I ran across an interesting occurrence the other day when playing with my nephew. We decided to go venture out to some new lands to give him his own "county" so to speak. We planned our destination using UnMined. We would travel to the Northwest portion of the continent we're usually on, which itself is a bit of a distance from our developed areas, and then would cross an ocean West for a bit. We came across a large island (a few biomes in size) and settled on that.
We did this in game with no issues, and had fun along the way. When we got to the mountain he wanted to start his settlement in, we noticed something... a water temple! We've never actually seen one in our world before, which brings me to... a bit of a backstory...
This world was originally started wayyyyyy back in version 1.2.5, and when 1.7.0 came, terrain generation changed radically. We didn't want the odd random transitions everywhere, so I came up with a solution. I found a program called Minecraft Land Generator, which I used to generate an area (approximately 20,000 blocks squared around spawn). This would ideally give us well more than enough room to venture and explore our world without transitions, and we'd simply make a nether portal a new area far away for 1.7+ lands. This vastly made our save file larger, but otherwise worked great.
So, back to the issue...
We recently updated to Minecraft 1.9.x from 1.7.4 (this was right before 1.10 came so we were current for a change for a while). After seeing this water temple, we were excited, and I thought I remembered something about how they would generating in existing lands if not nearby anything already built, which I chalked up to being why we never saw one until we came wayyyy out here. When we were done playing, we decided to check UnMined because he wanted to see the progress he made according to the map. That's when I noticed something to the Northwest a bit of his island.
That appeared to be a water temple in a swamp biome, and we checked in game the next day and verified it was.
So, here's my question. I know rather little about how the game works, but the simplified version of my guess is that, even though we used Minecraft Land Generator to generate these chunk as they would be in version 1.2.5, the game isn't recognizing them as having been generated, even though... it loads the existing generated ones? If that makes sense. It's just seeing this as lands far enough away from our built stuff, going "this would be a deep ocean in 1.7.0+, put a water temple here" or something, but since it's NOT an ocean in the 1.2.5 world we have, we get... well, this. Or, at least, that's my guess, but... as said I've no clue how this works. The reason I sort of think this is in our square shaped pre-generated lands, we strangely had the middle North and middle South (so imagine it leaving a letter H) just oddly decide to start generating 1.7+ lands OVER the pre-generated stuff (thank goodness it's nowhere near our built lands, and I could fix that bu just regenerating them using Minecraft Land Generator and overwiring the "corrupted" region files). So basically, I think even though the generated files EXIST and Minecraft LOADS them, there are times were checks are done and the game assumes "nothing was generated here yet" and it causes this?
Come to think of it, I'll check the Minecraft Land Generator post (if it still exists and/or is active...) after this if anyone who knows more can tell me this is the cause, but until then I wanted to include it for completeness and ask if this was otherwise ever an issue anyone saw.
The seed is -7056296271114287814, but keep in mind the core of my world is 1.2.5 generated terrain (but we are running 1.9.x now), so if you check this in a recent (1.7 or newer) version, it will look different, and I'm GUESSING there's a deep ocean there. Actually, checking this may be what you are looking to check, so I'll do that.
The coordinates are roughly -7,400, -4,000, and here's that area as it appears in our 1.2.5 generated world (these three water temples were the only we've seen occur so far).
And... here's the same area using MineAtlas (Amidst gave me an error loading but it's about two years old so maybe I should update it...).
The one temple is indeed at that same coordinates, and the other two in the box area look to match up with where the other two are. There's another a little Northeast to where the one in the swamp biome is, so I bet if I go a bit North from that in our world, I'll find another "seemingly glitched" spawned one. The two to the right of the box area did NOT spawn, but there is something we altered/built a bit to the right across the ocean, so maybe those two fell within the "too close to player built stuff, do not spawn anything here" checks the game does?
I guess my theory was right then, and I... guess it answers my question? I'm not sure how to work around this other than to keep a Minecraft Land Generated copy of the region files around to replace these unfortunate side effects (and then HOPE that the game doesn't keep overwriting them, which... I think it may...). I need to generate one anyway because of the other issue I mentioned, but I've been procrastinating since it's occurring in two areas we don't go near.
Wow, who knew preserving worlds from old versions was so much work.
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I ran across an interesting occurrence the other day when playing with my nephew. We decided to go venture out to some new lands to give him his own "county" so to speak. We planned our destination using UnMined. We would travel to the Northwest portion of the continent we're usually on, which itself is a bit of a distance from our developed areas, and then would cross an ocean West for a bit. We came across a large island (a few biomes in size) and settled on that.

We did this in game with no issues, and had fun along the way. When we got to the mountain he wanted to start his settlement in, we noticed something... a water temple! We've never actually seen one in our world before, which brings me to... a bit of a backstory...
This world was originally started wayyyyyy back in version 1.2.5, and when 1.7.0 came, terrain generation changed radically. We didn't want the odd random transitions everywhere, so I came up with a solution. I found a program called Minecraft Land Generator, which I used to generate an area (approximately 20,000 blocks squared around spawn). This would ideally give us well more than enough room to venture and explore our world without transitions, and we'd simply make a nether portal a new area far away for 1.7+ lands. This vastly made our save file larger, but otherwise worked great.
So, back to the issue...
We recently updated to Minecraft 1.9.x from 1.7.4 (this was right before 1.10 came so we were current for a change for a while). After seeing this water temple, we were excited, and I thought I remembered something about how they would generating in existing lands if not nearby anything already built, which I chalked up to being why we never saw one until we came wayyyy out here. When we were done playing, we decided to check UnMined because he wanted to see the progress he made according to the map. That's when I noticed something to the Northwest a bit of his island.
That appeared to be a water temple in a swamp biome, and we checked in game the next day and verified it was.
So, here's my question. I know rather little about how the game works, but the simplified version of my guess is that, even though we used Minecraft Land Generator to generate these chunk as they would be in version 1.2.5, the game isn't recognizing them as having been generated, even though... it loads the existing generated ones? If that makes sense. It's just seeing this as lands far enough away from our built stuff, going "this would be a deep ocean in 1.7.0+, put a water temple here" or something, but since it's NOT an ocean in the 1.2.5 world we have, we get... well, this. Or, at least, that's my guess, but... as said I've no clue how this works. The reason I sort of think this is in our square shaped pre-generated lands, we strangely had the middle North and middle South (so imagine it leaving a letter H) just oddly decide to start generating 1.7+ lands OVER the pre-generated stuff (thank goodness it's nowhere near our built lands, and I could fix that bu just regenerating them using Minecraft Land Generator and overwiring the "corrupted" region files). So basically, I think even though the generated files EXIST and Minecraft LOADS them, there are times were checks are done and the game assumes "nothing was generated here yet" and it causes this?
Come to think of it, I'll check the Minecraft Land Generator post (if it still exists and/or is active...) after this if anyone who knows more can tell me this is the cause, but until then I wanted to include it for completeness and ask if this was otherwise ever an issue anyone saw.
Could you provide the World file, seed, and the temple coordinates?
Hi,


The save file is 11.3 GB in size, so...
The seed is -7056296271114287814, but keep in mind the core of my world is 1.2.5 generated terrain (but we are running 1.9.x now), so if you check this in a recent (1.7 or newer) version, it will look different, and I'm GUESSING there's a deep ocean there. Actually, checking this may be what you are looking to check, so I'll do that.
The coordinates are roughly -7,400, -4,000, and here's that area as it appears in our 1.2.5 generated world (these three water temples were the only we've seen occur so far).
And... here's the same area using MineAtlas (Amidst gave me an error loading but it's about two years old so maybe I should update it...).
The one temple is indeed at that same coordinates, and the other two in the box area look to match up with where the other two are. There's another a little Northeast to where the one in the swamp biome is, so I bet if I go a bit North from that in our world, I'll find another "seemingly glitched" spawned one. The two to the right of the box area did NOT spawn, but there is something we altered/built a bit to the right across the ocean, so maybe those two fell within the "too close to player built stuff, do not spawn anything here" checks the game does?
I guess my theory was right then, and I... guess it answers my question? I'm not sure how to work around this other than to keep a Minecraft Land Generated copy of the region files around to replace these unfortunate side effects (and then HOPE that the game doesn't keep overwriting them, which... I think it may...). I need to generate one anyway because of the other issue I mentioned, but I've been procrastinating since it's occurring in two areas we don't go near.
Wow, who knew preserving worlds from old versions was so much work.