Ancient debris generation in Bedrock Edition currently uses a uniform distribution pattern between Y-levels 8-23, differing from Java Edition's triangular distribution (8-24). This implementation is hardcoded rather than data-driven, preventing proper cross-edition parity and optimal gameplay balance.
How to Reproduce:
Generate new Nether terrain in Bedrock Edition
Mine/map Ancient Debris locations between Y=8-23
Compare distribution patterns with Java Edition
Observed Result:
Uniform distribution in Bedrock (equal chance all levels)
Maximum Y-level stops at 23 (vs 24 in Java)
No triangular concentration at mid-levels
Expected Result:
Ancient Debris should generate with:
Triangular distribution (peaking around Y=15)
Extended range to Y=24
Data-driven implementation matching provided JSON structure
(Implementation note: Requires modifying Core::Random distribution logic)
The following behavior pack JSON file can be used for the ancient debris feature, which, when added to the game files, will make ancient debris generation behave more similarly to the Java Edition:
{
"format_version": "1.13.0",
"minecraft:feature_rules": {
"description": {
"identifier": "minecraft:xxx",
"places_feature": "minecraft:xxx"
},
"conditions": {
"placement_pass": "underground_pass",
"minecraft:biome_filter": [
{
"any_of": [
{
"test": "has_biome_tag",
"operator": "==",
"value": "nether"
}
]
}
]
},
"distribution": {
"iterations": 2,
"coordinate_eval_order": "zyx",
"x": {
"distribution": "uniform",
"extent": [ 0, 16 ]
},
"y": {
"distribution": "triangle",
"extent": [ 8, 24 ]
},
"z": {
"distribution": "uniform",
"extent": [ 0, 16 ]
}
}
}
}
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To make your bug report as effective as possible, please include the following steps to reproduce the problem (so that your report looks like the example given here:
Steps to Reproduce:
1.
2.
3.Observed Results:
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(Briefly describe what should happen)
Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki