Disclaimer:before anyone says it, i understand the updates don't change existing generated terain, but i have seen the effect of an update on unexplored land on the surface world when the clay generation was fixed.
About a week ago i started a world on survival and dileberately did not go to the nether so it did not generate terrain (i think). I went to the nether this morning and if what i got was the fix, then i am disappointed. my portal dumped in a fortress, or at least part of one. There was only little pieces of the fortress sticking out of a netherrack cliff and cut of in the bedrock wall at the edge of the map. I think there is a blaze spawner burried in the netherrack somewhere nearby, but i did not have time to find it before work. no sign of netherwart yet. Tonight i will start a new map with the same seed in creative and see what i get. Maybe the nether generated before i entered it?
There has beens some debate as to whether or not the nether generates the same as the overworld terrain (i.e. when you first explore it) or generates at the time of the creation of the world. I originally thought it probably generates upon exploration, but after TU7 I changed my opinion. I believe now that the nether generates immediately upon creation of the world. (NOTE: The reason why I changed my opinion was becasue of the Tutorial chest that was hidden in the nether. It would generate even if the player left the tutorial mode without entering the nether; whereas the chests that were hidden in the overworld would only generate if the terrain around them had been generated before the player left the tutorial mode (which was survival easy).
Please post what you discover when you start your seed again as a new world. I would be very interested to know whether you get a different nether this time around.
However, I did a test on blaze spawner generation before the bug fix. I generated 3 copies of the tutorial world seed (using the number string). I generated 2 in survival mode and 1 in creative mode. The one I generated in creative mode did not have a spawner and only one of the 2 worlds I generated in survival mode had a spawner. The one that didn't was the one I generated in survival mode, saved without entering the nether, and then re-entered in creative mode. So, if the nether was completely generated when the world was first created, why did the mode-related spawning bug affect that particular survival world? There has been something inconsistent happening with generation of structures within worlds; and I still have some unanswered questions on that. They may have fixed the problem to do with generation of the terrain (i.e. fortresses); but there could still be a deeper problem with sporadic generation of structures... and that problem may be related to switching between creative and survival modes. Only further testing will tell.
They may have fixed the problem to do with generation of the terrain (i.e. fortresses); but there could still be a deeper problem with sporadic generation of structures... and that problem may be related to switching between creative and survival modes. Only further testing will tell.
Based on what other are posting elsewhere in Internets land, I'd suggest the issue is related to the order of terrain creation. Consider the examples of strongholds being cut up by ravines. The only way that would happen is if a stronghold is laid in and then a ravine is laid on top of it.
The question becomes why would creative mode change the order of terrain generation as compared to survival?
However, I suspect a different answer. I suspect that stronghold, fortresses and minshafts are generated using a pathing algorythm and that something in the difference between creative and survival impacts the flow of this pathing.
Based on what other are posting elsewhere in Internets land, I'd suggest the issue is related to the order of terrain creation. Consider the examples of strongholds being cut up by ravines. The only way that would happen is if a stronghold is laid in and then a ravine is laid on top of it.
The question becomes why would creative mode change the order of terrain generation as compared to survival?
However, I suspect a different answer. I suspect that stronghold, fortresses and minshafts are generated using a pathing algorythm and that something in the difference between creative and survival impacts the flow of this pathing.
I'm seeing it too - reports of fortresses being cut off and netherwart either still missing or going missing from duplicate seeds generated today.. I can't do any testing of it myself today or tonight; but I hope 4J are noting this as well and that, maybe.... an emergency bug fix to the bug fix?
ETA: Nah... that probably won't be able to happen because of Microsoft's requirements for testing and the money it costs to submit updates.
i started a new map with the same seed. It had a nearly complete fortress where i previously had a partial one. Same coordinates. Netherwart was spotted and although i didn't see them i heard blazes nearby.
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About a week ago i started a world on survival and dileberately did not go to the nether so it did not generate terrain (i think). I went to the nether this morning and if what i got was the fix, then i am disappointed. my portal dumped in a fortress, or at least part of one. There was only little pieces of the fortress sticking out of a netherrack cliff and cut of in the bedrock wall at the edge of the map. I think there is a blaze spawner burried in the netherrack somewhere nearby, but i did not have time to find it before work. no sign of netherwart yet. Tonight i will start a new map with the same seed in creative and see what i get. Maybe the nether generated before i entered it?
Please post what you discover when you start your seed again as a new world. I would be very interested to know whether you get a different nether this time around.
https://twitter.com/4JStudios/status/293436177116188673
However, I did a test on blaze spawner generation before the bug fix. I generated 3 copies of the tutorial world seed (using the number string). I generated 2 in survival mode and 1 in creative mode. The one I generated in creative mode did not have a spawner and only one of the 2 worlds I generated in survival mode had a spawner. The one that didn't was the one I generated in survival mode, saved without entering the nether, and then re-entered in creative mode. So, if the nether was completely generated when the world was first created, why did the mode-related spawning bug affect that particular survival world? There has been something inconsistent happening with generation of structures within worlds; and I still have some unanswered questions on that. They may have fixed the problem to do with generation of the terrain (i.e. fortresses); but there could still be a deeper problem with sporadic generation of structures... and that problem may be related to switching between creative and survival modes. Only further testing will tell.
Based on what other are posting elsewhere in Internets land, I'd suggest the issue is related to the order of terrain creation. Consider the examples of strongholds being cut up by ravines. The only way that would happen is if a stronghold is laid in and then a ravine is laid on top of it.
The question becomes why would creative mode change the order of terrain generation as compared to survival?
However, I suspect a different answer. I suspect that stronghold, fortresses and minshafts are generated using a pathing algorythm and that something in the difference between creative and survival impacts the flow of this pathing.
I'm seeing it too - reports of fortresses being cut off and netherwart either still missing or going missing from duplicate seeds generated today.. I can't do any testing of it myself today or tonight; but I hope 4J are noting this as well and that, maybe.... an emergency bug fix to the bug fix?
ETA: Nah... that probably won't be able to happen because of Microsoft's requirements for testing and the money it costs to submit updates.