So my friend and I made a new server - we both haven't played in a while. We were doing some exploring when we came across this strange natural generation around a tree. At first I thought it was maybe something added in one of the latest updates that i'm not yet familiar with but I googled it and can't seem to find this anywhere. Either I'm dumb or this is something rare/unseen? Originally there was a tree in the centre but I chopped it down thinking it might be something special - it was just a normal tree though. Around the structure my frame rate seems to drop massively to around 2 - 15 FPS but is fine everywhere else. It is a cube shell made of cobble, netherrack, wooden planks, and slabs. Does anyone know what this is?
This was probably a tree gone wrong. The logs, leaves, and vines seem to match a large-oak variation (a smaller one, I think). The weirding seems to only happen within the expected bounding box, but I find it rather unlikely that it would be so inconsistent.
There is no way a tree could ever possibly generate like this; there simply isn't any code that places cobblestone or anything other than leaves, wood (logs, not planks) and vines, assuming it was a "swamp oak" tree. The only explanation is either a malformed structure (note that /locate does not locate physical structures, only their "bounding box", which is not necessary for a structure to exist) or world corruption; there was an issue in certain 1.13 snapshots that caused blocks to randomly corrupt, so you'd find trees made out of cobblestone and such (this was due to corruption within the block palette, where blocks are stored using a local ID which is translated to a global ID using the palette). However, this should have been fixed long ago (marked as fixed in a 1.13 pre-release), with the most commonly reported chunk corruption issues currently involving whole chunks moving around, but that wouldn't cause mixtures of blocks within a single chunk.
Most likely, the tree generated after the structure did, as the screenshots show that it has grass on the ground and is open to the sky (the order of world generation places structures first and trees only generate on exposed grass/dirt blocks). It does seem a bit odd though, unless they added branches to swamp oaks since 1.6.4 (they undergo leaf decay near the corners when updated since the leaves are too far away from the trunk).
Also, a big drop in framerate within the area is indicative of world corruption, which may not be obvious (e.g. "world holes" where corrupted chunks fail to render, but are still loaded and cause the game to lag as it tries to process corrupt data).
It does seem a bit odd though, unless they added branches to swamp oaks since 1.6.4 (they undergo leaf decay near the corners when updated since the leaves are too far away from the trunk).
I think recent versions simply generate large oaks differently, which never have leaves further than 3 blocks away from a log to begin with? So, no leaf decay is even possible.
Of course, I don't know this for sure, and world generation may be different, but I have a LOT of experience force growing large oaks, and in 1.16, they are vastly different to 1.10. I recall large oaks were disabled, at least in some form during world generation in some biomes, at one point (due to lag?) and then re-enabled, so this change may have been what allowed them to do so. I know the large oak trees certainly look different now (not necessarily worse, mind you). They don't appear to have as many leaves as far away from the source logs anymore, so I'm presuming this was the change.
I recreated the world and there is nothing extraordinary there, just a tree, there is a ruined portal 89 blocks to the south east though, so perhaps some chunk corruption or a strange glitch in the formation of the world at that specific time cause some weirdness to happen.
Rollback Post to RevisionRollBack
To tell them how to live is to prevent them living.
Hi everyone, thank you for all your replies and theories. We did some more exploring of the world and came across this strange structure too, so I think the world corruption theory is probably the best. I've included screenshots and coordinates too. This one looks almost player created, so we thought a cool theory would be some spooky halloween additions to the game (I heard they didnt put "remove herobrine" on this changelog :D), but I think most likely its just a world which happened to corrupt in a pretty way. Both this structure and the original are made of nether materials so perhaps its something wrong with the portal generation or nether block IDs; we used /locate and the closest was ages away though.