How to delete regions for new gen?

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

JCourtney

New Member
Jul 29, 2019
62
0
0
Is there an easy way to identify the regions I've developed in, to be able to delete the rest for new world generation?
 

2Shy

New Member
Jul 29, 2019
4
0
0
I used MCEdit to delete all the generated chunks outside of our builds on our server world when we migrated from the Beta Pack to the Minecraft Pack. It gives a overhead view showing all chunks that have been generated and you can trim those out or select chunks to delete. Once the world reloads it will re-generate those areas. The only side effect we noticed was a couple trees in the trim area that were cut in half.
If you plan to take this route make sure you have backups of your world as you cannot UnDo !
 

masterventris

New Member
Jul 29, 2019
41
0
0
Is this because you want new ores/trees to be in an existing world?

Last time i used MCedit it had a feature to repopulate chunks. This mantained the landscape but runs the ore gen code on it again.

I had an existing mineshaft system, repopulated it, and the walls of the tunnels I had dug were lined with new ore, as it didnt change where the existing blocks were.

The only problems with this are that it spawns new water and lava source blocks in anything that could be a "cave", and Im sure you can see the problem when the world gen decides that the chunk right next to you base is perfect for a RP2 volcano.
Back up the world before obviously, or you too could be digging your base out from under a basalt mountain full of lava.
 

2Shy

New Member
Jul 29, 2019
4
0
0
Is this because you want new ores/trees to be in an existing world?

Last time i used MCedit it had a feature to repopulate chunks. This mantained the landscape but runs the ore gen code on it again.

I had an existing mineshaft system, repopulated it, and the walls of the tunnels I had dug were lined with new ore, as it didnt change where the existing blocks were.

The only problems with this are that it spawns new water and lava source blocks in anything that could be a "cave", and Im sure you can see the problem when the world gen decides that the chunk right next to you base is perfect for a RP2 volcano.
Back up the world before obviously, or you too could be digging your base out from under a basalt mountain full of lava.

I did use the Repop(ulate) feature in McEdit and I did get a RP2 Volacano attached to my build. Thats why I prefer to use the prune feature. If in the result I see a volcano or other feature interfering I can either extract or expand my selection on another copy of the backup.