Bedrock has a feature where it doesn't save chunks unmodified by the player. While this is a neat feature to prevent world file sizes from becoming too big, it's a double-edged sword. Let's say a tree spawns on the edge of a chunk unmodified by the player and its leaves "spill over" to the other side of the chunk border. Suppose there is a chunk already modified by the player on the other side of the chunk border. So the leaves that "spilled over" are saved while the tree is not. Then, let's say the player updates the game to a newer version that tweaks world generation. The chunk containing the tree is gone, and yet, the leaves that "spilled over" remain. Let's look at another scenario. This time, let's say a tree spawns on the edge of a chunk already modified by the player and its leaves "spill over" to the other side of the chunk border. Suppose there is a chunk unmodified by the player on the other side of the chunk border. So the tree is saved while the leaves that "spilled over" are not. Then, let's say the player updates the game to a newer version that tweaks world generation. The chunk containing leaves that "spilled over" is gone, and yet, tree remains. These two scenarios showcase that trees are always doomed to get "cut off" at chunk borders in Bedrock Edition, and it's mainly because of how the game saves chunks. How do we solve this? Implement some sort of tree blending OR save all explored chunks OR do not spawn trees that cross chunk borders. Pick your poison.
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