Today I generated a Minecraft world in version 1.4.6 because I wanted to do a quiet survival, I have done it but with a very strange generation that I do not understand the reason why it was generated... If anyone knows, here I leave the screenshots generation screen, if they ask for the seed the seed is 0
Thank you for your answer, but I am not in any of those seeds, I am in seed 0, when I generate a new world with that seed again and in the same version it becomes a totally different world, it is not strange
That actually looks like a Mesa (Badlands) biome, except all the hardened clay (terracotta) and red sandstone disappeared because they didn't exist until 1.6 and/or 1.8, leaving the floating dirt, trees, water lakes, and sand, with the stone below rendering pitch black since the game doesn't fix lighting when removing invalid blocks (if the world was from 1.8 the new stone variants will remain since older versions treat invalid metadata as the default variant); the biome itself will read as Plains in F3, the default for an invalid biome.
As for why this happened, sloppy coding on Mojang's part, due to the fact the game actually runs singleplayer on an internal server and the client doesn't make sure it has shut down when you exit a world before letting you do anything else, including trying to delete a world, which will fail because the files are still in use:
The safest way to delete a world in these versions is to quit the game and manually delete the files, or restart the game and delete the world before opening it in that session, or make sure no errors appear in the game output (may not be 100% reliable if the internal server recreates deleted files when it saves them), you should also never, ever, ever run different versions in the same game directory (let me guess: you had to delete options.txt because the game kept crashing with the error described here? Don't do that - make a new installation with its own game directory, e.g. ".minecraft\1.4.6" (you can simply add "\1.4.6" to the end of the default location and it will automatically create it).
This actually looks very cool. I have to try making a 1.7 world someday and then load it in 1.6 to watch all the new blocks disappear and the biomes become 1.6-y.
This actually looks very cool. I have to try making a 1.7 world someday and then load it in 1.6 to watch all the new blocks disappear and the biomes become 1.6-y.
Most biomes wouldn't change that much, the main ones would be Roofed Forest, Savanna, and Ice Spikes, which will lose their trees and spikes respectively; all the 1 block new flowers will become roses (they are variants of the same block ID), podzol and coarse dirt (or its precursor) would become normal dirt and slowly turn into grass (again due to being variants of dirt instead of new blocks; this is also true of new infested block variants).
Another interesting vanilla biome is Taiga, since for some bizarre reason Mojang made it warmer and added a new "cold" taiga instead of adding a new warmer biome (changes like this weren't supposed to happen anymore since 1.2 saved biomes with the world, and since only block light melts snow pre-1.7 worlds end up with snowy taigas which have rain in them).
What would really be interesting is loading a modded world into a newer version which assigned different blocks to the same IDs, though most mods (Forge) used IDs above the 256 range (a good idea for future-proofing against conflicts with vanilla, and indeed, vanilla never actually made use of the IDs from 256-4095), my own mod being an exception, as well as using many biome IDs used since 1.7 but not in the same way (I have most of the newer biomes). Some blocks would actually remain unchanged, like the 1.8 stone variants (even if loaded in vanilla data values like these will remain until they are mined or placed), although others could be dangerous (turning into blocks which need to be on a valid block to stay, which can crash the game as soon as one breaks and updates the rest if there are enough adjacent to each other). Actually, a lot of biomes would turn into prismarine since I used its ID for a biome-specific "stone" block, as seen with a mapping tool designed for 1.8:
As rendered with the correct colors; some blocks do have the same IDs as in newer versions, such as packed ice (if only the "original" variant, I have two others, including blue ice and a custom variant, which all use the same ID so vanilla will treat them the same block, plus blue ice wasn't officially added until 1.13 so there is no equivalent numerical ID); I also used the same ID for one set of new leaf types as the new leaves in 1.7, another set would become acacia fences, and cherry trees would turn into purpur stairs and double slabs:
What did you type to get seed 0? Can you send the world to me? I am very interested in these things.
There are many phrases to use but "pollinating sandboxes" is one of the most popular; modern versions also let you enter it directly (they check if the textbox is completely blank, not just if it is equivalent to 0, as a signal to use a random seed).
Also, there is nothing special about the seed 0, or almost any other seed*; people just prefer certain seeds because of what generates close to spawn, and the case the OP shows can easily be reproduced by loading any world from 1.7-1.12 in 1.5 or earlier (mesa biomes will stay intact in 1.6 because that was when they added hardened clay, the sand will still turn yellow), and/or it occurred due to a hard to reproduce bug which is completely independent of the seed (generate a world using any seed, then as quickly as possible exit the world and delete it, if you are lucky you'll see a whole bunch of errors in the game output about a failure to delete files, this works better on slower computers and/or hard drives, flying around.generating chunks quickly (if done before the next autosave, every 45 seconds) can also increase the chance of it happening. Then, create a new world with the same name (the seed can be anything) and you'll see chunks from the deleted world appear in it).
*Some truly special seeds and other oddities with seeds and world generation; these may no longer work in the latest versions (since 1.18), or not as well (e.g. only "old" caves and ravines, which are a minority of caves now, are affected, along with structure locations):
Today I generated a Minecraft world in version 1.4.6 because I wanted to do a quiet survival, I have done it but with a very strange generation that I do not understand the reason why it was generated... If anyone knows, here I leave the screenshots generation screen, if they ask for the seed the seed is 0
Thank you for reading, I await answers...
I asked Chat GPT and it said some weird seeds on minecraft 1.4.6 are
I have not tested any of these so they are probably not correct.
Thank you for your answer, but I am not in any of those seeds, I am in seed 0, when I generate a new world with that seed again and in the same version it becomes a totally different world, it is not strange
That actually looks like a Mesa (Badlands) biome, except all the hardened clay (terracotta) and red sandstone disappeared because they didn't exist until 1.6 and/or 1.8, leaving the floating dirt, trees, water lakes, and sand, with the stone below rendering pitch black since the game doesn't fix lighting when removing invalid blocks (if the world was from 1.8 the new stone variants will remain since older versions treat invalid metadata as the default variant); the biome itself will read as Plains in F3, the default for an invalid biome.
As for why this happened, sloppy coding on Mojang's part, due to the fact the game actually runs singleplayer on an internal server and the client doesn't make sure it has shut down when you exit a world before letting you do anything else, including trying to delete a world, which will fail because the files are still in use:
MC-315 Chunks do not delete properly remaining in a newly created world if the same world name is reused
My own description of other issues that can occur due to the root cause of this bug:
https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/2579965-how-to-get-an-error-level-save-conflict-in?comment=3
The safest way to delete a world in these versions is to quit the game and manually delete the files, or restart the game and delete the world before opening it in that session, or make sure no errors appear in the game output (may not be 100% reliable if the internal server recreates deleted files when it saves them), you should also never, ever, ever run different versions in the same game directory (let me guess: you had to delete options.txt because the game kept crashing with the error described here? Don't do that - make a new installation with its own game directory, e.g. ".minecraft\1.4.6" (you can simply add "\1.4.6" to the end of the default location and it will automatically create it).
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?
This actually looks very cool. I have to try making a 1.7 world someday and then load it in 1.6 to watch all the new blocks disappear and the biomes become 1.6-y.
Most biomes wouldn't change that much, the main ones would be Roofed Forest, Savanna, and Ice Spikes, which will lose their trees and spikes respectively; all the 1 block new flowers will become roses (they are variants of the same block ID), podzol and coarse dirt (or its precursor) would become normal dirt and slowly turn into grass (again due to being variants of dirt instead of new blocks; this is also true of new infested block variants).
Another interesting vanilla biome is Taiga, since for some bizarre reason Mojang made it warmer and added a new "cold" taiga instead of adding a new warmer biome (changes like this weren't supposed to happen anymore since 1.2 saved biomes with the world, and since only block light melts snow pre-1.7 worlds end up with snowy taigas which have rain in them).
What would really be interesting is loading a modded world into a newer version which assigned different blocks to the same IDs, though most mods (Forge) used IDs above the 256 range (a good idea for future-proofing against conflicts with vanilla, and indeed, vanilla never actually made use of the IDs from 256-4095), my own mod being an exception, as well as using many biome IDs used since 1.7 but not in the same way (I have most of the newer biomes). Some blocks would actually remain unchanged, like the 1.8 stone variants (even if loaded in vanilla data values like these will remain until they are mined or placed), although others could be dangerous (turning into blocks which need to be on a valid block to stay, which can crash the game as soon as one breaks and updates the rest if there are enough adjacent to each other). Actually, a lot of biomes would turn into prismarine since I used its ID for a biome-specific "stone" block, as seen with a mapping tool designed for 1.8:
As rendered with the correct colors; some blocks do have the same IDs as in newer versions, such as packed ice (if only the "original" variant, I have two others, including blue ice and a custom variant, which all use the same ID so vanilla will treat them the same block, plus blue ice wasn't officially added until 1.13 so there is no equivalent numerical ID); I also used the same ID for one set of new leaf types as the new leaves in 1.7, another set would become acacia fences, and cherry trees would turn into purpur stairs and double slabs:
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?
A prismarine biome, lol. You have some very creative ideas, TMC.
What did you type to get seed 0? Can you send the world to me? I am very interested in these things.
There are many phrases to use but "pollinating sandboxes" is one of the most popular; modern versions also let you enter it directly (they check if the textbox is completely blank, not just if it is equivalent to 0, as a signal to use a random seed).
Also, there is nothing special about the seed 0, or almost any other seed*; people just prefer certain seeds because of what generates close to spawn, and the case the OP shows can easily be reproduced by loading any world from 1.7-1.12 in 1.5 or earlier (mesa biomes will stay intact in 1.6 because that was when they added hardened clay, the sand will still turn yellow), and/or it occurred due to a hard to reproduce bug which is completely independent of the seed (generate a world using any seed, then as quickly as possible exit the world and delete it, if you are lucky you'll see a whole bunch of errors in the game output about a failure to delete files, this works better on slower computers and/or hard drives, flying around.generating chunks quickly (if done before the next autosave, every 45 seconds) can also increase the chance of it happening. Then, create a new world with the same name (the seed can be anything) and you'll see chunks from the deleted world appear in it).
*Some truly special seeds and other oddities with seeds and world generation; these may no longer work in the latest versions (since 1.18), or not as well (e.g. only "old" caves and ravines, which are a minority of caves now, are affected, along with structure locations):
https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/2557524-a-very-strange-seed (causes caves and mineshafts to repeat infinitely along an axis, other structures will also be the same if they generate at the same z-coordinate)
https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/2929490-the-chunk-seed-algorithm-used-by-caves-and-some (more seeds that repeat at different intervals; every other chunk, every 4 chunks, etc; as well as a bug which affects all seeds and causes a proportion of caves and structures to generate the same way at sign-reversed coordinate pairs; e.g. chunk -5, 6 and 5, -6; seems to affect chunks in 1/3, 1/6, 1/12, etc proportions depending in the seed)
https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/2229720-can-two-different-seeds-produce-identical-worlds (adding a multiple of 2^48 to any seed causes caves, structures, and even terrain to be identical (some only match where the biome matches)
https://www.minecraftforum.net/forums/minecraft-java-edition/seeds/3004110-repeating-decorations-trees-ores-etc-seeds (causes decorations, such as ores and trees, to repeat along a diagonal
https://www.reddit.com/r/minecraftseeds/comments/gqfnhn/all_java_minecraft_seeds_have_a_shadow_same/ (every seed is one of a pair which has the same biome generation but different terrain and features; the map shown is from 1.13, which differs in oceans but older versions are 100% identical)
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?
Did you type in '0' in the seed slot? if so, you aren't on seed 0. Instead, type in 'ddnqavbj'.
This is insane, one of the strangest things i have ever seen in the game.