mojira.dev

ProfMobius (Thomas Guimbretiere)

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Reported

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Comments

Tree behaviors are being normalized across the board. This is an intended result of that.

Not updated for most recent versions. If the bug persist, please reopen the ticket.

Not updated for most recent versions. If the bug persist, please reopen the ticket.

Jungle bushes (small one log "trees") have always been made out of jungle wood and oak leaves. This is not a mistake and changing it would change the look and feel of the jungles.

Do you have a test world associated with that trace so we can reproduce the circumstances of the bug ?

This is a nasty regression. Thanks for catching it up. It is now fixed again.

I am going to close it as WAI.

I can see how it is possible to actually reach this state via commands. In 1.13, those border chunks are not accessible to the engine anymore.

@unknown Structures are stored separetly and ported from 1.12. They will keep on generating properly in 1.13. They are also part of the decoration, so at this point, the chunk is already decorated and will not be dropped. Only pre-decoration chunks are dropped (ie : the initial noise map).

@unknown You can fly a machine into an unpopulated chunk, but this is a very rare case and like the name indicate, the chunk isn't done generating. In 1.12, it was accessible in some cases, but the data in it is still not valid data for any gameplay purpose. The fact that you could act on those chunks to begin with is a bug all by itself (which has been partially fixed in 1.13 with the introduction of protochunks).

As far as I understand it, the reported bug is that modifying the map with an external tool doesn't work properly when the map is loaded directly in 1.13. When loaded first in 1.12, the map ports perfectly fine.

 

How did you mark the chunk for repopulation ?

 

The current behavior is the right one due to changes in generation. In 1.12, without using external tools, only border chunks are marked for population. they are dropped when loaded in 1.13 since they don't contain full data to be converted.

When your world is opened directly in 1.13, the chunk is regenerated since it is marked as not finished. If I open the map first in 1.12 than 1.13, the house is there since the chunk was marked as fully decorated in 1.12.

I asked for test cases and I got them. So reopened.

@unknown No need to be agressive. Up to this point, all I got was "It doesn't work". Now I have proof and data to work with.

I will check again tomorrow how comes that a range of 100 in 1.12 and 100 in 1.13 are not equivalent at all.

In 1.12.1, the search radius was also 100 chunks. Nothing changed about that in 1.13.

The cartographer behavior was not changed between versions, beside the fact that now, we make sure it returns a valid location (no more no mansion when reaching the map location) and we scan for already existing chunks (which was not the case in 1.12.1, we would skip already existing chunks, leading to a lot of funny side effects).

If you have a case in 1.12.1 where there is a mansion more than 100 chunks away  from a village, and the villager give you a map to it, I would like to examine it. Remember that you can't pre-visit the mansion in 1.12.1, or the villager will just skip the chunk.

Cartographers have a range of 100 chunks in every direction to find an ocean temple or a mansion. If there is neither, the trade will not be unlocked.

We might add some visual cue later on to point out that the cartographer doesn't know any remarkable location.

@unknown @unknown If you have a reproductible case, can you send me the seed, the spawn location and what /locate returns ?

 

@unknown I checked with your seed and coordinates. It actually does generate a Stronghold room, but is missing part of the stronghold itself. Can you confirm that ?

For people who time out and crash, can you post your crashlog ?

Which launcher and jvm arguments are you using ?

Seems like the problem is related to specific java arguments.

Really good catch and very subtle error.

 

Thanks for the help. This bug is hopefully fixed in the next version

The spawn lookup code was reworked to be more reliable and not generate unneeded chunks and not spawn the player in water/lava or midair.

 

Having the spawn point shifted is a normal side effect of those changes.

Can you confirm this bug still exist in 18w22c ? And if it does, can you send a world with the bug happening ? I couldn't reproduce it after generating over 1M blocks.