I know what causes those spikes - the biome depth weight, due to a bug in the game; specifically, there is a minimum value for the "minHeight" (as the variable is called the code) of a biome and if this value is equal to or less than -2 it causes the biome height calculations to freak out. Since deep oceans (your screenshots show the biome as ocean and deep ocean) have a minHeight of -1.8 this means that, assuming that biome depth offset is unchanged from the default of 0, the maximum legal value for the biome depth weight is 1.111...; any higher and it will start to break down.
In particular, if the value of var18 is exactly -2 division by zero occurs (and presumably crashes the game but since these are floats it is difficult to get that as an exact result). Note that biome depth offset (field_177813_n) also contributes to the calculated value in var18, being added to the product of minHeight and BDW; in order to avoid problems with a BDW of 1.743 it has to be at least 1.1374 (-1.8 * 1.743 + 1.1374 = -2).
As mentioned, this corresponds to a BDW of 1.111... for deep oceans, but also starts affecting normal oceans (minHeight -1.0) at 2, rivers (-0.5) at 4 and normal swamps (-0.2) at 10, still well under the maximum value of 20 allowed.
A simple fix is to ensure that the divisor is never equal to or less than zero; this will limit the effect of BDW but if you at the bug report you can see an animation showing the ocean floor flattening out and not getting any deeper until it starts glitching, so it has little effect after a point (i.e. there is a maximum negative departure from the normal ground level; in a similar manner (within normal limits) the game flattens out extremely high terrain so mountains don't just cut off at the height limit/y=128 in older versions):
Of course, if they applied this fix it would break all customized worlds like this, but I'm sure there are other ways to get spikes like this, and not confined to certain biomes.
I know what causes those spikes - the biome depth weight, due to a bug in the game; specifically, there is a minimum value for the "minHeight" (as the variable is called the code) of a biome and if this value is equal to or less than -2 it causes the biome height calculations to freak out. Since deep oceans (your screenshots show the biome as ocean and deep ocean) have a minHeight of -1.8 this means that, assuming that biome depth offset is unchanged from the default of 0, the maximum legal value for the biome depth weight is 1.111...; any higher and it will start to break down.
In particular, if the value of var18 is exactly -2 division by zero occurs (and presumably crashes the game but since these are floats it is difficult to get that as an exact result). Note that biome depth offset (field_177813_n) also contributes to the calculated value in var18, being added to the product of minHeight and BDW; in order to avoid problems with a BDW of 1.743 it has to be at least 1.1374 (-1.8 * 1.743 + 1.1374 = -2).
As mentioned, this corresponds to a BDW of 1.111... for deep oceans, but also starts affecting normal oceans (minHeight -1.0) at 2, rivers (-0.5) at 4 and normal swamps (-0.2) at 10, still well under the maximum value of 20 allowed.
A simple fix is to ensure that the divisor is never equal to or less than zero; this will limit the effect of BDW but if you at the bug report you can see an animation showing the ocean floor flattening out and not getting any deeper until it starts glitching, so it has little effect after a point (i.e. there is a maximum negative departure from the normal ground level; in a similar manner (within normal limits) the game flattens out extremely high terrain so mountains don't just cut off at the height limit/y=128 in older versions):
Of course, if they applied this fix it would break all customized worlds like this, but I'm sure there are other ways to get spikes like this, and not confined to certain biomes.
I did not know that was a bug. O.o
Rollback Post to RevisionRollBack
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
I know what causes those spikes - the biome depth weight, due to a bug in the game; specifically, there is a minimum value for the "minHeight" (as the variable is called the code) of a biome and if this value is equal to or less than -2 it causes the biome height calculations to freak out. Since deep oceans (your screenshots show the biome as ocean and deep ocean) have a minHeight of -1.8 this means that, assuming that biome depth offset is unchanged from the default of 0, the maximum legal value for the biome depth weight is 1.111...; any higher and it will start to break down.
In particular, if the value of var18 is exactly -2 division by zero occurs (and presumably crashes the game but since these are floats it is difficult to get that as an exact result). Note that biome depth offset (field_177813_n) also contributes to the calculated value in var18, being added to the product of minHeight and BDW; in order to avoid problems with a BDW of 1.743 it has to be at least 1.1374 (-1.8 * 1.743 + 1.1374 = -2).
As mentioned, this corresponds to a BDW of 1.111... for deep oceans, but also starts affecting normal oceans (minHeight -1.0) at 2, rivers (-0.5) at 4 and normal swamps (-0.2) at 10, still well under the maximum value of 20 allowed.
A simple fix is to ensure that the divisor is never equal to or less than zero; this will limit the effect of BDW but if you at the bug report you can see an animation showing the ocean floor flattening out and not getting any deeper until it starts glitching, so it has little effect after a point (i.e. there is a maximum negative departure from the normal ground level; in a similar manner (within normal limits) the game flattens out extremely high terrain so mountains don't just cut off at the height limit/y=128 in older versions):
Of course, if they applied this fix it would break all customized worlds like this, but I'm sure there are other ways to get spikes like this, and not confined to certain biomes.
After 1.111 nothing happens. I did 1.112 and it was a completely normal world. But I did go to 1.300 and it did have spikes.
Rollback Post to RevisionRollBack
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
After 1.111 nothing happens. I did 1.112 and it was a completely normal world. But I did go to 1.300 and it did have spikes.
If you look at the bug report, the issue only becomes noticeable at a higher value; that is just when it begins to happen, as noted in this comment and the animation:
theo, correct me if I'm wrong but you are only confirming when the spikes appear above sea level. But below sea level the boundary between Ocean and Deep Ocean also stretches down towards bedrock (inverse spikes going in the negative-y direction). This starts somewhere between a BDW value of 1.110 to 1.115. As the value increases it violently swings in the other direction toward the build limit. (See the GIF)
I just tried 1.134 and I observed the spikes just starting to swing in the positive-y direction, but they had net yet reached above sea level. (With the exception of a few that were already huge and reaching up to the build limit.)
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
Main noise scale X:64.494
Main noise scale Z:225.223
Depth noise scale Z:204.857
Depth base size:6.051
Height scale:477.125
Upper limit scale:426.385
Biome depth weight:1.743
Main noise scale Y:192.594
Depth noise scale X:259.834
Depth noise exponent:0.601
Coordinate scale:842.152
Height stretch:13.071
Lower limit scale:746.227
Biome depth offset:0.259
P.S. I have no idea on what any of these mean.
Here are some screenshots on the results:
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
I like it!
Where did you get that pic?
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
I know what causes those spikes - the biome depth weight, due to a bug in the game; specifically, there is a minimum value for the "minHeight" (as the variable is called the code) of a biome and if this value is equal to or less than -2 it causes the biome height calculations to freak out. Since deep oceans (your screenshots show the biome as ocean and deep ocean) have a minHeight of -1.8 this means that, assuming that biome depth offset is unchanged from the default of 0, the maximum legal value for the biome depth weight is 1.111...; any higher and it will start to break down.
See this bug report: MC-54738 Biome Depth Weight setting creates massive spikes in oceans
Here is a description of what causes this and how to fix it:
In particular, if the value of var18 is exactly -2 division by zero occurs (and presumably crashes the game but since these are floats it is difficult to get that as an exact result). Note that biome depth offset (field_177813_n) also contributes to the calculated value in var18, being added to the product of minHeight and BDW; in order to avoid problems with a BDW of 1.743 it has to be at least 1.1374 (-1.8 * 1.743 + 1.1374 = -2).
As mentioned, this corresponds to a BDW of 1.111... for deep oceans, but also starts affecting normal oceans (minHeight -1.0) at 2, rivers (-0.5) at 4 and normal swamps (-0.2) at 10, still well under the maximum value of 20 allowed.
A simple fix is to ensure that the divisor is never equal to or less than zero; this will limit the effect of BDW but if you at the bug report you can see an animation showing the ocean floor flattening out and not getting any deeper until it starts glitching, so it has little effect after a point (i.e. there is a maximum negative departure from the normal ground level; in a similar manner (within normal limits) the game flattens out extremely high terrain so mountains don't just cut off at the height limit/y=128 in older versions):
Of course, if they applied this fix it would break all customized worlds like this, but I'm sure there are other ways to get spikes like this, and not confined to certain biomes.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I did not know that was a bug. O.o
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
After 1.111 nothing happens. I did 1.112 and it was a completely normal world. But I did go to 1.300 and it did have spikes.
I don't even play Minecraft much anymore yet here I am on the Minecraft forums for some reason...
If you look at the bug report, the issue only becomes noticeable at a higher value; that is just when it begins to happen, as noted in this comment and the animation:
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
What kind of spikes cool or deadly lol!
THEPROGAMER10xX