At the very worst you'll have to edit the NBT of your level.dat with NBT Explorer, but I doubt that will happen. If Mojang updated Minecraft in such a way that default 1.12 worlds were literally inaccessible via 1.13, they'd have failed. Wipe the world if you feel like wiping it.
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
As long as you don't mind fautlines (which are harmless), all you have to do is travel 128 blocks outside of what you've already seen.
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
As long as you don't mind fautlines (which are harmless), all you have to do is travel 128 blocks outside of what you've already seen.
When the players are 1000+ blocks away, it's a pretty bad idea. And even if it's harmless, it's ugly as hell. I'd rather reset with bonuses than buggy migration (yep, it's still a thing).
Rollback Post to RevisionRollBack
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
What's a "Fault Line" In my head it sounds like when you update from a previous to a new version without resetting it can cause large gaps in the land? So what you say is to travel 128 blocks outside of what I have already seen/rendered.
Fault lines are the spots where chunks generated in an older version meet chunks generated in a newer version. In the past, this has created sheer cliffs as terrain suddenly changes to different altitudes and it can even potentially change biomes entirely. That's the extent of Minecraft's ability to "retrogen" stuff, however, so existing chunks will not actually change any.
1.12 and 1.13 have extremely similar worlgen routines, so fault lines won't be as pronounced except as a sudden squareish cut-off of coral/kelp generation.
What kind of disgusting being hates the sight of faultlines so much that they'd undo months of progress every time the generator updates?
Rollback Post to RevisionRollBack
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map.Until we meet again...
1.13 didn't change the way the world generates it only adds stuff to the environment so you don't really need to reset the world unless if you don't like half oceans empty and half with sea grass and corals, the best thing would be to ask the players that play on the server what do they think should you reset or not
So if we have a living area right on the water and we've ventured out already and generated the chunks, will the coral and everything else be in the water even though its been generated or do we have to move locations?
You will want to move to new locations, or simply start with a new map. What you *could* do is keep your server at 1.12.2, but try out 1.13 on a COPY of the world and look for the mentioned "fault lines", areas where old explored areas meet newly generated areas. Take some screenshots of these, and then TALK WITH YOUR SERVER. That's really the important part, communicating with your players and generating consensus one way or another. The few players I have on my server most enjoy the "starting out nekkid" phase of the game, and they really REALLY wanted to get to the new content right-away. So despite the bugs (and they were many, and a few were completely awful) we slugged through the difficulty and had a good time playing our Survival world. Right now water mechanics have broken existing farm expectations. Refer to https://bugs.mojang.com/browse/MC-133421 for details.
If *YOU* have a personal preference, you can likely get the players on your server to follow the direction you wish to go, you just need to communicate with them and "sell" your plan. They will most likely go with what you want.
I am running a Survival server with 1.12.2 and I am wondering if I will have to wipe the world and make a new one to see changes?
At the very worst you'll have to edit the NBT of your level.dat with NBT Explorer, but I doubt that will happen. If Mojang updated Minecraft in such a way that default 1.12 worlds were literally inaccessible via 1.13, they'd have failed. Wipe the world if you feel like wiping it.
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
Thanks very much, I didn't want to have to wipe it. But I want to be able to see all the new underwater stuffs too.
As long as you don't mind fautlines (which are harmless), all you have to do is travel 128 blocks outside of what you've already seen.
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
When the players are 1000+ blocks away, it's a pretty bad idea. And even if it's harmless, it's ugly as hell. I'd rather reset with bonuses than buggy migration (yep, it's still a thing).
I'm a programmer. I use C/C++, BASIC, Assembly, and Python. If i sound too technicial, that's because it's the way i think.
My Suggestions
What's a "Fault Line" In my head it sounds like when you update from a previous to a new version without resetting it can cause large gaps in the land? So what you say is to travel 128 blocks outside of what I have already seen/rendered.
This will cause the issue to resolve itself?
Fault lines are the spots where chunks generated in an older version meet chunks generated in a newer version. In the past, this has created sheer cliffs as terrain suddenly changes to different altitudes and it can even potentially change biomes entirely. That's the extent of Minecraft's ability to "retrogen" stuff, however, so existing chunks will not actually change any.
1.12 and 1.13 have extremely similar worlgen routines, so fault lines won't be as pronounced except as a sudden squareish cut-off of coral/kelp generation.
What kind of disgusting being hates the sight of faultlines so much that they'd undo months of progress every time the generator updates?
So I was working on this really cool resource pack a while ago, but bad progress nonwithstanding, I think I found something much better... I'm probably gonna never release another custom Minecraft map. Until we meet again...
So if we have a living area right on the water and we've ventured out already and generated the chunks, will the coral and everything else be in the water even though its been generated or do we have to move locations?
You will want to move to new locations, or simply start with a new map. What you *could* do is keep your server at 1.12.2, but try out 1.13 on a COPY of the world and look for the mentioned "fault lines", areas where old explored areas meet newly generated areas. Take some screenshots of these, and then TALK WITH YOUR SERVER. That's really the important part, communicating with your players and generating consensus one way or another. The few players I have on my server most enjoy the "starting out nekkid" phase of the game, and they really REALLY wanted to get to the new content right-away. So despite the bugs (and they were many, and a few were completely awful) we slugged through the difficulty and had a good time playing our Survival world. Right now water mechanics have broken existing farm expectations. Refer to https://bugs.mojang.com/browse/MC-133421 for details.
If *YOU* have a personal preference, you can likely get the players on your server to follow the direction you wish to go, you just need to communicate with them and "sell" your plan. They will most likely go with what you want.