mojira.dev
MCPE-154229

Ancient city has less frequent sculk patches generating inside

The ancient city currently generates less frequent sculk patches inside, compared to the Java counterpart.

How to Reproduce

  1. Find an ancient city and see how many sculk patches there are

  2. Compare them with Java's counterpart

Observed Result
The sculk patches aren't generating frequent enough, compared to Java

Expected Result
The sculk patches generate in the same frequency as Java does

Original Description
The ancient city has no thrill in bedrock because it lacks of sculk, sculk sensor, sculk catalyst, and sculk shrieker. We need more of this like in java edition.

Linked issues

Attachments

Comments 21

AlexMc

It also affects deep dark biome, there are very few sculk shrieker, which means you can explore them without being sneaky.

migrated

has this issue already been resolved or not?

AlexMc

No

AlexMc

Affects 1.19.0.28/29 beta and preview

AlexMc

Affects 1.19.0.30/31 beta and preview

11 more comments
BeeTeeKay

Affects 1.19.10

migrated

As of 1.19.20.23, Ancient City has more frequent sculk patches generating on it, however, it is still possible to find places with no sculk patches;

Also, ancient cities still seems to lack a amount of sculk shriekers (MCPE-153525)

 

 

MCExplorer44

Interestingly, the only outwardly visible change to the feature definitions is the fix for MCPE-156669 - namely, allowing sculk patches to generate on more block types. Whether there was an internal change to the sculk patch feature runtime is unknown.

If there wasn't, it's a testimony to how allowing the block check to fail less often helped generate more sculk patches.

However, it still isn't quite up to Java Edition levels yet. If a C++ runtime fix is not in the cards, I still feel reducing the high end of the Y-extent from 256 to somewhere between 128 and 140 (and leaving everything else the same) would greatly help increase the sculk patch density (and shrieker counts) since the Deep Dark biome cannot currently generate that high. In other words, the code is currently wasting CPU cycles on iterations which will always fail the feature's biome check.

migrated

I remember this being fixed before, but it's now present again in version 1.20.0

MCExplorer44

What seed are these new images taken with? On my Windows 10 version of Bedrock sculk patches are still generating as they did when this issue was fixed in 1.90.40 ( ? ). Please keep in mind both Bedrock and Java Edition can generate Ancient Cities with very little sculk in parts of them if the city generates in certain locations where the Deep Dark cannot generate - for example at tall seaside cliffs where the surface height suddenly drops to sea level. The Ancient Cities that are completely underneath tall mountains or high meadows still have sculk patches everywhere due to the Deep Dark biome covering the entire city.

migrated

(Unassigned)

776426

Confirmed

Multiple

Android 11

vanilla-parity

1.19.10.23 Preview, 1.19.10.22 Preview, 1.19.10.20 Preview, 1.19.0.31 Preview, 1.19.0.30 Beta, 1.19.0.29 Preview, 1.19.0.28 Beta, 1.19.0.27 Preview, 1.19.0.26 Beta, 1.19.0

1.19.20.23 Preview, 1.19.0.35 Preview, 1.19.0.34 Beta

Retrieved