As far as I'm aware, ore generation is only dependent on the world seed, and is fixed upon world generation. I've confirmed this behavior in singleplayer by generating multiple worlds with the same seed, and confirming that the same ore veins are present at the same location.
However, this appears to not be the case for servers. Upon each server restart, the "RNG" for the ore generation appears to reset and cause some ore veins to change from one type of ore to another. This can be observed by either re-generating the world with the same seed or loading the world from a backup where the chunks have not been generated.
Here is an example of ore veins changing (Open these images up in a new tab and switch between the tabs to see the difference):
This wouldn't really be that big of an issue on it's own, and it may even be intended. However, the issue occurs when an ore vein is half-generated, the server is restarted, and then the other half gets generated.
This is what the ore veins here are supposed to look like, when I prospect this area on a singleplayer server:
The Reality
When I generate the chunks up to the red line, move east, and then generate the remaining chunks, glitched ore veins appear. I've highlighted in red the glitched ore veins.
To reproduce:
Generate a world using the server pack download
Log in to the server, move a bit away from spawn to some ungenerated chunks.
Log off, restart the server
Log back in, and then move to ungenerated chunks nearby.
Check the ore veins with the visual prospector
Your Proposal
I'm not sure if the ore generation is intended to be randomized on servers, but please make it fixed like in singleplayer if this is the case.
Final Checklist
[X] I have searched this issue tracker and there is nothing similar already. Posting on a closed issue saying the bug still exists will prompt us to investigate and reopen it once we confirm your report.
[X] I can reproduce this problem consistently by follow the exact steps I described above, or this does not need reproducing, e.g. recipe loophole.
[ ] I have asked other people and they confirm they also have this problem by follow the exact steps I described above, or this does not need reproducing, e.g. recipe loophole.
Your GTNH Discord Username
Sethfire
Your Pack Version
2.5.1
Your Server
Local private server
Java Version
Java 17
Type of Server
Don't know
Your Expectation
As far as I'm aware, ore generation is only dependent on the world seed, and is fixed upon world generation. I've confirmed this behavior in singleplayer by generating multiple worlds with the same seed, and confirming that the same ore veins are present at the same location.
However, this appears to not be the case for servers. Upon each server restart, the "RNG" for the ore generation appears to reset and cause some ore veins to change from one type of ore to another. This can be observed by either re-generating the world with the same seed or loading the world from a backup where the chunks have not been generated.
Here is an example of ore veins changing (Open these images up in a new tab and switch between the tabs to see the difference):
This wouldn't really be that big of an issue on it's own, and it may even be intended. However, the issue occurs when an ore vein is half-generated, the server is restarted, and then the other half gets generated.
This is what the ore veins here are supposed to look like, when I prospect this area on a singleplayer server:
The Reality
When I generate the chunks up to the red line, move east, and then generate the remaining chunks, glitched ore veins appear. I've highlighted in red the glitched ore veins.
To reproduce:
Your Proposal
I'm not sure if the ore generation is intended to be randomized on servers, but please make it fixed like in singleplayer if this is the case.
Final Checklist