Minecraft:Anomalous world seeds
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Template:Wip Certain Minecraft:world seeds are known for producing unexpected results when used for generating worlds, often due to interacting with random number generators in certain ways.
Diagonal feature repetition
It is possible for feature generation, specifically that which governs objects such as trees, ores, lakes and other similar minor structures, to repeat diagonally if certain values happen to equal each other or one to equal the other's negative.<ref name="Bolan1">Template:Ytl</ref> For example, Template:In before 1.18, the seed Template:Code will cause features to repeat along the positive-positive diagonal, and the seed Template:Code will cause them to repeat along the positive-negative diagonal. Prior to Minecraft:Java Edition Beta 1.8, Minecraft:caves were also affected by this diagonal repetition.
What appears to be the exact same effect can be seen Template:In with different seeds. The seeds Template:Code and Template:Code, for example, cause trees, monster rooms, amethyst geodes and world decorations to repeat on the positive-negative diagonal.<ref name="bedrockrepeat">Template:Bug</ref> It is not known if there are any seeds that cause repetition on the positive-positive diagonal.
Zero as output from pRNG function
Java's built-in Math.random() function will output a pseudorandom value for any given input value; it is possible for this output value to be 0, just as any other number.<ref>https://stackoverflow.com/questions/3065554/can-javas-random-function-be-zero</ref> In such a case, certain types of population data for adjacent chunks will be changed by zero (i.e. unchanged), resulting in affected structures generating identically in adjacent chunks.<ref>Template:Bug</ref> The structures primarily affected by this are Minecraft:carvers (caves, Minecraft:canyons, underwater caves and underwater canyons) and Minecraft:mineshafts. Certain aspects of feature placement, such as Minecraft:water lakes, also appear to suffer placement affected to a much more minor extent, which is most pronounced in controlled environments such as Minecraft:superflat worlds with features enabled.Template:Info needed
Template:Code will return a value of Template:Code on the first call if the provided value is Template:Code, on the second call if the value is Template:Code, and on the third call if the value is Template:Code.
- In vanilla, the seed Template:Code will cause affected structures to repeat every chunk on the X-axis, and the seed Template:Code will cause affected structures to repeat every chunk on the Z-axis. The seed Template:Code does not appear to have any effects.
- When using certain mods such as Tall Worlds or OpenCubicChunks which institute a three-dimensional chunk system, the seed Template:Code will cause affected structures to repeat every chunk on the X-axis, and the seed Template:Code will cause affected structures to repeat every chunk on the Y-axis, and the seed Template:Code will cause affected structures to repeat every chunk on the Z-axis.
Certain carvers, for unknown reasons, use a salt of either -1 or -2 when generating. As a result, not all carver types will repeat in one given world. If we take the X-axis seed as an example:
- Template:Code causes some carver caves to repeat, most often those near the surface
- Template:Code generally causes deeper underground carver caves to repeat
- Template:Code causes canyons to repeat; carver caves appear to be unaffected
In general, if a Minecraft:data pack is used to add new carvers to generation, each carver type will have its own salt.
Integer overflow and higher periods
Non-orthogonal mineshaft repetition
Possible BE biome color corruption
Shadow seeds
It is possible for different seeds to share major generational characteristics with other seeds through certain mechanisms.
Biome shadow seeds
In Java Edition before 1.18, by adding the constant -7379792620528906219 (in calculation) to the world seed, it was possible to obtain a "shadow seed". In this seed, biome arrangements were identical to the ones of the original seed, but locations of features (caves, hills) and generated structures (villages, temples, etc.) were different in the new seed.
Unused bits
In Minecraft:Java Edition before 1.18, the shapes of the biomes were generated using only the upper 24 bits of the world seed. Additionally, caves and Minecraft:badlands terracotta patterns only use the upper 48 bits of the world seed.
General information
Generation quirks
Through certain seeds, it is possible to observe interesting effects.
Changing terrain without changing some structures
Only certain sections of the seed are used to generate specific features within the world. It is possible to generate multiple worlds with identical cave systems, Nether biomes and other arrangements of generated structures simply by converting the seed into binary and tweaking the desired bits.<ref>https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/2229720-can-two-different-seeds-produce-identical-worlds</ref> An example is the seed generator using only the first 48 bits to generate cave systems and badlands clay banding layers.
Any seed calculated as Template:Code also generate maps with repeating features.
Repetition
Template:IN, Mineshaft generation repeats vertically in the seeds Template:Code and Template:Code.Template:More information needed