Hello Everyone, and Today I have found out how to find any Glitched seed! So, some people may have heard about a seed (107038380838084) that has Infinite Mineshafts on the X-axis, and if you Take that seed, and add 2^48 (281474976710656) to the Glitched seed, and then you will have this for your answer: 388513357548740
Here is a Reference for the Seeds for all Coordinate Axis's:
X Axis Caves = 107038380838084
Y Axis Caves = 240144965573432
Z Axis Caves = 164311266871034
Enjoy!
P.S: If you go past the 64 bit integer limit, start to Minus from it!
P.P.S: Just add to 281474976710656 and the answer, and Continue to do so!
If have the old Windows calc.exe. (Pre Windows 10)
You can set it to Programmer's mode and enter the seed "107038380838084" as your base seed.
Then start toggling bits in the left most 16 bit positions to get any one of the 65536 glitched worlds.
Be aware that turning on the left most bit will give you the negative seeds.
Hint: If you want to do this systematically, when you first start the calculator in programmer mode turn on the 48th bit.
That's the rightmost bit of the fourth nybble from the left.
That will display 281474976710656 (make sure you turn off digit grouping. Minecraft doesn't like seeds with commas).
Hit MS (memory store).
Then copy "107038380838084" (without the quotes) from here and paste it into calculator.
Now all you have to do is hit + and MR and = to get the next world seed.
I suggest you copy the results to a text file for later use.
If you have to stop copy just use the last seed saved to start where you left off.
If I knew JAVA or any other language that has the 64 bit signed integer data type I'd write a program to take a base seed number and increment number and produce a text file of copyable seeds. Bearing in mind that there are 65,536 of them.
If you reach 9223197600258903236 (the highest positive glitched world seed) you have two options.
First: You can add 281474976710656 as before and suddendly your running total will read -9223264998473937724.
This is the largest (most negative) glitched world seed.
You can then continue to add 281474976710656 (using + MR enter) and keep generating lese and less negative glitched world seeds.
Second: You can toggle the sign bit to 1 (that's bit 63 btw) and get -174436595872572 which is the smalles negative glitched world seed.
From here you would have to SUBTRACT 281474976710656 (using - MR enter) to get each of the negative glitched world seeds.
One more thing to be aware of.
This probably won't work as expected in Release 1.13 or later.
You can Google how to download and install the old calculator program.
One install program adds it to Windows 10 and saves it as calc1.exe.
BTW I use NotePad++ as my text editor and love it.
And I do have a text file list of glitched world seeds. Just not very many.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
If have the old Windows calc.exe. (Pre Windows 10)
You can set it to Programmer's mode and enter the seed "107038380838084" as your base seed.
Then start toggling bits in the left most 16 bit positions to get any one of the 65536 glitched worlds.
Be aware that turning on the left most bit will give you the negative seeds.
Hint: If you want to do this systematically, when you first start the calculator in programmer mode turn on the 48th bit.
That's the rightmost bit of the fourth nybble from the left.
That will display 281474976710656 (make sure you turn off digit grouping. Minecraft doesn't like seeds with commas).
Hit MS (memory store).
Then copy "107038380838084" (without the quotes) from here and paste it into calculator.
Now all you have to do is hit + and MR and = to get the next world seed.
I suggest you copy the results to a text file for later use.
If you have to stop copy just use the last seed saved to start where you left off.
If I knew JAVA or any other language that has the 64 bit signed integer data type I'd write a program to take a base seed number and increment number and produce a text file of copyable seeds. Bearing in mind that there are 65,536 of them.
Warning! If you reach 9223197600258903236 (the highest positive glitched world seed) do not add 281474976710656 to it. You will NOT get what you want.
At that point Toggle the sign bit, which will cause calculator to display -174436595872572, the smallest negative glitched world seed, and start subtracting 281474976710656 and you will be stepping through the negative glitched world seeds.
One more thing to be aware of.
This probably won't work as expected in Release 1.13 or later.
You can Google how to download and install the old calculator program.
One install program adds it to Windows 10 and saves it as calc1.exe.
BTW I use NotePad++ as my text editor and love it.
As I use Amidst to preview seeds.
How do I toggle the sign bit?
Rollback Post to RevisionRollBack
"For every seed found, there is something unique..."
Assuming you are using the old calculator in Programmer mode.
The display shows the Decimal value and just below that is all 64 bits in 16 groups of 4 (16 nybbles).
Reading right to left (lowest value to highest value) bit 0 through bit 63 for a total of 64 bits.
Programmers always start a count at zero.
To toggle any bit just place your cursor on it and left click.
Notice the only difference in the two binary numbers in the picture.
As you can see, bit 63 is the sign bit. (1 meaning negative)
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
What do you mean by "Z Axis Caves = 240144965573432"? There is no mechanism that can cause caves to repeat along the y-axis (which is what you actually mean since the "Y Axis Caves" seed that you give is actually for the z axis; x is west=east, z is north-south and y is up-down) since only the x and z coordinates affect the "chunk seed".
What do you mean by "Z Axis Caves = 240144965573432"? There is no mechanism that can cause caves to repeat along the y-axis (which is what you actually mean since the "Y Axis Caves" seed that you give is actually for the z axis; x is west=east, z is north-south and y is up-down) since only the x and z coordinates affect the "chunk seed".
In Minecraft Worlds using the Cubic Chunks Mod, these Y axis Caves can generate. They Can go down Infinitely, and they don't exist in vanilla Minecraft. This was just fort people who use the Cubic Chunks Mod, like me.
Rollback Post to RevisionRollBack
"For every seed found, there is something unique..."
In Minecraft Worlds using the Cubic Chunks Mod, these Y axis Caves can generate. They Can go down Infinitely, and they don't exist in vanilla Minecraft. This was just fort people who use the Cubic Chunks Mod, like me.
I'd think that any mod that changed world generation that much would fix the bug, which is very easy to fix; my own mod is not affected since I calculate the chunk seed in a different manner (vanilla multiplies each chunk coordinate by a number which is derived from the world seed; if either coordinate has its multiplier set to 0 it will always be 0 for any chunk along that axis. This bug does not affect features like trees and ores because they use a slightly different method which forces the multipliers to always be odd):
I've also fixed the bug where the upper 16 bits have no effect on most world generation (this can clearly be seen when the biome matches between two seeds with the same lower 48 bits; even biome-specific features like terrain will be the same) by using my own 64 bit RNG (which is still inadequate to ensure that every world is entirely unique as there are only enough states to give 1,311,768 worlds a unique seed for every chunk).
I'd think that any mod that changed world generation that much would fix the bug, which is very easy to fix; my own mod is not affected since I calculate the chunk seed in a different manner (vanilla multiplies each chunk coordinate by a number which is derived from the world seed; if either coordinate has its multiplier set to 0 it will always be 0 for any chunk along that axis. This bug does not affect features like trees and ores because they use a slightly different method which forces the multipliers to always be odd):
I've also fixed the bug where the upper 16 bits have no effect on most world generation (this can clearly be seen when the biome matches between two seeds with the same lower 48 bits; even biome-specific features like terrain will be the same) by using my own 64 bit RNG (which is still inadequate to ensure that every world is entirely unique as there are only enough states to give 1,311,768 worlds a unique seed for every chunk).
Can I try ur Mod? Where can I download it?
Rollback Post to RevisionRollBack
"For every seed found, there is something unique..."
It is the second link in my signature, though note that it is for 1.6.4; it also does not include the second fix that I mentioned as that is in a developmental version:
// Accepts two arguments and an external seed to set the seed modifiers and chunk seed
public void setChunkSeed(int x, int z, long seed)
{
this.state = seed;
this.seedModifierX = this.nextLong();
this.seedModifierZ = this.nextLong();
this.state = this.seedModifierX ^ (long)x;
this.state *= this.state * 6364136223846793005L + 1442695040888963407L;
this.state += this.seedModifierZ ^ (long)z;
this.state *= this.state * 6364136223846793005L + 1442695040888963407L;
}
For comparison, vanilla sets the seed like this; the biggest difference is that the multipliers (or modifiers as I call them) are multiplied so they can nullify the effect of their respective coordinate (for my code a modifier of 0 will just pass the coordinate through unaltered; the multiplication/addition of large constants means that each chunk will still have a very different initial state as I did not see any noticeable patterns when testing it):
this.rand.setSeed(par2World.getSeed());
long var7 = this.rand.nextLong();
long var9 = this.rand.nextLong();
long var13 = (long)var11 * var7;
long var15 = (long)var12 * var9;
this.rand.setSeed(var13 ^ var15 ^ par2World.getSeed());
This actually has another issue that I didn't mention before - many chunks at oppositely-signed coordinates will have the same chunk seed due to the use of exclusive-or to combine the x and z components (generally a bad way to make a hash, as seen in this bug report on a different issue, which is basically what the game is doing; a good hash will be as unique as possible across its input range, and with about 5% as many chunks as possible states in a 48 bit RNG there will likely be some collisions, but not as many or as regular as here):
(I made forum threads for the bug in the OP of this thread, which includes a passing mention of the "matching chunks" bug, as well as the "same lower 48 bits" seeds. From what I've seen the world generation changes in 1.13 have not fixed either of these, just changed the locations of caves and other features)
Also of interest, there is an actual bug report for the "repeating caves" bug (first reported for 1.11 but it has been around since at least Beta 1.8; sometime before then they used a different method to calculate the chunk seed which was not affected):
It is the second link in my signature, though note that it is for 1.6.4; it also does not include the second fix that I mentioned as that is in a developmental version:
// Accepts two arguments and an external seed to set the seed modifiers and chunk seed
public void setChunkSeed(int x, int z, long seed)
{
this.state = seed;
this.seedModifierX = this.nextLong();
this.seedModifierZ = this.nextLong();
this.state = this.seedModifierX ^ (long)x;
this.state *= this.state * 6364136223846793005L + 1442695040888963407L;
this.state += this.seedModifierZ ^ (long)z;
this.state *= this.state * 6364136223846793005L + 1442695040888963407L;
}
For comparison, vanilla sets the seed like this; the biggest difference is that the multipliers (or modifiers as I call them) are multiplied so they can nullify the effect of their respective coordinate (for my code a modifier of 0 will just pass the coordinate through unaltered; the multiplication/addition of large constants means that each chunk will still have a very different initial state as I did not see any noticeable patterns when testing it):
this.rand.setSeed(par2World.getSeed());
long var7 = this.rand.nextLong();
long var9 = this.rand.nextLong();
long var13 = (long)var11 * var7;
long var15 = (long)var12 * var9;
this.rand.setSeed(var13 ^ var15 ^ par2World.getSeed());
This actually has another issue that I didn't mention before - many chunks at oppositely-signed coordinates will have the same chunk seed due to the use of exclusive-or to combine the x and z components (generally a bad way to make a hash, as seen in this bug report on a different issue, which is basically what the game is doing; a good hash will be as unique as possible across its input range, and with about 5% as many chunks as possible states in a 48 bit RNG there will likely be some collisions, but not as many or as regular as here):
(I made forum threads for the bug in the OP of this thread, which includes a passing mention of the "matching chunks" bug, as well as the "same lower 48 bits" seeds. From what I've seen the world generation changes in 1.13 have not fixed either of these, just changed the locations of caves and other features)
Also of interest, there is an actual bug report for the "repeating caves" bug (first reported for 1.11 but it has been around since at least Beta 1.8; sometime before then they used a different method to calculate the chunk seed which was not affected):
Hello Everyone, and Today I have found out how to find any Glitched seed! So, some people may have heard about a seed (107038380838084) that has Infinite Mineshafts on the X-axis, and if you Take that seed, and add 2^48 (281474976710656) to the Glitched seed, and then you will have this for your answer: 388513357548740
Here is a Reference for the Seeds for all Coordinate Axis's:
X Axis Caves = 107038380838084
Y Axis Caves = 240144965573432
Z Axis Caves = 164311266871034
Enjoy!
P.S: If you go past the 64 bit integer limit, start to Minus from it!
P.P.S: Just add to 281474976710656 and the answer, and Continue to do so!
"For every seed found, there is something unique..."
~Bottle Rocket Bosley
EXCEPT FOR THESE 2 SEEDS:
Different Seeds, Same World Generation
If have the old Windows calc.exe. (Pre Windows 10)
You can set it to Programmer's mode and enter the seed "107038380838084" as your base seed.
Then start toggling bits in the left most 16 bit positions to get any one of the 65536 glitched worlds.
Be aware that turning on the left most bit will give you the negative seeds.
Hint: If you want to do this systematically, when you first start the calculator in programmer mode turn on the 48th bit.
That's the rightmost bit of the fourth nybble from the left.
That will display 281474976710656 (make sure you turn off digit grouping. Minecraft doesn't like seeds with commas).
Hit MS (memory store).
Then copy "107038380838084" (without the quotes) from here and paste it into calculator.
Now all you have to do is hit + and MR and = to get the next world seed.
I suggest you copy the results to a text file for later use.
If you have to stop copy just use the last seed saved to start where you left off.
If I knew JAVA or any other language that has the 64 bit signed integer data type I'd write a program to take a base seed number and increment number and produce a text file of copyable seeds. Bearing in mind that there are 65,536 of them.
If you reach 9223197600258903236 (the highest positive glitched world seed) you have two options.
First: You can add 281474976710656 as before and suddendly your running total will read -9223264998473937724.
This is the largest (most negative) glitched world seed.
You can then continue to add 281474976710656 (using + MR enter) and keep generating lese and less negative glitched world seeds.
Second: You can toggle the sign bit to 1 (that's bit 63 btw) and get -174436595872572 which is the smalles negative glitched world seed.
From here you would have to SUBTRACT 281474976710656 (using - MR enter) to get each of the negative glitched world seeds.
One more thing to be aware of.
This probably won't work as expected in Release 1.13 or later.
You can Google how to download and install the old calculator program.
One install program adds it to Windows 10 and saves it as calc1.exe.
BTW I use NotePad++ as my text editor and love it.
And I do have a text file list of glitched world seeds. Just not very many.
As I use Amidst to preview seeds.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
How do I toggle the sign bit?
"For every seed found, there is something unique..."
~Bottle Rocket Bosley
EXCEPT FOR THESE 2 SEEDS:
Different Seeds, Same World Generation
Assuming you are using the old calculator in Programmer mode.
The display shows the Decimal value and just below that is all 64 bits in 16 groups of 4 (16 nybbles).
Reading right to left (lowest value to highest value) bit 0 through bit 63 for a total of 64 bits.
Programmers always start a count at zero.
To toggle any bit just place your cursor on it and left click.
Notice the only difference in the two binary numbers in the picture.
As you can see, bit 63 is the sign bit. (1 meaning negative)
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
What do you mean by "Z Axis Caves = 240144965573432"? There is no mechanism that can cause caves to repeat along the y-axis (which is what you actually mean since the "Y Axis Caves" seed that you give is actually for the z axis; x is west=east, z is north-south and y is up-down) since only the x and z coordinates affect the "chunk seed".
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?
In Minecraft Worlds using the Cubic Chunks Mod, these Y axis Caves can generate. They Can go down Infinitely, and they don't exist in vanilla Minecraft. This was just fort people who use the Cubic Chunks Mod, like me.
"For every seed found, there is something unique..."
~Bottle Rocket Bosley
EXCEPT FOR THESE 2 SEEDS:
Different Seeds, Same World Generation
I'd think that any mod that changed world generation that much would fix the bug, which is very easy to fix; my own mod is not affected since I calculate the chunk seed in a different manner (vanilla multiplies each chunk coordinate by a number which is derived from the world seed; if either coordinate has its multiplier set to 0 it will always be 0 for any chunk along that axis. This bug does not affect features like trees and ores because they use a slightly different method which forces the multipliers to always be odd):
I've also fixed the bug where the upper 16 bits have no effect on most world generation (this can clearly be seen when the biome matches between two seeds with the same lower 48 bits; even biome-specific features like terrain will be the same) by using my own 64 bit RNG (which is still inadequate to ensure that every world is entirely unique as there are only enough states to give 1,311,768 worlds a unique seed for every chunk).
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?
Can I try ur Mod? Where can I download it?
"For every seed found, there is something unique..."
~Bottle Rocket Bosley
EXCEPT FOR THESE 2 SEEDS:
Different Seeds, Same World Generation
It is the second link in my signature, though note that it is for 1.6.4; it also does not include the second fix that I mentioned as that is in a developmental version:
For comparison, vanilla sets the seed like this; the biggest difference is that the multipliers (or modifiers as I call them) are multiplied so they can nullify the effect of their respective coordinate (for my code a modifier of 0 will just pass the coordinate through unaltered; the multiplication/addition of large constants means that each chunk will still have a very different initial state as I did not see any noticeable patterns when testing it):
This actually has another issue that I didn't mention before - many chunks at oppositely-signed coordinates will have the same chunk seed due to the use of exclusive-or to combine the x and z components (generally a bad way to make a hash, as seen in this bug report on a different issue, which is basically what the game is doing; a good hash will be as unique as possible across its input range, and with about 5% as many chunks as possible states in a 48 bit RNG there will likely be some collisions, but not as many or as regular as here):
https://www.reddit.com/r/Minecraft/comments/7r4od3/a_littleknown_world_generation_bug/
(I made forum threads for the bug in the OP of this thread, which includes a passing mention of the "matching chunks" bug, as well as the "same lower 48 bits" seeds. From what I've seen the world generation changes in 1.13 have not fixed either of these, just changed the locations of caves and other features)
Also of interest, there is an actual bug report for the "repeating caves" bug (first reported for 1.11 but it has been around since at least Beta 1.8; sometime before then they used a different method to calculate the chunk seed which was not affected):
MC-111378 Math error (random generation of zero) causing map gen to fail
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?
Thx for The Info! (srry I havn't replied. I never got the notification lol)
"For every seed found, there is something unique..."
~Bottle Rocket Bosley
EXCEPT FOR THESE 2 SEEDS:
Different Seeds, Same World Generation