The following code is based on mcp_snapshot-20190525 for Minecraft 1.13.2
There seem to be 2 classes which determine if a lilly pad is placed:
In net.minecraft.world.gen.surfacebuilders.SwampSurfaceBuilder.java line 32 determines the probability of a lilly pad generating near the land:
if (d0 < 0.12D)
{
chunkIn.setBlockState(blockpos$mutableblockpos.move(0, 1, 0), Blocks.LILY_PAD.getDefaultState(), false);
}
Setting "0.12D" to something larger like "0.5D" significantly increased lilly pad generation near the islands found in the swamp.
In net.minecraft.world.biome.SwampBiome.java line 65 determines the general probability of a lilly pad generating in the biome:
this.addFeature(GenerationStage.Decoration.VEGETAL_DECORATION, createCompositeFeature(Feature.WATERLILY, IFeatureConfig.NO_FEATURE_CONFIG, TWICE_SURFACE, new FrequencyConfig(4)));
Specifically, changing the "FrequencyConfig" to a value higher than 4 made lilly pads generate much more often.
This code is significantly different than the code for Minecraft 1.12.2, and it appears that simply tweaking these 2 values could make lilly pads spawn similarly to previous versions. A more end-user friendly customizable world generator (similar to the old 1.8-1.12 custom world option) could allow server operators to have better control over the probability of different terrain elements spawning without having to mod the server directly. When proper 1.14 MCP mappings become available, I'll investigate what changed between 1.13 and 1.14 which reduced lilly pad numbers even more.
Can confirm for 1.14.2 Pre-Release 2. I actually found more lilly pads in the nearby river than the actual swamp biome.
Confirmed in 1.14-pre4.
Still occurs in 1.14 pre-2. If the villager is damaged, but doesn't die, the trading menu is exited. However, if the villager dies, the menu remains.
I have seen this too in 1.14 Pre-Release 1. Placing torches to try to update the lighting only works partially, but not entirely. Can confirm that relogging also fixed the issue for me.
From my testing on a singleplayer world, loading chunks with a render distance of 32 worked faster than a render distance of 4. Very strange behavior.
Confirmed as a bug in 19w14b. When the blocks are updated sufficiently, the light level drops back down.
Poor performance while teleporting still exists in 19w12a. Running this command from a fresh spawn takes significantly longer than in 1.13.2:
/tp @s 1000000 120 1000000
Moreover, this has nothing to do with chunk generation. Once the terrain finally generates, going back to spawn and teleporting again causes almost equal lag. This is an issue with the loading of chunks and this report confirms it.
I cannot reproduce in 1.13.1
Perhaps your furnace recipes have been modified somehow.
Confirmed for 1.13.1-pre2.
Confirmed for 1.13-pre2.
Confirmed for 1.13.1-pre2.
Confirmed for 18w30a
Still affects 18w30a
Still in 1.13-pre10
Could you post a world seed?
This bug is still present in 1.13-pre9. I hope this gets fixed in 1.13, forest fires just sound wrong.
This bug seems to be fixed for 1.13-pre9. In my testing, mobs spawned on all platforms regardless of whether they were below, at, or above a subchunk.
Confirmed on 1.13-pre9
I have been playing with the 1.14.2 code base and it seems that the Waterlily feature in net.minecraft.world.biome.SwampBiome.java was removed between 1.13 and 1.14. It is difficult to tell since the 1.14 mappings are incomplete and the code is hard to read, but if I add similar code to 1.13 back to SwampBiome.java and change the FrequencyConfig to a high value, lilly pads seem to spawn more similar to 1.12.
The following screenshots were taken on seed: -1153602421675362941
Use the following command to achieve the same camera view:
The left screenshot is default 1.14.2 world generation.
The right screenshot adds the following code to net.minecraft.world.biome.SwampBiome.java using the latest MCP mappings for 1.14.2:
I personally like seeing lilly pads spawn in the middle of the swamp waters, but this aesthetic change may have been intended when 1.13 slightly changed biome generation. I think the lilly pads really drive home that swamp feeling. Biome generation code was moved around a lot in 1.14, so hopefully they're gearing up for the custom JSON world configuration that was promised after the removal of customized worlds in 1.13. 😃