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MCPE-182640

Trial Chambers not generating correctly in upgraded worlds

Trial Chambers not generating correctly in my 1.20 world

Steps to Reproduce:

  1. Have a world first created in 1.20

  2. Update your game to 1.21

  3. Get in the world that was previously from 1.20

Observed Results:
Big stone chunks cutting through many Trial Chambers throught the world

Expected Results:
The Trial Chambers should have generated without the stone chunks

Linked issues

Attachments

Comments 6

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-EDIT: This bug is fixed in 1.21.1 Java, but existing trial chambers are not fixed and require regeneration to resolve this.

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Worth noting, I also am seeing this exact issue on Java 1.21 (Paper server jar) when bringing old world to new version.

Make brand new 1.21 java server, only bring across the existing 1.20.2 world folder
Chunks like this with chambers with 1 block wide walls of deepslate.

Further notes, when doing a worldedit regen on the chamber, the deepslate wall remains there in the same place every time. Worldedit //regen actually regenerates the chamber with the wall going through it no matter how large you make the regen volume. Only thing that got rid of the deepslate wall was doing a chunk delete and server restart to re-generate the chunks fully.

Additionally, no mobs or rewards spawn in any of the chambers, including ones that generated correctly in brand new chunks. This could be unrelated though.

-EDIT: This bug is fixed in 1.21.1 Java, but existing trial chambers are not fixed and require regeneration to resolve this.

-------------------------------------------

Worth noting, I also am seeing this exact issue on Java 1.21 (Paper server jar) when bringing old world to new version.

Make brand new 1.21 java server, only bring across the existing 1.20.2 world folder
Chunks like this with chambers with 1 block wide walls of deepslate.

Further notes, when doing a worldedit regen on the chamber, the deepslate wall remains there in the same place every time. Worldedit //regen actually regenerates the chamber with the wall going through it no matter how large you make the regen volume. Only thing that got rid of the deepslate wall was doing a chunk delete and server restart to re-generate the chunks fully.

Additionally, no mobs or rewards spawn in any of the chambers, including ones that generated correctly in brand new chunks. This could be unrelated though.

This might be a world glitch. This was fixed in 1.21.1 but not for old worlds (1.20.81, 1.20.80 etc)

I attached the 1.20 world file for testing with latest release (1.21.44), I did reproduce trough this issue.
This will be easier reproduce than create new world in 1.20.0

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I think this might be related to Minecraft now only saving "visited chunks" - I've found similar strange chunk errors in my pre-1.18 world - trial chambers appearing in existing chunks that hadn't yet had below y=0 generated. If you convert the world to java and look at it on a program like Chunky you see very scattered random patterns of chunks with terrain below y=0 following roughly where the player has travelled, but with many random un-generated gaps. I'm guessing these gaps then generate trial chambers within them, and the chambers can't overwrite the existing explored chunks for good reason. Hence, random chunks of the trial chambers are missing.

I'd add that similar scattered patterns of chunks appear when exploring new terrain as well. This is very noticeable on chunk maps of the world, but would be impossible to see in-game since the distant un-generated chunks appear normally. I think newer exploration always generates down to y=-64. The player travels to new areas, generating random scattered chunks (in 1.20), then returns later to find a trial chamber, to find that it only generates in new 1.21+ chunks. The random chunks that the game decided to save when the player first explored the area have no trial chamber within them, but the new chunks do.

I doubt there's any way to fix this in existing worlds, but improving the system that Minecraft uses to decide which chunks to save might solve problems like this in the future. If you have an existing world and want to find an intact trial chamber, the only option is to travel to unexplored parts of the world. The irony here is that doing so will create more scattered chunks, meaning any new structure added in the future will have the same problem in these newly explored areas.

I'd add finally that the older pre-1.18 system of saving chunks wouldn't have necessarily made this situation much better. The system saved way more chunks, meaning that rather than having a partial trial chamber, you would just have nothing. That might be less confusing but there would also still be structures crossing the boundary between old and new chunks. This kind of problem is probably just inevitable with large structures meeting existing chunks. 

Teadrim

(Unassigned)

1251656

Confirmed

Multiple

Android 13

1.21.0, 1.21.2 Hotfix, 1.21.44 Hotfix

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