably un-noticeable on a decent computer.

PS: as for why I actually need to leave a 1 chunk no-decorate/populate border around things, it causes other issues if I don't

PPS: it seems there is something like this in Minecraft already, explaining why trees never get cut off on chunk borders, and how larger-than-a-chunk structures generate properly, but it doesn't seem to be fully implemented in the way I have suggested, as there are some issues, as we have seen here.

bugi74

@Conor McS
Your suggestion is a decent compromise, not too much CPU/memory load, yet significant reduction on visible issues.

The existing check is more of half-a-chunk thing. Sort of; the decoration process happens with half-chunk shift compared to chunk generation. That causes its own issues.

The large structures (like mines, caves and villages) work out semi-properly because they can be generated for any sub-section at any time, even if the rest of it are still in area that is not generated. (Though the way they are generated is in most cases rather inefficient, but that is another story). "Semi-properly" - e.g. the issue where farms in villages had weird leaking water was caused (partially) because of the combination of decorating with half-a-chunk shift and only smaller area at a time.

The method you described was in my mind back then, too, but it doesn't scale properly. As you already mentioned, larger structures would need larger "buffer", e.g. large caves/mines could very well not generated until the player has traveled almost half way through their area... pop a cave entrance appears under your feet and you fall to your death. To avoid such side-effects, the chunk generation area would need to be extended accordingly, and that is not cheap.

Also, another issue is that the decoration should be done in multiple iterations, depending on the natural order things would have happened. In a way it already does so (iirc, the decorations are added in two different groups, and in specific order), but it doesn't cover all random combinations correctly.

Theoretically the extension of both generation distance and the checking buffer distance is the only "correct" way to do it. It is just one of the cases where theoretically correct is too hefty for CPU/memory.

kasamikona

When will people realise that '@' tags don't do anything on here?

Anyway, I have seen no issues so far with caves and similar things, as they appear to be generated chunk-by-chunk, in the same sort of way that rivers are, so as long as the player has a view distance of more than 1 chunk (smallest in vanilla is 2 chunks), there's no risk of falling into one due to it suddenly appearing. Also even on my slow laptop, with view distance set to 16 and server-side view/generate distance set to 2 chunks, I never see any trees just popping into existence on already-generated terrain. Also I somehow managed to make snow appear under AND on top of trees in snow biomes. Pretty much all the issues you mentioned don't seem to actually happen using my exact code.

PS: what you said about large structures being able to generate from any section at any time, This cannot be true, as a structure is saved as a single data file in the world, with a single x,z coordinate location, and will only generate the structure itself when that data file exists, which is generated along with the chunk that its x & z center coords lie in. I actually have seen large structures just pop into existence in vanilla.

PPS: if viewing a world in MCEdit, you can sometimes see 1-chunk-thick border with no decorations, so some part of this half-chunk-offset thing does actually leave some kind of border, I guess it isn't perfect though.

bugi74

(at) Conor
Of course the @ does not do anything here, I'm merely following what others do, for whatever reasons they use it 😛 (I actually do not use any web-thingy where @ would be any kind of tag. Or any thingy which would use #. Oh wait, Yammer at work, uses both iirc, ...)

Anyway, caves are indeed generated chunk by chunk. I was describing what could happen if the idea you have was extended to handle larger things (like caves, if they were actually generated as one large thing at once). Any really good idea should be extendable like that, I merely pointed out how it doesn't (or well, does, but with bad resource needs). (I also did mention that as a compromise, your idea at the scale you mentioned does work just fine, and since Minecraft is already full of compromises, lots of bad ones too, your one should fit in just fine.)

Snow both under and top of trees is likely the side-effect of the half-chunk shift, but I have no idea how, as so far, looking at maps, it seems that ground snow is also placed later (it has the same half-chunk shift and delay).

PS: The large structures at anytime - It sure is true, I just checked some old map of mine, which had a suspicious looking village at the edge of generated area. I loaded the world, traveled to that village, and looked the map again. Now it had the full village. It actually had been partially generated so that even some of the houses were cut. (This same partial generation of villages has, at times, caused funny stacked half-houses -effects, leaking farms, etc., due to other bugs messing things up.)

Hmm.. there is a chance that I had already traveled far enough to reach that "center" point and thus the necessary data to generate its structures existed already. I couldn't find a map with only a smaller corner of village waiting, and no time to specifically test with new world now.

In any case, the game can generate villages chunk by chunk, though it could start with a larger part.

PPS: the border with no decoration/snow/etc. is actually half a chunk wide. I have looked at that part of the code quite a few times as part of trying to resolve multiple bugs, but I still can't get my head quite around that thing.

kasamikona

Any chance someone can link me to an unobfuscated chunk-by-chunk cave generator? I want to use it for something, all I have at the moment is something which generates caves as whole objects.

bugi74

Conor McS:
Linking to a ready unobfuscated MC code (even a large snippet like that) would likely be a copyright violation. Well, not the linking itself I guess, but anyway, better not to support such activities. However, Mojang currently seems to give somewhat "ok" if you do it yourself with "MCP" from your own legally acquired copy of the game files.

At least the last time that I looked at that code, it didn't create the caves chunk-by-chunk. It always created any and all whole caves that possibly could touch the chunk being created. (Partially the reason for its "heaviness"). Edit: the whole caves are not created/generated, per se, when just doing one chunk, but the algorithm may end up going through their full span in order to find out whether it touches the chunk or not.

Also, a comment in an unrelated JIRA issue (this issue is about badly generated surface features) might not be the best place to ask for even non-MC-originated version of such generator.. You should probably take a look at a suitable section in some forums instead, your request would be seen probably by about 1000 times more people...

Chris

In Superflat worlds, this incorrect placement seems to depend on the order in which structure types are specified. For seed -7993066103807340761 the following preset generates grass on the gravel roads (otherwise impossible) in the village around -468, 64, 194 given the following preset:

3;1*minecraft:bedrock,59*minecraft:stone,2*minecraft:dirt,1*minecraft:grass;1;decoration,village,mineshaft(chance=0.01),stronghold(chance=32 count=3 spread=3),biome_1(distance=32),dungeon,lake,lava_lake

The impossible grass persists until the gravel is dug up or a redstone block (even a lamp with no inputs) is placed nearby. The following preset generates the same village, but with the grass already uprooted (and, accordingly, with extra dropped seeds sitting on the roads):

3;1*minecraft:bedrock,59*minecraft:stone,2*minecraft:dirt,1*minecraft:grass;1;village,mineshaft(chance=0.01),stronghold(chance=32 count=3 spread=3),biome_1(distance=32),dungeon,decoration,lake,lava_lake

Alawnely

This glitch is a rare glitch in Minecraft 1.8+

Eric Lawson

I just found this glitch in the new snapshot 15w31c in a village

Dylan

Confirmed in 16w39b

Dylan

Confirmed in 16w39c

Dylan

Confirmed in 16w40a

Dylan

Confirmed in 16w41a

Dylan

Confirmed in 16w42a

Dylan

Confirmed in 16w43a

Dylan

Confirmed in 16w44a

user-f2760

No need to update postponed tickets, as a fix won't be attempted any time soon.

Dylan

Confirmed in major release 1.11

Gody van den Bogaard

Let's just agree to disagree with Mojang 🙂. They clearly stated these kind of quirks are a signature feature of the game's engine; see one of the earlier comments.

Can someone please close this bugreport?

SunCat

This ticket was reopened and assigned to @unknown, which means that the developers (at least one of them) think that this bug needs to be fixed. This ticket won't be closed unless the issue gets fixed or the devs say to do so.

Christian Rau

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-132283 and MC-124989.

mc_Dandy

found tree generated on patch of sand in pre 10

Cultist_O

I don't know if this is a known part of the bug, or another bug, but I've found multiple cases of grass growing directly on top of other grass.

(The screenshot I've just uploaded has an example of this, along with other floating grass, and also includes both the seed and coords)

violine1101

This seems to happen quite frequently with water ponds in savanna biomes.

Kraif

Confirmed for 1.13.1.

Oval

Confirmed for 1.13.2-pre2.

Barracuda

Confirmed for 19w04b

dani falk jensen

Confirmed for 19w07a

flower right next to spawn seed is: 6331652741370124972

Grace Grimwood

Also confirmed for build 19w09a. Map seed -882114519412305203

[media]
Dmitry

Minecraft 19w11b

[media][media]
ZeNico13

Still in 19w13b and 19w14a

ZeNico13

Still in 19w14b and 1.14 Pre-Release 1

ZeNico13

Still in 1.14 Pre-Release 2

ZeNico13

Still in 1.14 pre-3, 1.14 pre-4 and 1.14 pre-5

Davefin

Confirmed still in 1.14 release.
(edit: changed inline image to external link for readability)
https://i.imgur.com/uQbrR8S.png

ZeNico13

Still in 1.14.1 Release

Thomas McNab

can reproduce in 1.14 and 1.14.1

Tyler Coffman

Can reproduce in 1.14.2 Pre-Release 1

ZeNico13

Still in 1.14.2 Pre-Release 2

Mr_Quasi

Still active in pre-release 2 of 1.14.3

skillzgaming

Still in 1.14.3

Rebecca Nonn

Still in 1.14.3. 

It's not just a cosmetic issue.  I fell through a patch of floating snow into a lava lake while carrying two large, filled out maps.  I was not happy.

Nixinova

Question: I am not watching this bug report but keep getting email notifications for this bug. How can I turn this off?

AlSh_7i

Still exists in 19w34a

Emily

1.14.4 the grass also spawns inside houses in villages

SPGoding

Emily, that seems to be another issue which is tracked in MC-140727.

TheBoy358

Confirmed in 19w45b.

Ether Mind

As you can see:

[media]

bug is still not fixed.

This is very important in fact, because such "floating" layer of snow can be above the lava lake, unfortunately I felt that sorrowful moment on myself, falling through transparent snow into the lava and died, lost all good stuff.

Found my last year world and re-created it:

[media]
Heffara

Oh and seed -294883631847010 XYZ: 642 / 67 / 744

MartyMacGyver

While quirks can be interesting, this one is just ugly... not to mention dangerous in the case of floating snow over lava - a jarring reminder this bug is more than annoying. It'd be really nice to see this fixed when it comes to grass, snow, etc.

BrodPlayzYT

Seed -4983198545228022230
Right by spawn

Joseph Poelstra

This still happens in 1.15.1

[media]
Christopher Lewis

Still happening in 20w10a

Nicholas Ng

Confirmed in 20w16a. Grass can even spawn on path blocks

Dylan Way

How is it possible that such a simple bug has lasted so long?

Harun Luo

Comfirmed in 1.15.2,20w20a,20w20b,20w21a.

Selin

I can't believe that it takes so long for Mojang to not fix this bug. Bug is so annoying and visually easy to spot and i don't understand why they avoid to fix it.

W_V

Bamboo and ferns also work

MMK21

Affects 1.16

Exe Files

Still affects 1.16.1

[media]
MMK21

Don't think we need any more screenshots?

ItsTinay

Mojang Priority is important (but secretly l o w) 

Maybe they will fix that in 1.17? Because the Mountain Update is coming, they will partly change the generation

MMK21

Worldgen has been (semi-)overhauled many times since 1.4. I'm not sure why this bug is Important, it's a bit of a quirk, doesn't affect any gameplay. I'm assuming that they'd like to fix this (at least to free up some time for the mods marking duplicates) but the risk / chance of a fix causing more bugs is probably not worth it.

W_V

@unknown, that is not quite true. I've seen deaths by lava because of this bug (snow in the air that didn't melt yet).

W_V

Grass can also replace parts of trees.

Mateus Pereira Milbradt

I think that this has even caused hardcore deaths just because the snow doesn't has melted yet

MartyMacGyver

I'm not a MC dev, but a fix should just require checking for grass or snow above air blocks. I expect this would add some small load during chunk generation, but it isn't the same as a fix for suspended sand/gravel (which IMHO would be recursive in nature). Not that the latter is the same kind of problem, but it's another example of generate-then-sweep behavior.

James Rahimo

this also occurs on seed -4977636324086404853 at 49, 71, -79, on 1.16.3

 

MMK21

Please use the subreddit for discussion.

violine1101

Please don't attach any more screenshots to this ticket. Thank you.

And was already said, if you want to discuss this issue please do so on /r/Mojira, not in this comment section.

Avoma

Can confirm in 20w48a.

gaspoweredpick

This can happen with amethyst geodes as well.

Avoma

Can confirm in 20w49a.

Nixinova

As I said a year and a half ago, how do I turn off email notifs for this when I'm not even watching it?

bugi74

Nixinova, if you have (or don't mind to get) an access to Discord, the official help channel for this "Mojira" is there: https://discord.gg/rpCyfKV

Might also manage to work it out via https://www.reddit.com/r/Mojira

I.e. try and get some mods to get some Mojira admin (probably Mojang staff) to check things out. Perhaps there is some glitch going on or some deeply buried setting or whatnot.

violine1101

@unknown, try watching the bug report and unwatching it again, I assume this is a JIRA bug. If that doesn't solve your issue, please contact me via Discord.

Testing

This happens to me if plant generates on sand and gravel and other block that generates in-natural.

Also the plants and grasses are floating on air

This affects other latest snapshot, if it could be fixed above the future.

Brevort

Also in 51a.

Testing

21w03a.

SPGoding

@unknown: please stop posting unhelpful comment.

Avoma

Can confirm in 21w05a.

Avoma

Can confirm in 21w05b.

Boas Bakker

Can confirm in 21w08a

Boas Bakker

Also not only gravel and sand patch generation is affected by this, also structures like villages can let grass generate in locations it shouldn't 

Avoma

Can confirm in 21w08b.

Jesse Scott

Acacia villages have this EVERYWHERE! mostly just grass in the houses and floating water in the farms.

Pescavelho the Idle

As of 21w10a, this happens with cave vines too.

[media]

bugsbugsbugs

If the snow generates floating it may even prevent you from noticing that the lake is there. Here is another example:

Seed: 3722430670368519204
Coordinates: /execute in minecraft:overworld run tp @s -8505.59 75.28 -914.79 2.19 53.24
Avoma

Can confirm in 21w13a.

user-68c81

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.

Avoma

Can confirm in 21w14a.

Avoma

Can confirm in 21w15a.

user-68c81

I created a collection issue in MC-223305 with ways to fix several world generation bugs, including this one.

TheNormalestPeep

Can confirm in 21w16a.

Orbic

In 21w17a

SlimySpeck

Can confirm for 21w17a

Aarav Mehra

lol, bug since 1.4.2 and still not fixed.

Orbic

In 21w18a

user-c84db

I think MC-125858 and MC-129153 should be merged to this report because I believe they're the same issue

slicedlime

This has now been fixed for everything except trees. For any remaining or reintroduced issues, please open new and specific reports with new repro steps.

Enes Ercan

No joke, i have been waiting this bug to be fixed for years. Well done guys.

heyimspook

LET'S GOOOOO, this is one of the two bugs that I've always wanted fixed the most in the entire game, this is literally a dream come true for me, thanks so much slicedlime!

Dylan Way

Oh my god they actually fixed it. I never thought I'd see the day.

Johnibur

Please keep this issue free of any additional comment. 🙂

 

Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki

Robert Shelling

do we open up a new issue for the tree thing then?

user-39d6c

as it wasn't fixed actually, it may be reopened, however the fix works... But not always

Johnibur

Please open a new issue with reproduction steps for any case which does not seem fixed. We will link the new ticket to this issue. 😉

Tokes

Not properly fixed. I assume this means the "fix" made the symptoms 99% less common, but new tickets have been opened for supposedly fixed aspects of this bug:

  • MC-225843 (snow layers over lakes and lava)

  • MC-225842 (Flowers over lakes)

  • MC-225850 (Grass, tall grass, flower, double flower, fern, large fern, and tree can generate on sand or gravel)

  • Haven't found the new ticket for the trees though.

I'm just working off the "bug reports new as of 21w20a" page:

https://www.reddit.com/r/Mojira/comments/ngaymy/bugtracker_report_21w20a/

 

anthony cicinelli

@unknown The tree one is MC-225839 it is marked with 1.16.5 since it wasn't actually fixed with this report so you won't find it in the reddit report

Alex2020
[media]
Makzevu

Does that appear on the same seed in an unmodified client (no Optifine)?

Edit: If so, you might be experiencing MC-140727.

Miao Siyuan

为什么1.16后草有时能浮空的bug又重新存在了呢?

Why can grass sometimes float after 1.16? Why does bug reappear?

Netheritedrifter

Because it was fixed after 1.18 go to later versions.

Some_One_YT

i have seen this before in 1.19.2

violine1101

For any future or present worldgen issues similar to this, please create a new bug report if none exists yet.

JYN2018X

Relates to MC-280100

Gody van den Bogaard

[Mod] markderickson

coschevi

Confirmed

Important

World generation

biomes, bulk, chunks, double-plant, grass, lake, mojang_internal_1, plains, tall_grass, world-generation

Minecraft 1.4.2, Minecraft 1.4.4, Snapshot 13w03a, Minecraft 1.10.2, Minecraft 16w39a, ..., 21w15a, 21w16a, 21w17a, 21w18a, 21w19a

21w20a

Retrieved