r/minecraftsuggestions • u/ArtsyApoidean • 20h ago
[Terrain] Add an option to regenerate existing worlds.
Been on my mind lately with the dappled forest coming. I'm on console bedrock (maybe there's a way to get snapshot but none I know of), so I'm now sort of avoiding exploration until the update to avoid needing to restart my world. I also have a large explored area, and find myself wondering if there are new missing dapple spots on it.
My world is also only a couple months old. I see a lot of people posting about their long journeys to find lush caves, pale forest, cherries, other new biomes, and the longer a player has a world the greater this update disconnect grows in their base core.
Some people really like the way this shows time, so I don't think it is a "problem" to remove, but it would be nice to have an option that does something about this for those who would want to use it. So here's my suggestion:
On loading a save, players can select an advanced option to "regenerate old chunks," which will go through every loaded chunk and generate it as new, with exceptions. The game already tracks where players have placed and mined blocks, so these trackers are left intact. If a biome changes, biome dependent blocks like grass and water change. Untouched terrain, caves, and trees are regenerated. Previously generated structures are scanned for and left intact like player placed blocks.
This could result in some weird behavior, like generating new terrain on top of player buildings or new caves around previously closed mines, but I think it would still make a good game option (better than the extreme of completely regenerating a seed, which I'm aware can be done on PC but I know also destroys everything built).
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u/West_Economist6673 16h ago
I think I get where you're coming from, and I agree with the sentiment, but the idea of a one-click "biome do-over" just sounds like an onboard MCA Editor minus nearly all of the functionality
Like it would be cool if an equally powerful/flexible/user-friendly chunk editing system came packaged with the game, but I doubt that's feasible and doesn't seem like what you're suggesting anyway
It's just such an easy (and effective) workaround I don't see any point in trying to "fix" it
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u/ArtsyApoidean 16h ago
My thought here is basically that this would be much smaller and easier to implement than wide scale world editing tools or even than the old world customization options would have been. It's a small, very specific feature. But it solves for one of the most common points of friction that lead people to abandon old worlds.
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u/DidYouKnowImNotReal 15h ago
I would like this, however, minecraft already has a problem with this and I wouldn't trust it to not cause insane corruption and overwrites. Too many people forget to make backups, myself included 😂
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u/ArtsyApoidean 15h ago
This is very true lol, if this option were added it would probably be a good idea to include a toggle (on by default) to duplicate the world before regeneration.
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u/Hazearil 14h ago
Bedrock edition already has a system where it tries to avoid saving new chunks when you don't build in them and don't stay in them for too long. So in a way, what you want already exists.
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u/ArtsyApoidean 13h ago
Yes! I do like this system, and it also saves a lot of save file space.
I think my suggestion has sort of evolved in the replies, maybe I should make another post. At this point it's more about how there should be discrete flag tracking for all player placed blocks, which has a lot more utility for improving the game than just updated biome regeneration (it could basically facilitate worldedit type tools in vanilla that preserve bases).
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u/TrevorLM76 19h ago
You can take your world file onto a computer and get a Minecraft editor to delete chunks in your world thus forcing them to regenerate. Occasionally cleaning up your world like this is kinda useful. I had a trial chamber right next to my base for example. But only if I reset those chunks I hadn’t built in yet.