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A world or level is an individual Minecraft "universe" which encompasses all blocks and entities in each dimension. Worlds can be accessed and edited through the world selection menu from the main menu and can be created with the "Create New World" button.
Worlds are split into three dimensions, which are in turn composed of blocks of various sizes, usually either cubic or composed of one or more cuboids, or of flat plane images, all of which are arranged in a Euclidean grid. Fluids, entities and particles also exist within these worlds, and certain locations of the world can possess biomes and different levels of light. Blocks and entities can possess other attributes such as items, effects and, by extension, enchantments. The terrain of world is procedurally generated before players can modify blocks and entities within. Various structures and features can also generate inside worlds, sometimes containing chests with loot inside.
A player can manage settings for gameplay and world generation before world creation in the Create New World screen, and after creation through game rules and the edit world screen.โ[BE only] Worlds can be generated with several world types, and there are generation options for the world seed and the bonus chest. From the world options, the player can manage the world file, including duplicating, deleting, exporting (to transfer the world or upload to a server),โ[BE only] and uploading to Realms. Worlds can be modified using resource packs, data packs,โ[JE only] behavior packs,โ[BE only] and experiments. World content can be created efficiently using projects in Bedrock Editor.
Minecraft Realms allows server-hosting and world storage online. Each Realm can store three worlds in slots and automatical backups or manual cloud saves,โ[BE only] which can be accessed from any device by the Realm owner.
Each world is saved in its own separate folder in the .minecraft/saves folder. Files relating to chunks in the Overworld are stored in the dimensions/minecraft/overworld folder, Nether files are stored in the dimensions/minecraft/the_nether folder, and End files are stored in dimensions/minecraft/the_end. Each dimension has its own data, poi, and region folders that is stored in its directory.
Each world is saved in its own separate folder in the com.mojang/minecraftWorlds folder. This world folder can be compressed into a .zip file, which can be changed into a .mcworld file to tranfer the world. Exporting worlds on Windows devices automatically zips the world in a .mcworld file, which can be imported on non-console devices by opening the file with the Minecraft app, or using the import world feature in the Play screen.
Worlds can be managed in-game from the storage settings. Here, the player can select worlds to delete. It also shows unlisted worlds, which are not playable due to corruption or an error.
An average Bedrock Edition world, where the player explored around one thousand blocks in some directions, takes up around 100MB of storage. It increases when the player explores more chunks and when chunk updates are executed there; chunks that are generated for the render distance but stayed outside the simulation distance will be deleted after the session. When the device's storage is almost full, the player gets kicked from a world and can no longer play local worlds until storage is freed up.
Worlds can be synchronized with the Xbox cloud. There are three types of cloud storage in Minecraft:
A world file can be converted to a world template to easily modify its contents, such as add-ons and additional languages for the world name, in order to let a player create a new world with data stored in the template.[1] A world template uses the same directory structure as regular world files, with a few additional JSON files.
"world_template" type. Contains the name and ID of the world. If the name and description are set to pack.name and pack.description, these will be assigned the texts specified in the localization files. Optionally, "allow_random_seed" : true can be added to the header to override seeds stored in the world data and generate a new world with a random seed.pack.name= followed by the name of the template, and pack.description= followed by the description. languages.json should contain an array of all language codes used.A finished world template can be zipped and packaged as a .mctemplate file. Opening this file will automatically import it as a world template, stored in com.mojang/world_templates. World templates can also be imported on Windows in the "Create from..." screen opened after pressing the "Create new world" button in the play screen.
All imported world templates are shown in the "Create from" screen. Selecting a world template will show the description, and opening it will open the Create New World screen with all data from the world template. Even though it may contain saved chunks and player data, the world seed (if "allow_random_seed" : true) can be changed, which may result in a sharp boundary between the saved chunks and newly generated chunks. Furthermore, Hardcore can be toggled again, allowing to revive dead players. Various game settings can be locked using lock_template_options, which requires to confirm a warning before one can change them.
World templates can also be purchased from the Marketplace. A list of Marketplace and Marketplace Pass world templates is shown in the "Create from..." screen, which can create a world similar to custom world templates.
base_game_version can be set to any minor release after 1.13.0.[2] When set to an older version, the world will be created without vanilla resource and behavior packs from higher versions. In other words: the world is locked in an older version, features behave differently, have older looks, and new features are not available. Because the engine still runs on the latest version, unlike with backward-compatibility in Java Edition, certain features do behave differently from the actual game version. This includes hard-coded features outside resource and behavior packs, music, and various bugfixes, as well as features in the game that are not part of the world (such as menu screens).
| Java Edition pre-Classic | |||||||
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| rd-132211 | Level data is saved in a single level.dat file inside the game's root directory. | ||||||
| Java Edition Classic | |||||||
| 0.0.13a | Added online level saving for players with accounts. | ||||||
| 0.0.13a_03 | Fixed a bug on level saving by updating the LWJGL version. | ||||||
| 0.0.14a | Saved levels do not load properly. | ||||||
| 0.0.14a_03 | Level loading appears to have been fixed now. | ||||||
| 0.0.19a | Generating a new level while on a multiplayer server, or saving the server level, no longer works. | ||||||
| 0.24_SURVIVAL_TEST | Level saving/loading is now disabled. | ||||||
| 0.25 SURVIVAL TEST | Level saving/loading is now enabled again. | ||||||
| Entities can now be saved. | |||||||
| 0.28 | Altered the level saving/loading code.โ[more information needed] | ||||||
| 0.30 | Online saving is no longer available for free accounts. | ||||||
| It is now possible to save a level locally. | |||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | New work-in-progress level format. | |||||
| Level saving/loading no longer works. | |||||||
| 20100122-2251 | Players can now save and load the game locally using the Indev level format. | ||||||
| Java Edition Infdev | |||||||
| 20100227-1414 | Level saving and loading is no longer functional, as saving a level produces an empty .mclevel file. | ||||||
| 20100313 | Since the game does not yet save anything to the disk, players lose data from chunks they unload. | ||||||
| 20100327 | The game now automatically saves while playing. | ||||||
| Level saving is now possible again and uses the new Alpha level format. | |||||||
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| Preview 26.30.28 | Worlds can now be synced with the cloud on Windows. | ||||||
| Legacy Console Edition | |||||||
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| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU0 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added worlds. Worlds can be created, saved, and deleted. |
| TU3 | Added a save file cache to improve the speed of displaying the saves list. | ||||||
| TU5 | Added the ability to rename an existing world. | ||||||
| Added a confirmation dialog on the player choosing to exit without saving. | |||||||
Issues relating to "World" are maintained on the bug tracker. Issues should be reported and viewed there.
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| Matter | |||||||
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| Joke |
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| Removed |
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