When I first picked out the seed for my world, I was thrilled, because all of the rare biomes were sort of clustered nearish spawn. But then I had my world corrupted a couple of times (no worries- I learned my lesson and have since been backing it up.) After the world corruption I ended up having chunks transformed, so you see wide swaths of land where it is vertically cut off (vertically flat mountains, etc). Beyond those vertical line areas everything was transformed, with different terrain having been randomly generated. Because of this, I lost my mesa. And there is no mesa at all, anywhere near me.
I created a new world with the seed to see if the world generation is the same in 1.12, and it is- the original pre-corruption world is there, mesa and all. But of course, I didn't just start over, because I've already built a ton in my corrupted world.
Then I watched Xisuma's recent video where he clips parts off of the hermitcraft server using MC edit. So here is my question- would snipping areas in my world using MC edit reset the chunks, and if so, would they then generate the same as they did originally? Would they generate according to the regular seed? Would I get rid of those long stretches of vertical flatness and get my mesa back? Or would the terrain randomly generate in new ways after the snipping reset?
Deleting the broken chunks (not just the blocks, the chunks themselves) should cause them to regenerate normally based off of the world seed. I would recommend backing your world up before trying it though, just in case. Best of luck!
Rollback Post to RevisionRollBack
I thought of a time travel joke, but I don't think you liked it.
So.... It didn't work. xD The world didn't regenerate according to the original seed at all, and it didn't solve the abrupt-transition-vertical-wall problem... It just created those vertical walls in a box around the area I kept in the pruning process, as shown in the image. What could be going wrong?
So.... It didn't work. xD The world didn't regenerate according to the original seed at all, and it didn't solve the abrupt-transition-vertical-wall problem... It just created those vertical walls in a box around the area I kept in the pruning process, as shown in the image. What could be going wrong?
Hmm... Could be a problem with the seed?
Try using an NBT editor of some sort (like NBTExplorer) and check the level.dat to see if the seed is correct. If it's not, try changing it to the correct seed.
Rollback Post to RevisionRollBack
I thought of a time travel joke, but I don't think you liked it.
Can you post a screenshot of these "vertical walls"? Do they look like this?
Or like this?
If you see the first example it is because you did not actually delete the chunks, only the blocks within them, which will turn them into empty chunks filled with only air. Otherwise, if the "walls" are limited to differences in terrain height and biomes are different on either side then it is due to a different seed and the original seed is likely forever lost unless you remembered it or wrote it down, but it sounds like you were able to recreate the world (did you use the "recreate" button or did you make a new world with a seed that you remembered or wrote down? If the latter, the original world may have a different seed if you recovered it by replacing level.dat with a different file, which will change the seed unless you used the same one).
The vertical walls are the second picture. I do know the original seed! Is there a way to turn it into it? To sort of "paste" the part of my world I want to keep into the original seed? The part of my world I want to keep was generated in that original seed in the first place.
You can either use NBTExplorer to edit the seed in level.dat (saved under "RandomSeed"; note that this must be a number) and delete chunks as you did before or use MCEdit to copy your base to a new world (select the area and export as a schematic, then import into the new world, making sure that it is correctly aligned so terrain matches, and that the schematic does not extend outside of generated chunks). The former would be much easier to do since you'll lose everything in your inventory (including Ender chest) if you copy everything to a new world. However, if you delete chunks you also want to delete all the structure files (Mineshaft.dat, Village.dat, etc) inside the data folder so they regenerate correctly (otherwise they will have no mobs, chests, or spawners, and you may have extra structures which were recorded with a different seed generate), and make sure that the boundary between old and new chunks is mostly underwater or in biomes like plains or desert to minimize artifacts like cut-off trees (you'll also want to select the chunks along the southern and eastern edges and click on "repopulate", so it looks like this, to make sure that the game correctly populates new chunks next to them).
That has to do with the way the game populates chunks with features, as explained here (under "The Cause"), which is done so that features can cross chunk boundaries without loading more chunks (as the thread topic suggests this is very bad for performance and can even crash the game).
As for NBTExplorer, "msi" refers to a Windows installer and will set it up like a normal program with a folder in program Files, start menu ions, and all that; you may just want the "zip", which can be extracted to any folder and ran from there (it is pretty much a standalone program, it may require some .NET libraries but you probably already have them installed).
When I clicked repop it highlighted the entire area I'd selected for pruning, rather than letting me just select edges. Am I supposed to repop AFTER pruning, as a separate process?
You have to deselect the area then only select the area that you want to repop; you definitely do not want to repop areas you've built in, especially if you use blocks like stone (including the variants) as ores and water/lava springs may generate in them, and the game will spawn passive mobs on top of your structures, even if there isn't any grass (only normal mob spawning depends on grass and light levels).
Thanks. It wouldn't let me select areas for repop while I also had selected areas for pruning without overlapping them and having my entire area/base selected for repop, so I'll go ahead and do the pruning first, then do the repop after and only select the borders, as you said. Hopefully that will all work.
So... possibly stupid/redundant question. I checked out that link you posted explaining why you only need to repop those two boundaries, and I'm not sure if I understand. Would it be bad to select all four boundaries for repop? I just don't want to only have ores/mobs/etc. ONLY in areas I generate to the south and east- I'd like to have everything generate normally everywhere.
The reason why only the southern and eastern edges need to be repopulated is due to the offset to the south and east, which will overlap with chunks generated to the east and south - or the chunks which already exist along the western and northern sides, which will be populated when the chunks to their west/north generate, and is why you don't see any unpopulated chunks along those sides in a normal world ("unpopulated" actually marks a flag within each chunk which tells it to populate if the chunks to the south and east are present).
Hello!
When I first picked out the seed for my world, I was thrilled, because all of the rare biomes were sort of clustered nearish spawn. But then I had my world corrupted a couple of times (no worries- I learned my lesson and have since been backing it up.) After the world corruption I ended up having chunks transformed, so you see wide swaths of land where it is vertically cut off (vertically flat mountains, etc). Beyond those vertical line areas everything was transformed, with different terrain having been randomly generated. Because of this, I lost my mesa. And there is no mesa at all, anywhere near me.
I created a new world with the seed to see if the world generation is the same in 1.12, and it is- the original pre-corruption world is there, mesa and all. But of course, I didn't just start over, because I've already built a ton in my corrupted world.
Then I watched Xisuma's recent video where he clips parts off of the hermitcraft server using MC edit. So here is my question- would snipping areas in my world using MC edit reset the chunks, and if so, would they then generate the same as they did originally? Would they generate according to the regular seed? Would I get rid of those long stretches of vertical flatness and get my mesa back? Or would the terrain randomly generate in new ways after the snipping reset?
Deleting the broken chunks (not just the blocks, the chunks themselves) should cause them to regenerate normally based off of the world seed. I would recommend backing your world up before trying it though, just in case. Best of luck!
I thought of a time travel joke, but I don't think you liked it.
That's awesome. Thank you so much! Hopefully my computer can handle MC edit. xD
So.... It didn't work. xD The world didn't regenerate according to the original seed at all, and it didn't solve the abrupt-transition-vertical-wall problem... It just created those vertical walls in a box around the area I kept in the pruning process, as shown in the image. What could be going wrong?
Hmm... Could be a problem with the seed?
Try using an NBT editor of some sort (like NBTExplorer) and check the level.dat to see if the seed is correct. If it's not, try changing it to the correct seed.
I thought of a time travel joke, but I don't think you liked it.
Can you post a screenshot of these "vertical walls"? Do they look like this?
Or like this?
If you see the first example it is because you did not actually delete the chunks, only the blocks within them, which will turn them into empty chunks filled with only air. Otherwise, if the "walls" are limited to differences in terrain height and biomes are different on either side then it is due to a different seed and the original seed is likely forever lost unless you remembered it or wrote it down, but it sounds like you were able to recreate the world (did you use the "recreate" button or did you make a new world with a seed that you remembered or wrote down? If the latter, the original world may have a different seed if you recovered it by replacing level.dat with a different file, which will change the seed unless you used the same one).
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?
Thanks guys!
The vertical walls are the second picture. I do know the original seed! Is there a way to turn it into it? To sort of "paste" the part of my world I want to keep into the original seed? The part of my world I want to keep was generated in that original seed in the first place.
You can either use NBTExplorer to edit the seed in level.dat (saved under "RandomSeed"; note that this must be a number) and delete chunks as you did before or use MCEdit to copy your base to a new world (select the area and export as a schematic, then import into the new world, making sure that it is correctly aligned so terrain matches, and that the schematic does not extend outside of generated chunks). The former would be much easier to do since you'll lose everything in your inventory (including Ender chest) if you copy everything to a new world. However, if you delete chunks you also want to delete all the structure files (Mineshaft.dat, Village.dat, etc) inside the data folder so they regenerate correctly (otherwise they will have no mobs, chests, or spawners, and you may have extra structures which were recorded with a different seed generate), and make sure that the boundary between old and new chunks is mostly underwater or in biomes like plains or desert to minimize artifacts like cut-off trees (you'll also want to select the chunks along the southern and eastern edges and click on "repopulate", so it looks like this, to make sure that the game correctly populates new chunks next to them).
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?
Thank you so much!
Question- Why just the southern and eastern edges?
Also- Which of these do I download? All of them?
-NBTExplorer-2.7.6. m s i
-KBNTExplorer-2.7.6. z i p
-Source code (z i p)
- code (tar . g z)
"
That has to do with the way the game populates chunks with features, as explained here (under "The Cause"), which is done so that features can cross chunk boundaries without loading more chunks (as the thread topic suggests this is very bad for performance and can even crash the game).
As for NBTExplorer, "msi" refers to a Windows installer and will set it up like a normal program with a folder in program Files, start menu ions, and all that; you may just want the "zip", which can be extracted to any folder and ran from there (it is pretty much a standalone program, it may require some .NET libraries but you probably already have them installed).
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?
When I clicked repop it highlighted the entire area I'd selected for pruning, rather than letting me just select edges. Am I supposed to repop AFTER pruning, as a separate process?
Thank you for all your help.
You have to deselect the area then only select the area that you want to repop; you definitely do not want to repop areas you've built in, especially if you use blocks like stone (including the variants) as ores and water/lava springs may generate in them, and the game will spawn passive mobs on top of your structures, even if there isn't any grass (only normal mob spawning depends on grass and light levels).
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?
Thanks. It wouldn't let me select areas for repop while I also had selected areas for pruning without overlapping them and having my entire area/base selected for repop, so I'll go ahead and do the pruning first, then do the repop after and only select the borders, as you said. Hopefully that will all work.
So... possibly stupid/redundant question. I checked out that link you posted explaining why you only need to repop those two boundaries, and I'm not sure if I understand. Would it be bad to select all four boundaries for repop? I just don't want to only have ores/mobs/etc. ONLY in areas I generate to the south and east- I'd like to have everything generate normally everywhere.
The reason why only the southern and eastern edges need to be repopulated is due to the offset to the south and east, which will overlap with chunks generated to the east and south - or the chunks which already exist along the western and northern sides, which will be populated when the chunks to their west/north generate, and is why you don't see any unpopulated chunks along those sides in a normal world ("unpopulated" actually marks a flag within each chunk which tells it to populate if the chunks to the south and east are present).
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?
Oh, okay. Thank you for all your help! =)
It all worked perfectly!!!!! Thank you SO much!!!!!