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All those holes are 16 x 16. (the size of a chunk).
If you were to create the world again with a new, different, name it would probably be created properly.
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There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
All those holes are 16 x 16. (the size of a chunk).
If you were to create the world again with a new, different, name it would probably be created properly.
yes, 100% normal
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If you are creating many worlds in quick succession I suggest that you delete older worlds by opening the .minecraft\saves folder with Windows Explorer (etc) and manually deleting them instead of deleting them in-game, and/or manually deleting any worlds that were not fully deleted. This happens because the game runs an internal server in singleplayer and the server and client threads are not fully synchronized; when you click "save and quit to title" the server may take a few more seconds to completely shut down and the client attempts to delete files that are still in use, which is not allowed (in the game output you'll see it say that it failed to delete files), and/or the server recreates them to save chunks that have not been saved; in fact, you can even quit the game before it finishes, causing chunks to not save properly (either they will become misplaced, overwriting other chunks, or regenerated).
It is even possible to reload a world again immediately after quitting and cause two copies of the world to be loaded at once, resulting in the first copy complaining that the save is being accessed from another location and aborting the save (here is an example and the results on the world). The loading of multiple worlds can also cause a memory "leak" (temporary, a true memory leak is persistent) and an out of memory crash.
Ironically, Mojang could easily fix all of these issues by adding a few lines of code that force the client to wait until the internal server has shut down; if you've ever used Forge you may have seen the message "Shutting down internal server" when quitting or after a crash (crashes are also less likely to corrupt Forge worlds because of this; vanilla also attempts to safely shut down if possible but usually closes too quickly to complete the shutdown). I took the code from Forge and modded it into vanilla 1.6.4 and have never had any sort of issues since (I never had any problems when playing normally, just when making multiple worlds to test mods).
If you are creating many worlds in quick succession I suggest that you delete older worlds by opening the .minecraft\saves folder with Windows Explorer (etc) and manually deleting them instead of deleting them in-game, and/or manually deleting any worlds that were not fully deleted. This happens because the game runs an internal server in singleplayer and the server and client threads are not fully synchronized; when you click "save and quit to title" the server may take a few more seconds to completely shut down and the client attempts to delete files that are still in use, which is not allowed (in the game output you'll see it say that it failed to delete files), and/or the server recreates them to save chunks that have not been saved; in fact, you can even quit the game before it finishes, causing chunks to not save properly (either they will become misplaced, overwriting other chunks, or regenerated).
It is even possible to reload a world again immediately after quitting and cause two copies of the world to be loaded at once, resulting in the first copy complaining that the save is being accessed from another location and aborting the save (here is an example and the results on the world). The loading of multiple worlds can also cause a memory "leak" (temporary, a true memory leak is persistent) and an out of memory crash.
Ironically, Mojang could easily fix all of these issues by adding a few lines of code that force the client to wait until the internal server has shut down; if you've ever used Forge you may have seen the message "Shutting down internal server" when quitting or after a crash (crashes are also less likely to corrupt Forge worlds because of this; vanilla also attempts to safely shut down if possible but usually closes too quickly to complete the shutdown). I took the code from Forge and modded it into vanilla 1.6.4 and have never had any sort of issues since (I never had any problems when playing normally, just when making multiple worlds to test mods).
I'm not looking for a fix, i just found a weird seed a wanted to share it
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Hello
I found a very weird and chunky seed
the seed is:
-1903534680
here's some screenshots
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Pretty weird
Definitely look like chunk errors.
All those holes are 16 x 16. (the size of a chunk).
If you were to create the world again with a new, different, name it would probably be created properly.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
yes, 100% normal
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!


To take the test, check out
https://minecraftnoobtest.com/test.php
If you are creating many worlds in quick succession I suggest that you delete older worlds by opening the .minecraft\saves folder with Windows Explorer (etc) and manually deleting them instead of deleting them in-game, and/or manually deleting any worlds that were not fully deleted. This happens because the game runs an internal server in singleplayer and the server and client threads are not fully synchronized; when you click "save and quit to title" the server may take a few more seconds to completely shut down and the client attempts to delete files that are still in use, which is not allowed (in the game output you'll see it say that it failed to delete files), and/or the server recreates them to save chunks that have not been saved; in fact, you can even quit the game before it finishes, causing chunks to not save properly (either they will become misplaced, overwriting other chunks, or regenerated).
It is even possible to reload a world again immediately after quitting and cause two copies of the world to be loaded at once, resulting in the first copy complaining that the save is being accessed from another location and aborting the save (here is an example and the results on the world). The loading of multiple worlds can also cause a memory "leak" (temporary, a true memory leak is persistent) and an out of memory crash.
Ironically, Mojang could easily fix all of these issues by adding a few lines of code that force the client to wait until the internal server has shut down; if you've ever used Forge you may have seen the message "Shutting down internal server" when quitting or after a crash (crashes are also less likely to corrupt Forge worlds because of this; vanilla also attempts to safely shut down if possible but usually closes too quickly to complete the shutdown). I took the code from Forge and modded it into vanilla 1.6.4 and have never had any sort of issues since (I never had any problems when playing normally, just when making multiple worlds to test mods).
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?
I'm not looking for a fix, i just found a weird seed a wanted to share it
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!


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As previous posters pointed out, most of that is not because of the seed but because Minecraft messed up and mixed bits of two different worlds.
Though this seed does have some pretty interesting formations near spawn even when generated properly.
Just testing.
this seed on 400 Y 800 a Village right in front of a pillager outpost (for bedrock)
-3002897515408615987