Firstly, I apologize for not properly setting up my profile; this is my first post since 2012 or so and I did not know they switched to a Twitch login system. Anyway, I want to talk about seed corruption. I have a couple of old worlds on my server that unfortunately suffered server crashes many times due to my laptop overheating. What I noticed is that every time the server crashed in this manner, the level.dat file for that world became corrupted and the server automatically would create a new one with a random seed (makes sense, the server generates level.dat based on seed specified in server.properties, and I probably left it blank which generates a random seed). Does anybody know of any tools that could analyze features of the terrain of a world and spit out the original seed?
Keep in mind there is currently a method of retrieving seeds based on slime chunks. Basically, the specific chunks that slimes spawn at in any given world are determined by its seed. I don't believe there is executable software that does this yet, but users have posted their code and it seems legitimate. How it works is the user inputs a list of X and Z chunk coordinates where they already know slimes spawn, and the code will brute-force the seed based on this characteristic of the world. This method will not work for somebody in my case, because if the seed got corrupted and changed like mine, that means the slimes now spawn at different chunks than before (I tested and confirmed this on a superflat world by changing the seed).
The only way I could think to get the original seed is to write code that analyzes a section of terrain that you are positive was generated with the original seed and untouched by players (this should not be a problem for me, there are enough candidates of terrain throughout my world). Next, the program would probably have to brute-force the seed with whatever world generator your world was made in (e.g. Beta 1.5_01, Alpha 1.1.2, version 1.12.2), stopping once it reaches the seed that matches that section of terrain. Theoretically this should output the exact seed the world was made in, provided the section of terrain is a good, untouched candidate. It may take a really long time and may require GPU computing, but this is the best method I can think of to retrieve the seed. Now, does anybody know of software like this or better that is already out? If not, I may have to consider writing a small program to do this. This is definitely not my specialty and I am worried I will not find a method to brute-force it in a reasonable amount of time. My goal is to find or create a piece of software to retrieve the original seed in preferably a couple hours, maybe days if it has to be that way. I'm sure other users are in the same boat as me and would like to recover the original seed that generated worlds they have put hours of work into. Let's try and get something together that can accomplish this. Thanks!