I have a 1.16.5 world, now i have a better computer and i can play 1.21.4 but i explored a lot and i have to go too away from home if i want to have a chance to find new things added after 1.17, is there any website or mod that allows me to re-gen almost all chunks?
If no, any suggestions?
last time i did something like that i used mcedit a few neighbouring biomes to spawn changed there were a few sudden drops and dirt walls behind you when you fall over the sudden drops rest of the biomes stayed the same
maybe mcedit only works for 1.12 and older? dont know
The way I did this when updating two worlds to 1.18+, one 1.16 (started in 1.16) and the other 1.10/1.11 (started in 1.2.5), was I opened the world up in UnMined, which is a program that lets you view a top down map of the generated parts of your world.
First things first, backup your world. This means, make a copy of it and do all steps on a copy and keep the original saved elsewhere until you are happy with the results and can get rid of the original and move on to the changed one.
Open the world in UnMined and enable a grid that shows the regions of the world. This is important because Minecraft saves the files as regions.
The next part(s) may be complicated depending on how much you want to keep, but you basically take note of the region coordinates in UnMined and those are the regions you don't delete. The rest are ones you do delete. However, current versions split things like entities (for stuff like mobs, animals, and other entities) and "points of interest" (for stuff like village tracking and nether portal tracking) into separate directories, so you repeat this same step three times for all three directories. The folders relevant are the region folder (the terrain itself), the entities folder (entities), and the poi folder (village/nether tracking/etc.).
Make sure you get the same files for all three directories in order or you may end up with inconsistencies like below.
I goofed up once in one of my worlds and deleted a region file in the "poi" folder that I shouldn't have. It had a village and nether portal in it. The effect of those things being gone is that the terrain and villagers were still there, since I did correctly leave the region and entity files for that region. However, whenever I went to go through the nether portal, it was not aware of the existing one recreated a new one. The fix was to break/deactivate one block of the old portal and relight it. Additionally, the village was no longer a village, and I only noticed this when a pillager patrol spawned inside the village. The fix was the same, I had to break and replace all the "points of interest" stuff, namely the beds and profession blocks.
I more harmlessly "goofed up" the first time before I realized the region data was split across three files now, so I only deleted the terrain files and not the other two. The result of this? The old terrain was land, and the new terrain in one spot was ocean. I was flying over it with elytra and a mass of passive animals (sheep, etc.) were falling into the ocean! Why? They were previously in a mountain, and i deleted the terrain... but not them. So they remained, and when loaded where there was now no longer land, they get sent down into the ocean. If the inverse happens and they spawn in on land, then they may either suffocate (you'll see a lot of mob drops) or they survive and you get old and new mobs, so the area is flooded with them. All in all, harmless (and humorous), but probably undesirable.
The "DIM1" and "DIM-1" folders are the end and nether dimensions respectively, and you can leave those alone since nothing major changes with either dimension after 1.16.
It's simpler if all the stuff you want to save is in a smaller number of regions and near spawn, but it can get complicated.
In short, you're simply deleting the region files (and matching entity and poi files) for any regions you don't want to keep. It's simple in concept, but the actual process may be tedious as it requires manually tracking the region coordinates.
McEdit doesn't work with newer versions of the game but a spiritual successor of sorts called Amulet does. I've never really used it though, but it might be possible to do this with other applications/methods which are easier/less complicated than my manual method.
last time i did something like that i used mcedit a few neighbouring biomes to spawn changed there were a few sudden drops and dirt walls behind you when you fall over the sudden drops rest of the biomes stayed the same
maybe mcedit only works for 1.12 and older? dont know
Yes, McEdit unfortunately only works for older versions of the game.
The good news is, those chunks walls are basically no longer a thing as 1.18+ has built in "terrain smoothing" where it will use four chunks worth of space to blend between the edge of old terrain and where the new, current terrain should be. It works very well in my experience, although you definitely end up with interesting results at times, especially when very large altitude differences are involved or when new structures generate just beyond the edge and fall near or into that blended zone (this is where stuff like the "floating island" villages or structures like temples in the edge of an ocean come from).
Yes, McEdit unfortunately only works for older versions of the game.
The good news is, those chunks walls are basically no longer a thing as 1.18+ has built in "terrain smoothing" where it will use four chunks worth of space to blend between the edge of old terrain and where the new, current terrain should be. It works very well in my experience, although you definitely end up with interesting results at times, especially when very large altitude differences are involved or when new structures generate just beyond the edge and fall near or into that blended zone (this is where stuff like the "floating island" villages or structures like temples in the edge of an ocean come from).
wouldnt mc edit kinda work in later versions too? when i was using it i had a modpack installed and there were a bunch of missing blocks and textures a similar thing would happen with later versions of minecraft that have extra blocks no?
You can always try as long as you're working with a copy of the world. I just know it's said that it doesn't entirely work as time goes on (or once you start working with later game versions), but certain things may still "work" with or without side effects.
wouldnt mc edit kinda work in later versions too? when i was using it i had a modpack installed and there were a bunch of missing blocks and textures a similar thing would happen with later versions of minecraft that have extra blocks no?
No, because the way chunk data is stored was completely changed in 1.13 and the developers of MCEdit simply gave up due to the scale of the changes and/or it was already dying due to loss of developer interest or whatever, as happens over time to any tool or mod, even the original developer had abandoned it in 2014, as seen from their own repository of downloads; the last non-developmental build was in 2013.
Also, in my experience MCEdit does not delete unknown blocks, it just gives them a missing texture and calls them "future block" and you can do whatever with them (I still use the "classic" MCEdit given above, so it has no idea what many blocks in even 1.6.4 are, much less my own mod which adds hundreds of new blocks). The main issue is with such blocks is when you manipulate chunks that contain transparent or light-emitting blocks as MCEdit assumes that all unknown blocks are full solid cubes, so it will leave lighting errors in or around them (I've experienced this in my own modded worlds, even just darker water due to making water "clear", like Optifine or 1.13 did, luckily I have a feature where I can simply press a key to fix lighting within a 7 chunk radius, otherwise you will have to manually update lighting by placing torches):
This was from an experiment where I changed the ID of hardened clay to 2000 to test the ability of the game to handle IDs above 255 (the game was able to go up to 4095 in the save format but Mojang never added the capability to all the code that handled blocks and items, and I had to make a lot of fixes for them to work, so I used MCEdit to place them):
MCEdit 0.1.7.1 is even able to handle worlds as recently as 1.12, just like the latest versions ever made, it only has issues handling items when editing chest contents since it can't handle non-numerical item IDs (implemented in 1.8. However, 1.8-1.12 can convert numerical IDs so you can still use MCEdit to add items with them). Entities have always been stored using strings so they don't cause any issues:
Also, due to changes to modpacks between versions it is generally unfeasible to update modded worlds to newer versions (whether it is simply because modders don't care about supporting long-term worlds or other technical issues; I've even done the same thing myself for different versions of a mod on the same game version since I never had plans to update worlds, otherwise updating to newer game versions would require changing block, item, and biome IDs so they don't conflict with new ones added in vanilla).
I have a 1.16.5 world, now i have a better computer and i can play 1.21.4 but i explored a lot and i have to go too away from home if i want to have a chance to find new things added after 1.17, is there any website or mod that allows me to re-gen almost all chunks?
If no, any suggestions?
last time i did something like that i used mcedit a few neighbouring biomes to spawn changed there were a few sudden drops and dirt walls behind you when you fall over the sudden drops rest of the biomes stayed the same
maybe mcedit only works for 1.12 and older? dont know
The way I did this when updating two worlds to 1.18+, one 1.16 (started in 1.16) and the other 1.10/1.11 (started in 1.2.5), was I opened the world up in UnMined, which is a program that lets you view a top down map of the generated parts of your world.
First things first, backup your world. This means, make a copy of it and do all steps on a copy and keep the original saved elsewhere until you are happy with the results and can get rid of the original and move on to the changed one.
Open the world in UnMined and enable a grid that shows the regions of the world. This is important because Minecraft saves the files as regions.
The next part(s) may be complicated depending on how much you want to keep, but you basically take note of the region coordinates in UnMined and those are the regions you don't delete. The rest are ones you do delete. However, current versions split things like entities (for stuff like mobs, animals, and other entities) and "points of interest" (for stuff like village tracking and nether portal tracking) into separate directories, so you repeat this same step three times for all three directories. The folders relevant are the region folder (the terrain itself), the entities folder (entities), and the poi folder (village/nether tracking/etc.).
Make sure you get the same files for all three directories in order or you may end up with inconsistencies like below.
I more harmlessly "goofed up" the first time before I realized the region data was split across three files now, so I only deleted the terrain files and not the other two. The result of this? The old terrain was land, and the new terrain in one spot was ocean. I was flying over it with elytra and a mass of passive animals (sheep, etc.) were falling into the ocean! Why? They were previously in a mountain, and i deleted the terrain... but not them. So they remained, and when loaded where there was now no longer land, they get sent down into the ocean. If the inverse happens and they spawn in on land, then they may either suffocate (you'll see a lot of mob drops) or they survive and you get old and new mobs, so the area is flooded with them. All in all, harmless (and humorous), but probably undesirable.
The "DIM1" and "DIM-1" folders are the end and nether dimensions respectively, and you can leave those alone since nothing major changes with either dimension after 1.16.
It's simpler if all the stuff you want to save is in a smaller number of regions and near spawn, but it can get complicated.
In short, you're simply deleting the region files (and matching entity and poi files) for any regions you don't want to keep. It's simple in concept, but the actual process may be tedious as it requires manually tracking the region coordinates.
McEdit doesn't work with newer versions of the game but a spiritual successor of sorts called Amulet does. I've never really used it though, but it might be possible to do this with other applications/methods which are easier/less complicated than my manual method.
Yes, McEdit unfortunately only works for older versions of the game.
The good news is, those chunks walls are basically no longer a thing as 1.18+ has built in "terrain smoothing" where it will use four chunks worth of space to blend between the edge of old terrain and where the new, current terrain should be. It works very well in my experience, although you definitely end up with interesting results at times, especially when very large altitude differences are involved or when new structures generate just beyond the edge and fall near or into that blended zone (this is where stuff like the "floating island" villages or structures like temples in the edge of an ocean come from).
ty but i already founded an other way! using MCA Selector
I'll have to try and remember that. I figured there was a simpler method than my manual one.
wouldnt mc edit kinda work in later versions too? when i was using it i had a modpack installed and there were a bunch of missing blocks and textures a similar thing would happen with later versions of minecraft that have extra blocks no?
You can always try as long as you're working with a copy of the world. I just know it's said that it doesn't entirely work as time goes on (or once you start working with later game versions), but certain things may still "work" with or without side effects.
No, because the way chunk data is stored was completely changed in 1.13 and the developers of MCEdit simply gave up due to the scale of the changes and/or it was already dying due to loss of developer interest or whatever, as happens over time to any tool or mod, even the original developer had abandoned it in 2014, as seen from their own repository of downloads; the last non-developmental build was in 2013.
Also, in my experience MCEdit does not delete unknown blocks, it just gives them a missing texture and calls them "future block" and you can do whatever with them (I still use the "classic" MCEdit given above, so it has no idea what many blocks in even 1.6.4 are, much less my own mod which adds hundreds of new blocks). The main issue is with such blocks is when you manipulate chunks that contain transparent or light-emitting blocks as MCEdit assumes that all unknown blocks are full solid cubes, so it will leave lighting errors in or around them (I've experienced this in my own modded worlds, even just darker water due to making water "clear", like Optifine or 1.13 did, luckily I have a feature where I can simply press a key to fix lighting within a 7 chunk radius, otherwise you will have to manually update lighting by placing torches):
MCEdit 0.1.7.1 is even able to handle worlds as recently as 1.12, just like the latest versions ever made, it only has issues handling items when editing chest contents since it can't handle non-numerical item IDs (implemented in 1.8. However, 1.8-1.12 can convert numerical IDs so you can still use MCEdit to add items with them). Entities have always been stored using strings so they don't cause any issues:
Also, due to changes to modpacks between versions it is generally unfeasible to update modded worlds to newer versions (whether it is simply because modders don't care about supporting long-term worlds or other technical issues; I've even done the same thing myself for different versions of a mod on the same game version since I never had plans to update worlds, otherwise updating to newer game versions would require changing block, item, and biome IDs so they don't conflict with new ones added in vanilla).
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?