If you have any issues with a save file not working correctly, post it here.
Myself or anyone else who knows their way around MCEdit and other editing programs can clear up some types of map corruption. Keep in mind that there is always the possibility of losing structures or resources when doing this, make sure you back up your worlds.
Speaking of knowing your way around MCedit - it's a lot of work juggling a life and maintaining this thread at the same time. If you wish to be indoctrinated into the ways of save fixing, please send me a PM and I'll get you all set up.
This is a list of things we can fix -
- corrupted chunks (causes very high chunk updates or very low fps for seemingly no reason)
- holes in the world (giant square holes through everything, including bedrock at the bottom of the map
- spawning in lava or deep caves
- crashes on level load (if it is the level's fault and not an issue with the client)
- other things not listed here
Things we cannot fix -
- holes in manmade objects (but we can fix the terrain under them)
- world chunk errors (caused by changes in the levelgen algorithm, causes large sections of the map to not match up properly
- incorrectly rotated sand (it would take FOREVER, and they don't always match up right anyway)
- corrupted metadata (but we can replace it if you have a working backup)
Someone pointed out in a post on page 2 that you can sometimes recover an automatically backed up version of your world in windows vista or 7. right click on the world folder, choose properties, and open the 'previous versions' tab. you may be able to restore the world to a previous version and not even need to post.
Maps fixed so far: A lot Maps partially fixed: A couple Maps that couldn't be saved: A few
Just upload your save (preferably zip'd or rar'd so people can open it) and we will try to fix it. More info on how to upload a save below.
If you get attached to a save, make regular backups. Like every day or so. You only really need 2 backups (in case one is bad as well). See the next post for info on how to make a backup.
What Info Should I Provide In This Thread?
You should post a save file, your system specs, your OS, your version of java, and any other details about the particular problem your save has. They have a number of different failure modes, so be as detailed as possible. If you only experience issues in a specific location, use F3 to get the coordinates and tell me exactly where it is.
GOOD NEWS EVERYONE
I am developing a tool which will automatically attempt to scan save files for corruption and repair them. It will do such things as metadata merges and comprehensive chunk corruption restoration.[/farnsworth]
A Brief Description of the Format
A world exists as a folder with a bunch of stuff in it. A very basic world contains the following things:
files:
level.dat
level.dat_old
session.lock
region files
level.dat is the most important part of the world. I refer to it as the world metadata or level metadata. It contains the map seed, the player inventory, position, spawn, and other such important things. When you click the [single player] button, minecraft checks the world metadata in each of its 5 save folders. If the metadata doesn't exist or is unreadable, minecraft displays that world as an empty world.
If the level metadata is corrupted, it can be restored from the backup, level.dat_old. This does not (as far as I know) happen automatically, and if you try to create a new world in the slot of a corrupted existing one, THE METADATA BACKUP WILL BE OVERWRITTEN AND LOST FOREVER. The inventory, location, spawn, etc... can be easily replaced, but once the map seed is lost, it is impossible to get it back. This is another reason why it is important to make sure that you back up every world you care about AT LEAST ONCE. Even if it is a very early backup right after you create it. That backup can be used to restore the map seed.
Session.lock is not important.
Chunks are stored in region files as of beta 1.3. Region files are a solution to what was a very inefficient way of keeping track of the save data. Each region file can hold up to 1024 chunks in a 32x32 square. chunks are anchored to sector boundries within the region files, but otherwise are free to move around, and are not in any order inside a region file. the first and second sectors are dedicated to indexing the chunks within the region file. Chunks can be compressed either with gzip or with the faster deflate, to save time.
Data can become corrupted in a number of ways. By far the most frequent is due to the client or computer crashing. Since the client is almost constantly updating the world metadata (which, for some reason, is gzip compressed), this file is very prone to corruption. Chunks are vulnerable too. Numerous kinds of chunk corruption exist. Usually, saving of the chunk will be cut off part way, causing the archive to break. Depending on how far into the file minecraft got before failing, damage can range anywhere from simply resaving the chunk to crashing the client when it is loaded and requiring deletion. Most kinds of chunk corruption only affect the chunk, and not the entire region file. Sometimes, more serious error occur if the crash occurs between when the index updates and when a chunk is saved, causing referencing errors. A chunk may be referenced in the wrong place, or may stop being referenced entirely, or you may end up with a reference that points to nothing.
The tool I am creating will:
1. verify that the metadata archive is complete. If it is, it will overwrite the backup with a current version, and make a second backup just in case. If it is not, it will attempt to read as much as possible from the archive, and then merge anything it can save into the backup and restore it (first backing it up, in case it fails)
2. if the archive test succeeds, it will open the archive and check that everything is present and that everything makes sense.
3. it will test every archived chunk. If it finds one that fails the test, it will attempt to read as much as possible from it, and recreate as much of it as possible.
4. it will check the contents of every chunk, making sure that no internal corruption exists and that everything is in order. In the event that something is missing, it will regenerate it as best it can.
5. if a chunk is beyond repair, it will back it up and remove it.
How to upload a save
For SSP players -
[*:21b27vgz]Use your file browser to navigate to the following location:
Windows:
replace <username> with your username.
Linux and most others:
~/.minecraft/saves
[*:21b27vgz]Compress the save you are having trouble with into a zip file. If you need help with this, use [url=http://google.com]Google.[/url]
[*:21b27vgz]Please give the compressed world a name WITH YOUR USERNAME IN IT. I deal with a lot of these, keeping them straight if they are all called 'world 1' is a real pain.
[*:21b27vgz]upload the zip to mediafire or megaupload or usaupload or filefactory or whatever website you use.
[*:21b27vgz]post a link to it with the [url] tag.
For SMP players -
Contact your server operator.
For SMP Server Operators -
Follow the instructions for SSP above, except post the server's save. Save locations differ depending on server software.
the default software (from the minecraft website) uses:
<serverpath>\world
I don't know about the others.
How to Upload Save Metadata
The save metadata is a file called level.dat that stores your inventory, your position, the level terrain generator seed, the world size, your spawn point, and some other important things.
[*:21b27vgz]use the instructions above to locate your save.
[*:21b27vgz]open the save folder. It should be full of folders and should have one file called level.dat .
[*:21b27vgz]zip and upload level.dat using the method in the instructions above.
some problems do not require the whole world to fix, and level.dat is usually a 1kb file, wheras the whole world may be dozens of megabytes.
How to Back up a Map
1. Find your map using the information above.
2. Compress the folder with the archive manager of your choice.
3. Put the archive in a safe place (and it might help to put the date in its filename to, eg. name it WorldX-Jan19-2011.zip so you can keep track of them better)
*Server software often makes automatic backups. Server Operators may wish to check if their server supports automatic backups and configure them.
How to Back up Save Metadata
1. Find your save using the information above.
2. Inside the save folder (worldX for SSP) find the file called "level.dat".
3. Make a copy of it called "backup.dat"
4. If you can't find one called "level.dat", it is probably showing up as just "level". Make a copy and name it "backup".
How and When to Merge a Save
You need to merge a save IF and ONLY IF I provide direct instructions to do so.
1. Extract the compressed partial save.
2. Drag and drop the partial save into the saves folder (where the original save already is)
3. Your operating should prompt that the folders will be merged, click ok.
The merge should move everything in the partial save into the existing save. Files present in both will be overwritten by the files in the partial save, otherwise files will remain unchanged.
How to Restore the Metadata Backup
1. open the saves folder, and open the corrupted world.
2. find the metadata file (level.dat) and rename it to level.dat_broken
3. find the metadata backup (level.dat_old) and rename it to level.dat
If minecraft still doesn't recognize the world and you have a backup, either of the whole world or just the metadata
4. undo step 3
5. copy the metadata from your backup and put it in the world folder. name it level.dat
I will freaking love you so much if you can fix this!!!
Do you have any backups? Just one at any point will be sufficient. The metadata file seems corrupted, if I replace it with an older one it should be fine. The world should also still be exactly the same.
Some servers make frequent backups. If you ever made a copy of the save at any time, that will be sufficient. See the instructions in the second post about how to upload world metadata.
The problem seems to be that the metadata file for the world as it exists in the zip is completely blank. Nothing in it at all. If you can get an older copy of it, I can probably fix everything.
In the event that you don't have one, I could probably make something work, but you will probably get terrain mismatch errors if you expand further.
I will freaking love you so much if you can fix this!!!
An update - biomes get recomputed when this happens. I have a copy of your world working, but without the old metadata it won't be quite the same. On that note, it re-biomed when I regenerated the metadata, and most of the map where buildings and such existed is now covered in snow. I can try different ones until I get one without snow, but again - unless you can get me an old working copy of the map metadata, I probably can't restore the world to its original state. However, it does work again. I will edit this post with a link when I upload it. If you don't like the snow, I can probably make it not snowy. Also, your spawn has probably moved, but I think you can either use server admin powers to move it back or edit the save with mcedit and move it back that way.
For Linux users, you can also access your .minecraft folder by going to Places>Home Folder>Control + H (To show hidden files). Scroll down and look for .minecraft.
Rollback Post to RevisionRollBack
There's only one way to find out. We must tie him up and throw him in the lake. If he lives, he is a whitch. If he dies, he is human. MY LOGIC BEATS YOURS.
NOTE: I never made any server backups... does that mean I can't get it?
Edit: dude that worked perfectly (the file you uploaded)! The map was already snowy anyways! Thank you so so much! I don't see any differences in what it was originally!
As I said, you will get terrain mismatches if you explore beyond the edges of the map.
For Linux users, you can also access your .minecraft folder by going to Places>Home Folder>Control + H (To show hidden files). Scroll down and look for .minecraft.
Ive taken a look at your world and I can't seem to find anything wrong with it. Give me some more details like your system information (hardware, OS, java), whether or not you use 32 bit or 64 bit, whether this happens only on this world or others too (also try creating a new world and checking that), and what exactly happens. I moved around for a bit and didn't notice any performance hits.
The overworld seems fine, but the nether is riddled with corrupted chunks. It does load a bit slowly too, but that might just be because of the nether. You don't seem to have done much development there, so I will just delete the corrupted chunks and regenerate them.
Also, lag is not the same as low framerates. Lag is high response times (i.e. over a high latency internet connection on SMP) and low framerates are just that - low framerates.
the frame rates in that world VS what I get in normal worlds is massively slow. windows xp sp3 and that was a old save from around halloween time. it was giving me 1fps all the time. 32 bit and my specs are dual core amd with a decent video card 3g ram. usual frame rate while fraps encoding is stable @ 29fps.
dxdiag report following:
[noparse]
------------------
System Information
------------------
Time of this report: 1/26/2011, 16:18:21
Machine name: DEANE-DESK
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636)
Language: English (Regional Setting: English)
System Manufacturer: Compaq-Presario
System Model: NY461AA-ABA CQ5107c
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 7550 Dual-Core Processor, MMX, 3DNow (2 CPUs), ~2.5GHz
Memory: 3070MB RAM
Page File: 1500MB used, 5909MB available
Windows Dir: H:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode
------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.
---------------
Display Devices
---------------
Card name: ATI Radeon HD 4300/4500 Series
Manufacturer: ATI Technologies Inc.
Chip type: ATI Radeon Graphics Processor (0x954F)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_954F&SUBSYS_E106174B&REV_00
Display Memory: 512.0 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor: Plug and Play Monitor
Monitor Max Res: 1600,1200
Driver Name: ati2dvag.dll
Driver Version: 6.14.0010.7149 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 11/25/2010 21:54:36, 302080 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: ati2mtag.sys
Mini VDD Date: 11/25/2010 23:17:40, 5555712 bytes
Device Identifier: {D7B71EE2-D60F-11CF-166F-0CC1A1C2CB35}
Vendor ID: 0x1002
Device ID: 0x954F
SubSys ID: 0xE106174B
Revision ID: 0x0000
Revision ID: 0x0000
Video Accel: ModeMPEG2_C ModeMPEG2_D
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run
-------------
Sound Devices
-------------
Description: Realtek HD Audio rear output
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_103C2A6C&REV_1002
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RtkHDAud.sys
Driver Version: 5.10.0000.5789 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 2/11/2009 12:40:40, 5028352 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Full
Cap Flags: 0xF5F
Min/Max Sample Rate: 8000, 192000
Static/Strm HW Mix Bufs: 33, 32
Static/Strm HW 3D Bufs: 33, 32
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: Yes, Yes
I3DL2(tm) Listen/Src: Yes, Yes
Sensaura(tm) ZoomFX(tm): No
Registry: OK
Sound Test Result: Not run
Description: ATI HD Audio rear output
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: HDAUDIO\FUNC_01&VEN_1002&DEV_AA01&SUBSYS_00AA0100&REV_1001
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: AtiHdmi.sys
Driver Version: 5.00.40001.0009 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 7/20/2007 18:40:10, 84992 bytes
Other Files:
Driver Provider: ATI
HW Accel Level: Full
Cap Flags: 0xB5B
Min/Max Sample Rate: 32000, 48000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
Registry: OK
Sound Test Result: Not run
---------------------
Sound Capture Devices
---------------------
Description: Webcam C260
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: usbaudio.sys
Driver Version: 5.01.2600.5512 (English)
Driver Attributes: Final Retail
Date and Size: 4/14/2008 00:15:14, 60032 bytes
Cap Flags: 0x41
Format Flags: 0x440
Description: Line in/Mic in
Default Sound Capture: No
Default Voice Capture: No
Driver Name: RtkHDAud.sys
Driver Version: 5.10.0000.5789 (English)
Driver Attributes: Final Retail
Date and Size: 2/11/2009 12:40:40, 5028352 bytes
Cap Flags: 0x41
Format Flags: 0xFFF
-----------
DirectMusic
-----------
DLS Path: H:\WINDOWS\SYSTEM32\drivers\GM.DLS
DLS Version: 1.00.0016.0002
Acceleration: n/a
Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Registry: OK
Test Result: Not run
Name: Microsoft UAA Bus Driver for High Definition Audio
Device ID: PCI\VEN_10DE&DEV_03F0&SUBSYS_2A6C103C&REV_A2\3&2411E6FE&0&28
Driver: H:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 5.10.0001.5013 (English), 4/14/2008 07:00:00, 144384 bytes
Name: PCI standard ISA bridge
Device ID: PCI\VEN_10DE&DEV_03E0&SUBSYS_00000000&REV_A2\3&2411E6FE&0&08
Driver: H:\WINDOWS\system32\DRIVERS\isapnp.sys, 5.01.2600.5512 (English), 4/14/2008 07:00:00, 37248 bytes
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1204&SUBSYS_00000000&REV_00\3&2411E6FE&0&C4
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1203&SUBSYS_00000000&REV_00\3&2411E6FE&0&C3
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1202&SUBSYS_00000000&REV_00\3&2411E6FE&0&C2
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1201&SUBSYS_00000000&REV_00\3&2411E6FE&0&C1
Driver: n/a
Name: PCI standard host CPU bridge
Device ID: PCI\VEN_1022&DEV_1200&SUBSYS_00000000&REV_00\3&2411E6FE&0&C0
Driver: n/a
Name: Microsoft UAA Bus Driver for High Definition Audio
Device ID: PCI\VEN_1002&DEV_AA38&SUBSYS_AA38174B&REV_00\4&228469D0&0&0148
Driver: H:\WINDOWS\system32\DRIVERS\hdaudbus.sys, 5.10.0001.5013 (English), 4/14/2008 07:00:00, 144384 bytes
------------------
DirectX Components
------------------
ddraw.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 279552 bytes
ddrawex.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 27136 bytes
dxapi.sys: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 10496 bytes
d3d8.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 1179648 bytes
d3d8thk.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 8192 bytes
d3d9.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 1689088 bytes
d3dim.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 436224 bytes
d3dim700.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 824320 bytes
d3dramp.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 590336 bytes
d3drm.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 350208 bytes
d3dxof.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 47616 bytes
d3dpmesh.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 34816 bytes
dplay.dll: 5.00.2134.0001 English Final Retail 4/14/2008 07:00:00 33040 bytes
dplayx.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 229888 bytes
dpmodemx.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 23552 bytes
dpwsock.dll: 5.00.2134.0001 English Final Retail 4/14/2008 07:00:00 42768 bytes
dpwsockx.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 57344 bytes
dplaysvr.exe: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 29696 bytes
dpnsvr.exe: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 17920 bytes
dpnet.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 375296 bytes
dpnlobby.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 3072 bytes
dpnaddr.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 3072 bytes
dpvoice.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 212480 bytes
dpvsetup.exe: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 83456 bytes
dpvvox.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 116736 bytes
dpvacm.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 21504 bytes
dpnhpast.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 35328 bytes
dpnhupnp.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 60928 bytes
dpserial.dll: 5.00.2134.0001 English Final Retail 4/14/2008 07:00:00 53520 bytes
dinput.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 158720 bytes
dinput8.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 181760 bytes
dimap.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 44032 bytes
diactfrm.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 394240 bytes
joy.cpl: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 68608 bytes
gcdef.dll: 5.01.2600.0000 English Final Retail 4/14/2008 07:00:00 76800 bytes
pid.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 35328 bytes
dsound.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 367616 bytes
dsound3d.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 1293824 bytes
dswave.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 19456 bytes
dsdmo.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 181248 bytes
dsdmoprp.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 71680 bytes
dmusic.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 104448 bytes
dmband.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 28672 bytes
dmcompos.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 61440 bytes
dmime.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 181248 bytes
dmloader.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 35840 bytes
dmstyle.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 105984 bytes
dmsynth.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 103424 bytes
dmscript.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 82432 bytes
system.dll: 1.01.4322.2470 English Final Retail 1/12/2011 11:31:23 1232896 bytes
Microsoft.DirectX.Direct3D.dll: 9.05.0132.0000 English Final Retail 1/15/2011 21:26:09 473600 bytes
Microsoft.DirectX.Direct3DX.dll: 5.04.0000.3900 English Final Retail 1/12/2011 13:51:57 2676224 bytes
Microsoft.DirectX.Direct3DX.dll: 9.04.0091.0000 English Final Retail 1/12/2011 13:51:58 2846720 bytes
Microsoft.DirectX.Direct3DX.dll: 9.05.0132.0000 English Final Retail 1/12/2011 13:51:58 563712 bytes
Microsoft.DirectX.Direct3DX.dll: 9.06.0168.0000 English Final Retail 1/12/2011 13:51:58 567296 bytes
Microsoft.DirectX.Direct3DX.dll: 9.07.0239.0000 English Final Retail 1/12/2011 13:51:59 576000 bytes
Microsoft.DirectX.Direct3DX.dll: 9.08.0299.0000 English Final Retail 1/15/2011 21:26:09 577024 bytes
Microsoft.DirectX.Direct3DX.dll: 9.09.0376.0000 English Final Retail 1/12/2011 13:51:59 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.10.0455.0000 English Final Retail 1/12/2011 13:51:59 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.11.0519.0000 English Final Retail 1/12/2011 13:51:59 578560 bytes
Microsoft.DirectX.Direct3DX.dll: 9.12.0589.0000 English Final Retail 1/12/2011 13:52:00 578560 bytes
Microsoft.DirectX.DirectDraw.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:10 145920 bytes
Microsoft.DirectX.DirectInput.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:10 159232 bytes
Microsoft.DirectX.DirectPlay.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:10 364544 bytes
Microsoft.DirectX.DirectSound.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:10 178176 bytes
Microsoft.DirectX.AudioVideoPlayback.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:09 53248 bytes
Microsoft.DirectX.Diagnostics.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:09 12800 bytes
Microsoft.DirectX.dll: 5.04.0000.2904 English Final Retail 1/15/2011 21:26:09 223232 bytes
dx7vb.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 619008 bytes
dx8vb.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 1227264 bytes
dxdiagn.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 2113536 bytes
mfc40.dll: 4.01.0000.6151 English Beta Retail 9/18/2010 01:53:25 954368 bytes
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wsock32.dll: 5.01.2600.5512 English Final Retail 4/14/2008 07:00:00 22528 bytes
amstream.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 70656 bytes
devenum.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 59904 bytes
dxmasf.dll: 6.04.0009.1133 English Final Retail 4/14/2008 07:00:00 498742 bytes
mciqtz32.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 35328 bytes
mpg2splt.ax: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 148992 bytes
msdmo.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 14336 bytes
encapi.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 20480 bytes
qasf.dll: 9.00.0000.4503 English Final Retail 4/14/2008 07:00:00 237568 bytes
qcap.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 192512 bytes
qdv.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 279040 bytes
qdvd.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 386048 bytes
qedit.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 562176 bytes
qedwipes.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 733696 bytes
quartz.dll: 6.05.2600.5933 English Final Retail 2/5/2010 13:27:45 1291776 bytes
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iac25_32.ax: 2.00.0005.0053 English Final Retail 4/14/2008 07:00:00 199680 bytes
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ir41_qcx.dll: 4.30.0064.0001 English Final Retail 4/14/2008 07:00:00 338432 bytes
ir50_32.dll: 5.2562.0015.0055 English Final Retail 4/14/2008 07:00:00 755200 bytes
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ir50_qcx.dll: 5.00.0064.0048 English Final Retail 4/14/2008 07:00:00 183808 bytes
ivfsrc.ax: 5.10.0002.0051 English Final Retail 4/14/2008 07:00:00 154624 bytes
mswebdvd.dll: 6.05.2600.5857 English Final Retail 8/5/2009 04:01:48 204800 bytes
ks.sys: 5.03.2600.5512 English Final Retail 4/14/2008 00:46:38 141056 bytes
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ksuser.dll: 5.03.2600.5512 English Final Retail 4/14/2008 05:41:58 4096 bytes
stream.sys: 5.03.2600.5512 English Final Retail 4/14/2008 00:15:16 49408 bytes
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mspqm.sys: 5.01.2600.5512 English Final Retail 4/13/2008 19:09:52 4992 bytes
mskssrv.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:09:54 7552 bytes
swenum.sys: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 4352 bytes
mstee.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:09:52 5504 bytes
ipsink.ax: 5.03.2600.5512 English Final Retail 4/14/2008 00:42:44 16384 bytes
mpeg2data.ax: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 118272 bytes
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streamip.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:16:22 15232 bytes
msvidctl.dll: 6.05.2600.5512 English Final Retail 4/14/2008 07:00:00 1428992 bytes
slip.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:16:24 11136 bytes
nabtsfec.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:16:26 85248 bytes
ccdecode.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:16:24 17024 bytes
vbisurf.ax: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 30208 bytes
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kstvtune.ax: 5.03.2600.5512 English Final Retail 4/14/2008 05:42:44 61952 bytes
ksxbar.ax: 5.03.2600.5512 English Final Retail 4/14/2008 05:42:44 43008 bytes
kswdmcap.ax: 5.03.2600.5512 English Final Retail 4/14/2008 05:42:44 91136 bytes
vfwwdm32.dll: 5.01.2600.5512 English Final Retail 4/14/2008 05:42:10 53760 bytes
wstcodec.sys: 5.03.2600.5512 English Final Retail 4/13/2008 19:16:26 19200 bytes
wstdecod.dll: 5.03.2600.5512 English Final Retail 4/14/2008 07:00:00 50688 bytes
WDM Streaming Data Transforms:
Microsoft Kernel Acoustic Echo Canceller,0x00000000,0,0,,
Microsoft Kernel GS Wavetable Synthesizer,0x00200000,1,1,,5.03.2600.5512
Microsoft Kernel DLS Synthesizer,0x00200000,1,1,,5.03.2600.5512
Microsoft Kernel DRM Audio Descrambler,0x00200000,1,1,,5.03.2600.5512
Video Compressors:
MSScreen encoder DMO,0x00600800,1,1,,
WMVideo9 Encoder DMO,0x00600800,1,1,,
MSScreen 9 encoder DMO,0x00600800,1,1,,
DV Video Encoder,0x00200000,0,0,qdv.dll,6.05.2600.5512
Indeo® video 5.10 Compression Filter,0x00100000,1,1,ir50_32.dll,5.2562.0015.0055
MJPEG Compressor,0x00200000,0,0,quartz.dll,6.05.2600.5933
Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.05.2600.5512
Fraps Video Decompressor,0x00200000,1,1,qcap.dll,6.05.2600.5512
Logitech Video (I420),0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel Indeo(R) Video R3.2,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.05.2600.5512
Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.05.2600.5512
Intel IYUV codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft H.261 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft H.263 Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft RLE,0x00200000,1,1,qcap.dll,6.05.2600.5512
Microsoft Video 1,0x00200000,1,1,qcap.dll,6.05.2600.5512
x264vfw - H.264/MPEG-4 AVC codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Xfire Video Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Xvid MPEG-4 Codec,0x00200000,1,1,qcap.dll,6.05.2600.5512
Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,,
WMAudio Encoder DMO,0x00600800,1,1,,
IAC2,0x00200000,1,1,quartz.dll,6.05.2600.5933
IMA ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
PCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.05.2600.5933
ACELP.net,0x00200000,1,1,quartz.dll,6.05.2600.5933
DSP Group TrueSpeech(TM),0x00200000,1,1,quartz.dll,6.05.2600.5933
Windows Media Audio V1,0x00200000,1,1,quartz.dll,6.05.2600.5933
Windows Media Audio V2,0x00200000,1,1,quartz.dll,6.05.2600.5933
GSM 6.10,0x00200000,1,1,quartz.dll,6.05.2600.5933
Microsoft G.723.1,0x00200000,1,1,quartz.dll,6.05.2600.5933
CCITT A-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
CCITT u-Law,0x00200000,1,1,quartz.dll,6.05.2600.5933
AC3,0x00200000,1,1,quartz.dll,6.05.2600.5933
DTS,0x00200000,1,1,quartz.dll,6.05.2600.5933
MPEG Layer-3,0x00200000,1,1,quartz.dll,6.05.2600.5933
Audio Capture Sources:
Webcam C260,0x00200000,0,0,qcap.dll,6.05.2600.5512
Line in/Mic in,0x00200000,0,0,qcap.dll,6.05.2600.5512
Midi Renderers:
Default MidiOut Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
Microsoft GS Wavetable SW Synth,0x00200000,1,0,quartz.dll,6.05.2600.5933
WDM Streaming Rendering Devices:
ATI HD Audio rear output,0x00200000,1,1,,5.03.2600.5512
Realtek HD Audio rear output,0x00200000,1,1,,5.03.2600.5512
BDA Rendering Filters:
BDA IP Sink,0x00200000,1,1,,5.03.2600.5512
Video Capture Sources:
Logitech Webcam C260,0x00200000,3,0,,5.03.2600.5512
Google Camera Adapter 0,0x00000000,0,0,,
Google Camera Adapter 1,0x00000000,0,0,,
WDM Streaming Mixer Devices:
Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,
WDM Streaming Communication Transforms:
Tee/Sink-to-Sink Converter,0x00200000,1,1,,5.03.2600.5512
Audio Renderers:
Realtek HD Audio rear output,0x00200000,1,0,quartz.dll,6.05.2600.5933
ATI HD Audio rear output,0x00200000,1,0,quartz.dll,6.05.2600.5933
Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.2600.5933
Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.2600.5933
DirectSound: ATI HD Audio rear output,0x00200000,1,0,quartz.dll,6.05.2600.5933
DirectSound: Realtek HD Audio rear output,0x00200000,1,0,quartz.dll,6.05.2600.5933
WDM Streaming System Devices:
ATI HD Audio rear output,0x00200000,3,1,,5.03.2600.5512
Line in/Mic in,0x00200000,4,1,,5.03.2600.5512
Realtek HD Audio rear output,0x00200000,10,1,,5.03.2600.5512
Webcam C260,0x00200000,1,1,,5.03.2600.5512
the frame rates in that world VS what I get in normal worlds is massively slow. windows xp sp3 and that was a old save from around halloween time. it was giving me 1fps all the time. 32 bit and my specs are dual core amd with a decent video card 3g ram. usual frame rate while fraps encoding is stable @ 29fps.
I deleted the nether (yes it was that bad) and regenerated it. Your portal is not in the same place but it is no longer corrupted. Maybe it was because you were using hax? (infinite armor/health = hack)
was using item mods no health or any other haxs. thanks for the help (now hope that was the world that I originally started my MC career in) yup thats the world I really wanted now theirs just 1 portal I can find and thats same place wheres the 2nd portal in the nether? it was located over a huge lava pool near the one that still exists. and thanks for all the work :-)
For Linux users, you can also access your .minecraft folder by going to Places>Home Folder>Control + H (To show hidden files). Scroll down and look for .minecraft.
Ive taken a look at your world and I can't seem to find anything wrong with it. Give me some more details like your system information (hardware, OS, java), whether or not you use 32 bit or 64 bit, whether this happens only on this world or others too (also try creating a new world and checking that), and what exactly happens. I moved around for a bit and didn't notice any performance hits.
Hmm, alright one sec I'm gonna check everything.
My laptop:
Acer Aspire 6530 (Pretty sure it has 3GB of RAM)
Processor- AMD Athlon X2 Dual-Core QC-62 2.00 GHz
I'm using Ubuntu and I'm pretty sure this is a 32-bit operating system.
I just installed a new driver that brought my fps up from 10 to 32, which is what I am when I'm not in the area I just explored. I'm building a sky castle, and one hallway is pointing towards the area I just got back from. If you look there, you should see a mountain that I built into. That's the area where my fps drop to about 2.
SUPER EDIT- I'd love to help out fixing maps if you need help eventually. I just have to get more practice with MCEdit and get it running well on this new operating system. Seems like you have a lot of people to help. :biggrin.gif:
Rollback Post to RevisionRollBack
There's only one way to find out. We must tie him up and throw him in the lake. If he lives, he is a whitch. If he dies, he is human. MY LOGIC BEATS YOURS.
ok. I'm uploading 2 videos to youtube just so you can see. and 2nd video fyi is with stock client nothing else.
snip - movies
Ok, I'm seeing it now. It really helps to know where exactly the issue occurs because running around in mcedit searching for 1 corrupted chunk out of 5000 is a pain and I miss things.
And you have used some sort of hack for infinite health and armor durability. I fell into lava in the nether and just floated there for like 30 seconds.
Myself or anyone else who knows their way around MCEdit and other editing programs can clear up some types of map corruption. Keep in mind that there is always the possibility of losing structures or resources when doing this, make sure you back up your worlds.
Speaking of knowing your way around MCedit - it's a lot of work juggling a life and maintaining this thread at the same time. If you wish to be indoctrinated into the ways of save fixing, please send me a PM and I'll get you all set up.
This is a list of things we can fix -
- corrupted chunks (causes very high chunk updates or very low fps for seemingly no reason)
- holes in the world (giant square holes through everything, including bedrock at the bottom of the map
- spawning in lava or deep caves
- crashes on level load (if it is the level's fault and not an issue with the client)
- other things not listed here
Things we cannot fix -
- holes in manmade objects (but we can fix the terrain under them)
- world chunk errors (caused by changes in the levelgen algorithm, causes large sections of the map to not match up properly
- incorrectly rotated sand (it would take FOREVER, and they don't always match up right anyway)
- corrupted metadata (but we can replace it if you have a working backup)
Someone pointed out in a post on page 2 that you can sometimes recover an automatically backed up version of your world in windows vista or 7. right click on the world folder, choose properties, and open the 'previous versions' tab. you may be able to restore the world to a previous version and not even need to post.
Maps fixed so far: A lot
Maps partially fixed: A couple
Maps that couldn't be saved: A few
Just upload your save (preferably zip'd or rar'd so people can open it) and we will try to fix it. More info on how to upload a save below.
If you get attached to a save, make regular backups. Like every day or so. You only really need 2 backups (in case one is bad as well). See the next post for info on how to make a backup.
What Info Should I Provide In This Thread?
You should post a save file, your system specs, your OS, your version of java, and any other details about the particular problem your save has. They have a number of different failure modes, so be as detailed as possible. If you only experience issues in a specific location, use F3 to get the coordinates and tell me exactly where it is.
GOOD NEWS EVERYONE
I am developing a tool which will automatically attempt to scan save files for corruption and repair them. It will do such things as metadata merges and comprehensive chunk corruption restoration.[/farnsworth]
I have earned 8x from this thread.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
A world exists as a folder with a bunch of stuff in it. A very basic world contains the following things:
files:
level.dat
level.dat_old
session.lock
region files
level.dat is the most important part of the world. I refer to it as the world metadata or level metadata. It contains the map seed, the player inventory, position, spawn, and other such important things. When you click the [single player] button, minecraft checks the world metadata in each of its 5 save folders. If the metadata doesn't exist or is unreadable, minecraft displays that world as an empty world.
If the level metadata is corrupted, it can be restored from the backup, level.dat_old. This does not (as far as I know) happen automatically, and if you try to create a new world in the slot of a corrupted existing one, THE METADATA BACKUP WILL BE OVERWRITTEN AND LOST FOREVER. The inventory, location, spawn, etc... can be easily replaced, but once the map seed is lost, it is impossible to get it back. This is another reason why it is important to make sure that you back up every world you care about AT LEAST ONCE. Even if it is a very early backup right after you create it. That backup can be used to restore the map seed.
Session.lock is not important.
Chunks are stored in region files as of beta 1.3. Region files are a solution to what was a very inefficient way of keeping track of the save data. Each region file can hold up to 1024 chunks in a 32x32 square. chunks are anchored to sector boundries within the region files, but otherwise are free to move around, and are not in any order inside a region file. the first and second sectors are dedicated to indexing the chunks within the region file. Chunks can be compressed either with gzip or with the faster deflate, to save time.
Data can become corrupted in a number of ways. By far the most frequent is due to the client or computer crashing. Since the client is almost constantly updating the world metadata (which, for some reason, is gzip compressed), this file is very prone to corruption. Chunks are vulnerable too. Numerous kinds of chunk corruption exist. Usually, saving of the chunk will be cut off part way, causing the archive to break. Depending on how far into the file minecraft got before failing, damage can range anywhere from simply resaving the chunk to crashing the client when it is loaded and requiring deletion. Most kinds of chunk corruption only affect the chunk, and not the entire region file. Sometimes, more serious error occur if the crash occurs between when the index updates and when a chunk is saved, causing referencing errors. A chunk may be referenced in the wrong place, or may stop being referenced entirely, or you may end up with a reference that points to nothing.
The tool I am creating will:
1. verify that the metadata archive is complete. If it is, it will overwrite the backup with a current version, and make a second backup just in case. If it is not, it will attempt to read as much as possible from the archive, and then merge anything it can save into the backup and restore it (first backing it up, in case it fails)
2. if the archive test succeeds, it will open the archive and check that everything is present and that everything makes sense.
3. it will test every archived chunk. If it finds one that fails the test, it will attempt to read as much as possible from it, and recreate as much of it as possible.
4. it will check the contents of every chunk, making sure that no internal corruption exists and that everything is in order. In the event that something is missing, it will regenerate it as best it can.
5. if a chunk is beyond repair, it will back it up and remove it.
How to upload a save
For SSP players -
[*:21b27vgz]Use your file browser to navigate to the following location:
Windows:
Mac:
replace <username> with your username.
Linux and most others:
[*:21b27vgz]Compress the save you are having trouble with into a zip file. If you need help with this, use [url=http://google.com]Google.[/url]
[*:21b27vgz]Please give the compressed world a name WITH YOUR USERNAME IN IT. I deal with a lot of these, keeping them straight if they are all called 'world 1' is a real pain.
[*:21b27vgz]upload the zip to mediafire or megaupload or usaupload or filefactory or whatever website you use.
[*:21b27vgz]post a link to it with the [url] tag.
For SMP players -
Contact your server operator.
For SMP Server Operators -
Follow the instructions for SSP above, except post the server's save. Save locations differ depending on server software.
the default software (from the minecraft website) uses:
I don't know about the others.
How to Upload Save Metadata
The save metadata is a file called level.dat that stores your inventory, your position, the level terrain generator seed, the world size, your spawn point, and some other important things.
[*:21b27vgz]use the instructions above to locate your save.
some problems do not require the whole world to fix, and level.dat is usually a 1kb file, wheras the whole world may be dozens of megabytes.[*:21b27vgz]open the save folder. It should be full of folders and should have one file called level.dat .
[*:21b27vgz]zip and upload level.dat using the method in the instructions above.
How to Back up a Map
1. Find your map using the information above.
2. Compress the folder with the archive manager of your choice.
3. Put the archive in a safe place (and it might help to put the date in its filename to, eg. name it WorldX-Jan19-2011.zip so you can keep track of them better)
*Server software often makes automatic backups. Server Operators may wish to check if their server supports automatic backups and configure them.
How to Back up Save Metadata
1. Find your save using the information above.
2. Inside the save folder (worldX for SSP) find the file called "level.dat".
3. Make a copy of it called "backup.dat"
4. If you can't find one called "level.dat", it is probably showing up as just "level". Make a copy and name it "backup".
How and When to Merge a Save
You need to merge a save IF and ONLY IF I provide direct instructions to do so.
1. Extract the compressed partial save.
2. Drag and drop the partial save into the saves folder (where the original save already is)
3. Your operating should prompt that the folders will be merged, click ok.
The merge should move everything in the partial save into the existing save. Files present in both will be overwritten by the files in the partial save, otherwise files will remain unchanged.
How to Restore the Metadata Backup
1. open the saves folder, and open the corrupted world.
2. find the metadata file (level.dat) and rename it to level.dat_broken
3. find the metadata backup (level.dat_old) and rename it to level.dat
If minecraft still doesn't recognize the world and you have a backup, either of the whole world or just the metadata
4. undo step 3
5. copy the metadata from your backup and put it in the world folder. name it level.dat
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
Have you modified it, like with MCEdit? I have noticed that modifying a save can break the size estimate.
If its that big of an issue, you can upload the metadata file and i'll look at it. Check the second post for instructions if you need them.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
Do you have any backups? Just one at any point will be sufficient. The metadata file seems corrupted, if I replace it with an older one it should be fine. The world should also still be exactly the same.
Some servers make frequent backups. If you ever made a copy of the save at any time, that will be sufficient. See the instructions in the second post about how to upload world metadata.
The problem seems to be that the metadata file for the world as it exists in the zip is completely blank. Nothing in it at all. If you can get an older copy of it, I can probably fix everything.
In the event that you don't have one, I could probably make something work, but you will probably get terrain mismatch errors if you expand further.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
1. I pm'd a mod and suggested that it be moved
2. everyone posts about their borked saves here, so i put it where I thought people would notice
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
An update - biomes get recomputed when this happens. I have a copy of your world working, but without the old metadata it won't be quite the same. On that note, it re-biomed when I regenerated the metadata, and most of the map where buildings and such existed is now covered in snow. I can try different ones until I get one without snow, but again - unless you can get me an old working copy of the map metadata, I probably can't restore the world to its original state. However, it does work again. I will edit this post with a link when I upload it. If you don't like the snow, I can probably make it not snowy. Also, your spawn has probably moved, but I think you can either use server admin powers to move it back or edit the save with mcedit and move it back that way.
world.zip
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
And all of those posts should also be in suggestions, but I figured more attention was why you did it anyways. Keep up the good work, regardless.
As I said, you will get terrain mismatches if you explore beyond the edges of the map.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
http://www.mediafire.com/?i1twdyu83pquwup
Ive taken a look at your world and I can't seem to find anything wrong with it. Give me some more details like your system information (hardware, OS, java), whether or not you use 32 bit or 64 bit, whether this happens only on this world or others too (also try creating a new world and checking that), and what exactly happens. I moved around for a bit and didn't notice any performance hits.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
The overworld seems fine, but the nether is riddled with corrupted chunks. It does load a bit slowly too, but that might just be because of the nether. You don't seem to have done much development there, so I will just delete the corrupted chunks and regenerate them.
Also, lag is not the same as low framerates. Lag is high response times (i.e. over a high latency internet connection on SMP) and low framerates are just that - low framerates.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
dxdiag report following:
Mod edit: I received a request to put the dxdaig data in a code tag. It seemed reasonable, so now it has been done.
I deleted the nether (yes it was that bad) and regenerated it. Your portal is not in the same place but it is no longer corrupted. Maybe it was because you were using hax? (infinite armor/health = hack)
Here is a link to the world
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread
and
Hmm, alright one sec I'm gonna check everything.
My laptop:
Acer Aspire 6530 (Pretty sure it has 3GB of RAM)
Processor- AMD Athlon X2 Dual-Core QC-62 2.00 GHz
I'm using Ubuntu and I'm pretty sure this is a 32-bit operating system.
I just installed a new driver that brought my fps up from 10 to 32, which is what I am when I'm not in the area I just explored. I'm building a sky castle, and one hallway is pointing towards the area I just got back from. If you look there, you should see a mountain that I built into. That's the area where my fps drop to about 2.
SUPER EDIT- I'd love to help out fixing maps if you need help eventually. I just have to get more practice with MCEdit and get it running well on this new operating system. Seems like you have a lot of people to help. :biggrin.gif:
Ok, I'm seeing it now. It really helps to know where exactly the issue occurs because running around in mcedit searching for 1 corrupted chunk out of 5000 is a pain and I miss things.
And you have used some sort of hack for infinite health and armor durability. I fell into lava in the nether and just floated there for like 30 seconds.
[FAQ] Extremely Common Problems
[OFFICIAL] Dragon Cave Thread