The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2015
Posts:
43
Minecraft:
MJWitski
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So I just started anew with a seed I've used plenty of times before, except things are a little different this time. I've started worlds multiple times with this seed recently trying out different ideas for my spawn base, so I know it's not a different game version sort of generation change I'm noticing. Hills and surface ores are in the same spots but the trees and lava source blocks are different from where/how they usually generate with this seed. I'm in a jungle biome and this time round there seems to be a lot more oak than normal. Not only that but the trees seem to be of rarer forms. Larger, not 2x2, more complex oak seem to been everywhere as compared to the plain jane 3-5 block tall trucks that I'm used to seeing.
I noticed the same kinda thing a long time ago using a different seed I used to obsess over, so I don't think it's my game (I've got a new computer and redownloaded since) Any idea what might cause this once in a blue moon glitch?
Anyhow, I'm going to take it as some sort of sign or omen and try to stick with this world a while. ...I'm a chronic ragequiter/restarter.
what version did the change first appear in? lakes/trees/ect. are generated in a certain order, so adding, say, a single new type of tree would alter how some other elements are generated in the world.
Same with biomes; adding a new biome type changes the uniform noise distribution and can change what biomes generate where.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2015
Posts:
43
Minecraft:
MJWitski
Member Details
Currently I'm using 1.11.2. I don't think you get what I'm saying though.
Using 1.11.2 I've been generating that same world over and over trying things out. I've gotten to know the tree layout. Today using that same seed and 1.11.2 I've generated a world with all the same hills and ore. The surface foliage/trees are all different though. Different locations/types/size. Also I noticed that lava source blocks are in different locations or gone completely.
Currently I'm using 1.11.2. I don't think you get what I'm saying though.
Using 1.11.2 I've been generating that same world over and over trying things out. I've gotten to know the tree layout. Today using that same seed and 1.11.2 I've generated a world with all the same hills and ore. The surface foliage/trees are all different though. Different locations/types/size. Also I noticed that lava source blocks are in different locations or gone completely.
Oh. Did you accidentally set the world type to amplified or something?
I think it has to do with population. The game doesn't plant trees in the same manner during the chunk population step if you don't generate the chunks in exactly the same order. A similar thing can happen with surface lava lakes.
a while ago, if you didn't restart the client between generations, things would carry over between world generation due to the memory not being clean. i don't know if that is still a thing or not. a theory is you make a world, travel around generating new chunks and filling the memory with new data. that new data, if it is still in memory, could influence the spawn area upon world regeneration.
a while ago, if you didn't restart the client between generations, things would carry over between world generation due to the memory not being clean. i don't know if that is still a thing or not. a theory is you make a world, travel around generating new chunks and filling the memory with new data. that new data, if it is still in memory, could influence the spawn area upon world regeneration.
The only bug I'm aware of that is caused by "dirty memory" has (it is still current) to do with big oak trees; basically, only one object is used to generate all big oak trees and it only sets its height variable one time (when it is zero) and because it is static (or rather, the biome class that it is a member of) the only way to reset it is to restart the game:
Just one of those bugs that should embarrass Mojang (seeing how I fixed it in my mods by simply removing the "if (this.heightLimit == 0)". Another thing that may be a bug is that player-grown big oaks are not the same as naturally generated ones because they forgot to call a function that sets some generation parameters; player-grown trees create a new object every time they generate so their height is random).
This is also why if you explore a world over multiple sessions trees will not be the same as if you explored the same terrain in one session, since their height is only set when the game tries to generate a tree, which will only happen in chunks that happen to call it, which will not be every chunk, even in forests (the game tries to place 10 trees in a forest chunk with a 10% chance of choosing a big oak). The direction you travel in also impacts how trees generate because they can only generate on grass or dirt that is directly exposed to the sky and while the trunks are placed within 16x16 block areas the leaves can extend into adjacent areas (these areas are not actually chunks but "offset-chunks" centered around the intersection of 4 chunks), thus blocking trees from generating, and this will vary depending on the order chunks generate in. Likewise, a patch of sand might extend outwards and prevent a tree from being placed (the opposite can also happen; the sand extends under a tree in an adjacent chunk, which explains trees and grass/flowers that apparently generated on sand). The same RNG is used to place all features so this will so change how features that are placed later generate; there is no such thing as "RNG errors" unless your computer has faulty memory (and stuff like this would be the least of your worries).
The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2015
Posts:
43
Minecraft:
MJWitski
Member Details
After trying every once in a while for the last couple months I've been able to recreate the bug on the same seed. I'm in love with giant oaks populating my jungle biome spawn. I haven't gone exploring too much yet so I can't say if the bug is present beyond my initially loaded chunks.
So I just started anew with a seed I've used plenty of times before, except things are a little different this time. I've started worlds multiple times with this seed recently trying out different ideas for my spawn base, so I know it's not a different game version sort of generation change I'm noticing. Hills and surface ores are in the same spots but the trees and lava source blocks are different from where/how they usually generate with this seed. I'm in a jungle biome and this time round there seems to be a lot more oak than normal. Not only that but the trees seem to be of rarer forms. Larger, not 2x2, more complex oak seem to been everywhere as compared to the plain jane 3-5 block tall trucks that I'm used to seeing.
I noticed the same kinda thing a long time ago using a different seed I used to obsess over, so I don't think it's my game (I've got a new computer and redownloaded since) Any idea what might cause this once in a blue moon glitch?
Anyhow, I'm going to take it as some sort of sign or omen and try to stick with this world a while. ...I'm a chronic ragequiter/restarter.
what version did the change first appear in? lakes/trees/ect. are generated in a certain order, so adding, say, a single new type of tree would alter how some other elements are generated in the world.
Same with biomes; adding a new biome type changes the uniform noise distribution and can change what biomes generate where.
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Currently I'm using 1.11.2. I don't think you get what I'm saying though.
Using 1.11.2 I've been generating that same world over and over trying things out. I've gotten to know the tree layout. Today using that same seed and 1.11.2 I've generated a world with all the same hills and ore. The surface foliage/trees are all different though. Different locations/types/size. Also I noticed that lava source blocks are in different locations or gone completely.
Oh. Did you accidentally set the world type to amplified or something?
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
No I don't believe so. The hills and rivers are as I've seen them all along. But I've gotten paranoid about it be corrupt, deleted, and moved on.
Just you gotta chalk it up to RNG errors or something.
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I think it has to do with population. The game doesn't plant trees in the same manner during the chunk population step if you don't generate the chunks in exactly the same order. A similar thing can happen with surface lava lakes.
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a while ago, if you didn't restart the client between generations, things would carry over between world generation due to the memory not being clean. i don't know if that is still a thing or not. a theory is you make a world, travel around generating new chunks and filling the memory with new data. that new data, if it is still in memory, could influence the spawn area upon world regeneration.
The only bug I'm aware of that is caused by "dirty memory" has (it is still current) to do with big oak trees; basically, only one object is used to generate all big oak trees and it only sets its height variable one time (when it is zero) and because it is static (or rather, the biome class that it is a member of) the only way to reset it is to restart the game:
MC-11208 The big tree generator handles tree height variable incorrectly
Just one of those bugs that should embarrass Mojang (seeing how I fixed it in my mods by simply removing the "if (this.heightLimit == 0)". Another thing that may be a bug is that player-grown big oaks are not the same as naturally generated ones because they forgot to call a function that sets some generation parameters; player-grown trees create a new object every time they generate so their height is random).
This is also why if you explore a world over multiple sessions trees will not be the same as if you explored the same terrain in one session, since their height is only set when the game tries to generate a tree, which will only happen in chunks that happen to call it, which will not be every chunk, even in forests (the game tries to place 10 trees in a forest chunk with a 10% chance of choosing a big oak). The direction you travel in also impacts how trees generate because they can only generate on grass or dirt that is directly exposed to the sky and while the trunks are placed within 16x16 block areas the leaves can extend into adjacent areas (these areas are not actually chunks but "offset-chunks" centered around the intersection of 4 chunks), thus blocking trees from generating, and this will vary depending on the order chunks generate in. Likewise, a patch of sand might extend outwards and prevent a tree from being placed (the opposite can also happen; the sand extends under a tree in an adjacent chunk, which explains trees and grass/flowers that apparently generated on sand). The same RNG is used to place all features so this will so change how features that are placed later generate; there is no such thing as "RNG errors" unless your computer has faulty memory (and stuff like this would be the least of your worries).
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After trying every once in a while for the last couple months I've been able to recreate the bug on the same seed. I'm in love with giant oaks populating my jungle biome spawn. I haven't gone exploring too much yet so I can't say if the bug is present beyond my initially loaded chunks.