My apologies if this thread is in the wrong place; it seemed the most appropriate place to put it.
Since the Anvil format allows chunks (worlds?) of arbitrary height, I'm using pymclevel to create worlds/chunks taller than 256 blocks. I tried opening a level using pymclevel, setting the level.Height, and then opening chunks and setting chunk contents within the larger height. Unfortunately, when I load the resulting world with some 512-block-tall chunks in the game, the chunks with pieces above y=255 get regenerated. The chunks that only contained blocks below the Y=256 mark (due to how Anvil chunks are stored in 16x16x16 pieces) were not regenerated. Is there a level/world tag that can be set to prevent the vanilla client from forcing those tall chunks to be regenerated?
Thanks in advance.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Since the Anvil format allows chunks (worlds?) of arbitrary height, I'm using pymclevel to create worlds/chunks taller than 256 blocks. I tried opening a level using pymclevel, setting the level.Height, and then opening chunks and setting chunk contents within the larger height. Unfortunately, when I load the resulting world with some 512-block-tall chunks in the game, the chunks with pieces above y=255 get regenerated. The chunks that only contained blocks below the Y=256 mark (due to how Anvil chunks are stored in 16x16x16 pieces) were not regenerated. Is there a level/world tag that can be set to prevent the vanilla client from forcing those tall chunks to be regenerated?
Thanks in advance.