I have a question about new versions of Minecraft. Let's say I create a world now in 1.10 but then when 1.11 get released will the world I created in 1.10 automatically update and have all the new stuff the new MC version has? Like the new villagers, mobs and especially the mansion?
It should, but you would probably have to travel to places you hadn't been close to before in order to find new structures, ores, plants and stuff.
New hostile mobs that spawn anywhere should spawn in old chunks.
Passive mobs can technically spawn in chunks that have been loaded before but your best bet would be to travel to new chunks.
If the new villagers are part of normal villages then you should be able to get them by breeding new villagers.
If you want to start a world now and update it to 1.11 you could make sure you only explore to, say, the northeast while in 1.10, that way you wouldn't have to go very far to load new chunks in other directions when 1.11 comes.
It should, but you would probably have to travel to places you hadn't been close to before in order to find new structures, ores, plants and stuff.
New hostile mobs that spawn anywhere should spawn in old chunks.
Passive mobs can technically spawn in chunks that have been loaded before but your best bet would be to travel to new chunks.
If the new villagers are part of normal villages then you should be able to get them by breeding new villagers.
If you want to start a world now and update it to 1.11 you could make sure you only explore to, say, the northeast while in 1.10, that way you wouldn't have to go very far to load new chunks in other directions when 1.11 comes.
Thanks!!!! I was considering that possibility, that it would generate only in places I haven't been earlier. Maybe I should stay around spawn only for now. Any news on when 1.11 is coming out?
What I've done in the past for updates like this is use MCEdit to "trim" my world to remove any outlying chunks that I haven't done anything in (other than travel to).
That way, they can be recreated with the new version, and I don't have to travel several kilometers away to find the new stuff.
If you do try to use MCEdit though, make sure to back up your world first! I've accidentally broken things with it.
What I've done in the past for updates like this is use MCEdit to "trim" my world to remove any outlying chunks that I haven't done anything in (other than travel to).
That way, they can be recreated with the new version, and I don't have to travel several kilometers away to find the new stuff.
If you do try to use MCEdit though, make sure to back up your world first! I've accidentally broken things with it.
Sounds good, however I don't have or never used MCEdit, where and how do I download it?
What I've done in the past for updates like this is use MCEdit to "trim" my world to remove any outlying chunks that I haven't done anything in (other than travel to).
That way, they can be recreated with the new version, and I don't have to travel several kilometers away to find the new stuff.
If you do try to use MCEdit though, make sure to back up your world first! I've accidentally broken things with it.
Just to note - this will mess up structures since the game records whether it has placed things like chests, spawners, and mobs (villagers, Elder Guardians, etc), as I found out the hard way after I'd deleted some chunks in a modded world after I'd made some changes - cave spider spawners were missing from a mineshaft; with further experimentation I also found that chests and villagers (and presumably other mobs spawned in structures) don't respawn (see this example of a desert temple; note the "hasPlacedChest" tags; I have no idea why they did this unless it is an attempt to make it harder to delete chunks to regenerate loot). You can however delete the structure data files, which won't break anything as long as there were no changes to the structures (e.g. don't delete Stronghold.dat from a pre-1.9 world if you have strongholds generated before 1.9, although if you already found one it doesn't matter if Eyes of Ender no longer locate it. In the case of mineshafts and villages there are no consequences; the game saves non-structure village information (doors and population) in a separate file so iron farms are safe).
Also, this will cause half-chunk wide strips that are missing trees and parts of structures unless you select the chunks at the edges and mark them for repopulation (only chunks on the southern and eastern edges need to be due to the way chunk population works), as in this example (chunks will also not repopulate exactly the same; the half-trees seen here will not restored since trees can't generate on top of existing trees, even partial ones).
Though from MasterCaver's response, it sounds like my idea can do more harm than I thought. I knew about the half-chunk swath of screwed up trees, but now that he mentions it, I have seen some other weird things similar to what he's describing in my worlds. I probably caused them without realizing it with my chunk deletion.
Just to note - this will mess up structures since the game records whether it has placed things like chests, spawners, and mobs (villagers, Elder Guardians, etc), as I found out the hard way after I'd deleted some chunks in a modded world after I'd made some changes - cave spider spawners were missing from a mineshaft; with further experimentation I also found that chests and villagers (and presumably other mobs spawned in structures) don't respawn (see this example of a desert temple; note the "hasPlacedChest" tags; I have no idea why they did this unless it is an attempt to make it harder to delete chunks to regenerate loot). You can however delete the structure data files, which won't break anything as long as there were no changes to the structures (e.g. don't delete Stronghold.dat from a pre-1.9 world if you have strongholds generated before 1.9, although if you already found one it doesn't matter if Eyes of Ender no longer locate it. In the case of mineshafts and villages there are no consequences; the game saves non-structure village information (doors and population) in a separate file so iron farms are safe).
Also, this will cause half-chunk wide strips that are missing trees and parts of structures unless you select the chunks at the edges and mark them for repopulation (only chunks on the southern and eastern edges need to be due to the way chunk population works), as in this example (chunks will also not repopulate exactly the same; the half-trees seen here will not restored since trees can't generate on top of existing trees, even partial ones).
Wow, thanks so much for all this info. I guess I won't use MCEdit then.
Though from MasterCaver's response, it sounds like my idea can do more harm than I thought. I knew about the half-chunk swath of screwed up trees, but now that he mentions it, I have seen some other weird things similar to what he's describing in my worlds. I probably caused them without realizing it with my chunk deletion.
Maybe that's not such a good idea after all.
I agree! If only we could know when 1.11 will be release I could wait and do my city then.
Hello!
I have a question about new versions of Minecraft. Let's say I create a world now in 1.10 but then when 1.11 get released will the world I created in 1.10 automatically update and have all the new stuff the new MC version has? Like the new villagers, mobs and especially the mansion?
Thanks!
CinnamonGir
It should, but you would probably have to travel to places you hadn't been close to before in order to find new structures, ores, plants and stuff.
New hostile mobs that spawn anywhere should spawn in old chunks.
Passive mobs can technically spawn in chunks that have been loaded before but your best bet would be to travel to new chunks.
If the new villagers are part of normal villages then you should be able to get them by breeding new villagers.
If you want to start a world now and update it to 1.11 you could make sure you only explore to, say, the northeast while in 1.10, that way you wouldn't have to go very far to load new chunks in other directions when 1.11 comes.
Just testing.
Thanks!!!! I was considering that possibility, that it would generate only in places I haven't been earlier. Maybe I should stay around spawn only for now. Any news on when 1.11 is coming out?
Thanks so much Trellton!!!!
What I've done in the past for updates like this is use MCEdit to "trim" my world to remove any outlying chunks that I haven't done anything in (other than travel to).
That way, they can be recreated with the new version, and I don't have to travel several kilometers away to find the new stuff.
If you do try to use MCEdit though, make sure to back up your world first! I've accidentally broken things with it.
Sounds good, however I don't have or never used MCEdit, where and how do I download it?
Just to note - this will mess up structures since the game records whether it has placed things like chests, spawners, and mobs (villagers, Elder Guardians, etc), as I found out the hard way after I'd deleted some chunks in a modded world after I'd made some changes - cave spider spawners were missing from a mineshaft; with further experimentation I also found that chests and villagers (and presumably other mobs spawned in structures) don't respawn (see this example of a desert temple; note the "hasPlacedChest" tags; I have no idea why they did this unless it is an attempt to make it harder to delete chunks to regenerate loot). You can however delete the structure data files, which won't break anything as long as there were no changes to the structures (e.g. don't delete Stronghold.dat from a pre-1.9 world if you have strongholds generated before 1.9, although if you already found one it doesn't matter if Eyes of Ender no longer locate it. In the case of mineshafts and villages there are no consequences; the game saves non-structure village information (doors and population) in a separate file so iron farms are safe).
Also, this will cause half-chunk wide strips that are missing trees and parts of structures unless you select the chunks at the edges and mark them for repopulation (only chunks on the southern and eastern edges need to be due to the way chunk population works), as in this example (chunks will also not repopulate exactly the same; the half-trees seen here will not restored since trees can't generate on top of existing trees, even partial ones).
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?
http://www.mcedit.net/
Though from MasterCaver's response, it sounds like my idea can do more harm than I thought. I knew about the half-chunk swath of screwed up trees, but now that he mentions it, I have seen some other weird things similar to what he's describing in my worlds. I probably caused them without realizing it with my chunk deletion.
Maybe that's not such a good idea after all.
Wow, thanks so much for all this info. I guess I won't use MCEdit then.
I
I agree! If only we could know when 1.11 will be release I could wait and do my city then.