FastAsyncWorldEdit

FastAsyncWorldEdit

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Random Pattern produces incorrect distribution

GavvyDizzle opened this issue ยท 2 comments

commented

Server Implementation

Paper

Server Version

1.19.4

Describe the bug

Using very uncommon chance values to create a random pattern can have undesired behavior which causes a single block in the pattern to place (seems like the second block listed will place).

To Reproduce

The following commands are some examples I found:
//set 800000%stone,90000%iron_ore,10000%gold_ore works as intended
//set 800001%stone,90000%iron_ore,10000%gold_ore only places iron ore
//set 799999%stone,90000%iron_ore,10000%gold_ore only places iron ore
//set 800000%stone,90000%iron_ore,10000%gold_ore,1%ancient_debris only places iron ore

  • Low values of ancient debris are inconsistent, but it seems like multiples of 10 work more often than numbers a few away

Expected behaviour

The commands are expected to produce a random distribution of blocks, which does not happen in some cases. The command works using WorldEdit 100% of the time

Screenshots / Videos

No response

Error log (if applicable)

No response

Fawe Debugpaste

https://athion.net/ISPaster/paste/view/c375da465518440786e16f936d937f6b

Fawe Version

2.6.2-SNAPSHOT-416

Checklist

Anything else?

No response

commented

Why you should go over 100% of all blocks in the first place? That does not make sense

commented

The % is just how you add the chance to the pattern. I assumed should support any weight because WorldEdit does.

More specifically, I have a system that stores weights as integers. Instead of converting these to be out of 100%, I just pass in the weights directly and assumed the pattern would handle the rest.

Directly from the WorldEdit wiki on Random Pattern:
image