This looks like the aftermath of multiple large explosions, and the mismatched chunk borders are likely indicative of a bug these old versions had when deleting worlds, leaving some of the chunks behind, then when you create a new world with the same name it reuses the existing files (even modern versions might still still leave files behind, they just made it so they won't reuse an existing folder, though anything since 1.13 will not be compatible at all with 1.6):
Otherwise, if you are trying to imply this just randomly happened then you are lying, simple as that (not trying to be mean but modders, myself included, have access to the source code so they would have long ago found any "weird stuff" that might be hidden in it, no matter how well, unless it is very simple, like "Minceraft", and they still found it pretty fast once it was known there was a "secret". Nor can any kind of world generation ever result in something like that, the closest might be a "basin", exposed areas of stone with some random grass/sand/etc blocks scattered on them, but not anything like that, nor would a forest fire spread that far (unless you are in a much older version, Alpha or earlier in Beta). I can tell that is due to explosions, major explosions (the game wasn't intended to handle explosions much larger than 6 or so, which start to leave cubical craters with geometrical lines of blocks left in them and only destroy random blocks further away, no matter how large), like you played with the /summon command in 1.7 (1.6 can load worlds from 1.7 without too many issues, even 1.8-1.12 with slightly more (due to item IDs now using strings instead of numbers, 1.11 changed entity IDs, e.g. "Chest" to "chest", which are seen as different since they are case-sensitive. 1.13 completely changed how chunks store blocks so they will simply be regenerated).
This looks like the aftermath of multiple large explosions
Is this actually purpose or a bug? All explosions beyong size 8 seem to look like that. I was always curious about it.
and the mismatched chunk borders are likely indicative of a bug these old versions had when deleting worlds, leaving some of the chunks behind, then when you create a new world with the same name it reuses the existing files (even modern versions might still still leave files behind, they just made it so they won't reuse an existing folder, though anything since 1.13 will not be compatible at all with 1.6):
I have been doing this all my life, thanks for the info... If i restart the game or server between it should be fine right? Or does it actually leave the folder?
Is this actually purpose or a bug? All explosions beyong size 8 seem to look like that. I was always curious about it.
I have been doing this all my life, thanks for the info... If i restart the game or server between it should be fine right? Or does it actually leave the folder?
This is due to the fact there are a limited number of rays, each clearing out a single line of blocks so at some point they diverge enough to leave blocks untouched between them, and they are projected to the sides of a 16x16x16 cube (the actual length of a ray varies with the power and a random factor, as detailed by the Wiki) ; more would enable larger explosions to leave a proper crater but vanilla itself only creates explosions up to 7 (Withers). I even put in a hard limit of 7 because of this (there is no /summon in 1.6.4 so this can't be abused anyway, I did have some fun with it in 1.7), and made explosions unable to load chunks (the reason why very large explosions crash the game from out of memory; example).
As for MC-315, the issue occurs when the client attempts to delete files while the internal server thread is still running, which will fail because you can't delete files that are in use (if you've ever tried deleting/renaming files/folders in File Explorer and gotten a message saying it is in use by some program this is the same thing):
[Mod] Kumasasa added a comment - 22/Jul/14 8:00 AM
@duckofduckness: It's the server still saving the world files while the client tries to delete the files:
So they will be left behind, and possibly recreated if the client deletes the file before the server saves it (recreating it, with only chunks that were saved so you'll get a random pattern of chunks), this isn't some weird case of the game somehow keeping data loaded in memory and re-using it (not possible, given that the game creates an entirely new "WorldServer" instance for each world loaded; it is true that various code retains references to it, causing memory leaks, but this is completely unrelated and any such instances are completely inactive once the server has shut down). Yes, if you quit the game, then delete the worlds on the next launch they should be properly removed. I imagine this is why Forge added the fix I use, which displays the "shutting down internal server" messages, among other reasons (it is also possible for data loss to occur when the client terminates the server process while it is saving, as I've seen the following error appear after quitting a world in vanilla):
17:50:20 - java.io.IOException: Stream Closed
17:50:20 - at java.io.RandomAccessFile.seek(Native Method)
17:50:20 - at net.minecraft.src.RegionFile.write(RegionFile.java:292)
17:50:20 - at net.minecraft.src.RegionFile.write(RegionFile.java:207)
17:50:20 - at net.minecraft.src.RegionFileChunkBuffer.close(RegionFileChunkBuffer.java:23)
17:50:20 - at java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:241)
17:50:20 - at java.io.FilterOutputStream.close(FilterOutputStream.java:160)
17:50:20 - at net.minecraft.src.AnvilChunkLoader.writeChunkNBTTags(AnvilChunkLoader.java:177)
17:50:20 - at net.minecraft.src.AnvilChunkLoader.writeNextIO(AnvilChunkLoader.java:162)
17:50:20 - at net.minecraft.src.ThreadedFileIOBase.processQueue(ThreadedFileIOBase.java:39)
17:50:20 - at net.minecraft.src.ThreadedFileIOBase.run(ThreadedFileIOBase.java:27)
17:50:20 - at java.lang.Thread.run(Thread.java:745)
This error is actually quite common, the "mcp.log" file from my vanilla 1.6.4 MCP instance contains 10 such errors, though it is much less likely to occur if you hadn't been flying around generating a lot of chunks right before quitting a world, as I usually use this instance to check something out since MCP starts up much faster than the official launcher and I often make some minor change to test something (this is also true for the deletion error since the server has to save more chunks at once, the worst-case is if you generate a new world or teleport to a new area and immediately pause the game, since there will be tens of thousands of "tile ticks" to save from gravel blocks that will fall (most of the time spent saving is due to iterating over a global list in order to pick out which tile ticks are within the chunk being saved, for each chunk being saved), which may be why they no longer automatically fall in newer versions, I also often get "memory connection overburdened" warnings from the client as a result, which is due to more than 2500 packets being sent per tick (I fixed this by properly implementing the "fallInstantly" mechanic in BlockSand, that is to say, they never turn into falling sand entities at all but are instantly placed at the lowest point they can fall to, with gravel deposits placed bottom-up so each block can be moved down as it is placed. It also helps a lot that I made the patches of sand and gravel that generate underwater not collapse into caves).
A video with a few examples of how long the game might take to save (normally it only shows up for a second or less, quitting immediately after generating new chunks takes longer, especially in vanilla, or before I changed the falling sand behavior):
The image shows the strange chunks in my new world
This looks like the aftermath of multiple large explosions, and the mismatched chunk borders are likely indicative of a bug these old versions had when deleting worlds, leaving some of the chunks behind, then when you create a new world with the same name it reuses the existing files (even modern versions might still still leave files behind, they just made it so they won't reuse an existing folder, though anything since 1.13 will not be compatible at all with 1.6):
MC-315 Chunks do not delete properly remaining in a newly created world if the same world name is reused
Otherwise, if you are trying to imply this just randomly happened then you are lying, simple as that (not trying to be mean but modders, myself included, have access to the source code so they would have long ago found any "weird stuff" that might be hidden in it, no matter how well, unless it is very simple, like "Minceraft", and they still found it pretty fast once it was known there was a "secret". Nor can any kind of world generation ever result in something like that, the closest might be a "basin", exposed areas of stone with some random grass/sand/etc blocks scattered on them, but not anything like that, nor would a forest fire spread that far (unless you are in a much older version, Alpha or earlier in Beta). I can tell that is due to explosions, major explosions (the game wasn't intended to handle explosions much larger than 6 or so, which start to leave cubical craters with geometrical lines of blocks left in them and only destroy random blocks further away, no matter how large), like you played with the /summon command in 1.7 (1.6 can load worlds from 1.7 without too many issues, even 1.8-1.12 with slightly more (due to item IDs now using strings instead of numbers, 1.11 changed entity IDs, e.g. "Chest" to "chest", which are seen as different since they are case-sensitive. 1.13 completely changed how chunks store blocks so they will simply be regenerated).
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?
Is this actually purpose or a bug? All explosions beyong size 8 seem to look like that. I was always curious about it.
I have been doing this all my life, thanks for the info... If i restart the game or server between it should be fine right? Or does it actually leave the folder?
Minecraft 1.6.4 Performance Comparison
This is due to the fact there are a limited number of rays, each clearing out a single line of blocks so at some point they diverge enough to leave blocks untouched between them, and they are projected to the sides of a 16x16x16 cube (the actual length of a ray varies with the power and a random factor, as detailed by the Wiki) ; more would enable larger explosions to leave a proper crater but vanilla itself only creates explosions up to 7 (Withers). I even put in a hard limit of 7 because of this (there is no /summon in 1.6.4 so this can't be abused anyway, I did have some fun with it in 1.7), and made explosions unable to load chunks (the reason why very large explosions crash the game from out of memory; example).
As for MC-315, the issue occurs when the client attempts to delete files while the internal server thread is still running, which will fail because you can't delete files that are in use (if you've ever tried deleting/renaming files/folders in File Explorer and gotten a message saying it is in use by some program this is the same thing):
So they will be left behind, and possibly recreated if the client deletes the file before the server saves it (recreating it, with only chunks that were saved so you'll get a random pattern of chunks), this isn't some weird case of the game somehow keeping data loaded in memory and re-using it (not possible, given that the game creates an entirely new "WorldServer" instance for each world loaded; it is true that various code retains references to it, causing memory leaks, but this is completely unrelated and any such instances are completely inactive once the server has shut down). Yes, if you quit the game, then delete the worlds on the next launch they should be properly removed. I imagine this is why Forge added the fix I use, which displays the "shutting down internal server" messages, among other reasons (it is also possible for data loss to occur when the client terminates the server process while it is saving, as I've seen the following error appear after quitting a world in vanilla):
This error is actually quite common, the "mcp.log" file from my vanilla 1.6.4 MCP instance contains 10 such errors, though it is much less likely to occur if you hadn't been flying around generating a lot of chunks right before quitting a world, as I usually use this instance to check something out since MCP starts up much faster than the official launcher and I often make some minor change to test something (this is also true for the deletion error since the server has to save more chunks at once, the worst-case is if you generate a new world or teleport to a new area and immediately pause the game, since there will be tens of thousands of "tile ticks" to save from gravel blocks that will fall (most of the time spent saving is due to iterating over a global list in order to pick out which tile ticks are within the chunk being saved, for each chunk being saved), which may be why they no longer automatically fall in newer versions, I also often get "memory connection overburdened" warnings from the client as a result, which is due to more than 2500 packets being sent per tick (I fixed this by properly implementing the "fallInstantly" mechanic in BlockSand, that is to say, they never turn into falling sand entities at all but are instantly placed at the lowest point they can fall to, with gravel deposits placed bottom-up so each block can be moved down as it is placed. It also helps a lot that I made the patches of sand and gravel that generate underwater not collapse into caves).
A video with a few examples of how long the game might take to save (normally it only shows up for a second or less, quitting immediately after generating new chunks takes longer, especially in vanilla, or before I changed the falling sand behavior):
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?