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Cave generation has edges on chunk borders #28

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Moonyol opened this issue Jul 14, 2024 · 6 comments
Open

Cave generation has edges on chunk borders #28

Moonyol opened this issue Jul 14, 2024 · 6 comments

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@Moonyol
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Moonyol commented Jul 14, 2024

potatoptimize-0.0.1.jar (Potatoptimize Really Early Dev Build 2 (1.20.4))
fabric-api-0.97.1+1.20.4.jar
fabric-loader-0.15.11-1.20.4

Some surface caves/lakes have harsh edges on chunk borders, this doesn't always happen for the same seed in the same place every time. It's probably caused by the RNG because it also happens in Faster Random

Seed: -4840956288898345415
2024-07-14_21 29 05
2024-07-14_21 29 08

/tp @s 443.29 -42.91 -585.77 -212.40 41.55
/tp @s 314.22 74.09 -491.50 58.80 53.85
/tp @s 274.06 77.10 -437.64 320.25 55.50
/tp @s 261.97 69.59 -423.39 259.05 25.80
/tp @s 40.23 71.82 57.24 44.70 49.20
/tp @s 229.01 73.57 -311.30 386.25 56.25
@QPCrummer
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Are you sure this isn't an issue with vanilla Minecraft?
I have seen this in older versions of the game, but in 1.21 I have yet to see an issue like this occur.

@QPCrummer
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You can try disabling all of my random optimizations in the config (look on the Github wiki for how to do that). If that fixes the issue, then that would be the issue.

@Moonyol
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Moonyol commented Jul 15, 2024

Disabling world, generators, and math fixed it and I removed the 3rd image because that one is in vanilla also I found that snow generation on trees is also cut off on chunk borders.
image

@AnOpenSauceDev
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I found this issue and just wanted to say that using ThreadLocalRandom for all this stuff is not a good idea. The old method of Faster Random that you've based the idea off of is kind of a mess thrown together in an hour, and I really don't suggest using the same method. It's only 100X faster in a few cases on some hardware, and breaks parity.

I also don't really understand the purpose of some of the things this mod does? I feel like if someone wanted the most performance possible, they'd make sure to have a JVM that supports the generator used by Faster Random, which kinda invalidates the need to use the slower ThreadLocalRandom in your mod. (yes, I'm saying that you shouldn't reinvent the wheel)

I personally wouldn't recommend having to fight ThreadLocalRandom, and I suggest that you either drop it, or switch to a better random system.

@QPCrummer
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According to this user, the same thing happens in Faster Random with chunk borders. I will always prioritize using Faster Random over my code. All of my random optimizations get disabled if Faster Random is present.

@QPCrummer
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Additionally Potatoptimize is in the state where many “optimizations” need to be purged as they either don’t apply anymore, they can be replaced by a separate mod (like this one), or they are broken and shouldn’t be used (or put into the unstable category). Potatoptimize also doesn’t aim to maintain parity with vanilla. It tries not to enable things by default that would deviate too much from vanilla, but exact parity is not likely to be maintained.

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