Villages in the latest beta break terrain and segment roads in big square chunks much more than in previous versions, even when it doesn't seem like terrain would even intersect the structure.
Land under structures is a solid cube of dirt most of the time, roads over water aren't fully replaced by planks and will generate a few bits of dirt path every few blocks.
This is likely a result of the change in this beta that makes village structures remove less of the terrain.
Seed and coordinates in the screenshots.
Keywords for search: village generation messed generating structures house stack floating
Attachments
Comments 9
Is this still occurring since the latest beta 1.18.024?
If so, could you please provide example seeds and coordinates in the repro steps?
Turns out this is still not fixed. It seems to be inconsistent, both of these worlds were created on the same seed, in the same version:
[media][media]
Are any of these cases still occurring in the latest versions, in newly generated worlds? If so, could you please provide some additional example seeds and coordinates?
All the examples provided from a 1.18 beta and onwards can still be observed. I have attached five more examples.
Also, I don't have any solid info back this up, but from my experience it seems that villages prioritize generating on mountain sides.
If villages are prioritizing mountain sides as @unknown suggests, that could be because they are using the same broken sea level check that was added to temples in 1.18.10 (see MCPE-148869). The "sea level" check causes witch huts to only generate where the terrain is above about Y = 80.
Can confirm
[media]