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So, I read an article where someone's server kept crashing and a new random seed would be assigned each time it was restarted, however, because some of the chunks had already been generated they kept the biomes from their original seeds resulting in a mish mash of numerous seeds with strange chunk boarders. Is there any way to force something like this, or achieve a similar end result? I have a server that has used a random seed and generated a large proportion of the chunks around spawn, but I want to use a different seed to generate the rest as there is not much variety in the biomes. 120.145.187.38 09:24, 6 January 2015 (UTC) Kaleb
can there be a section about has the world uses the seed for generationThe Bumblebeeπ Image
22:48, 16 July 2020 (UTC)
Could we add an explanation of "shadow seeds", or at least agknowledge their existance in the Trivia section? --AccurateJany (talk) 23:58, 7 August 2020 (UTC)
this needs no explanation. Bugs do happen. Like this bug report I just posted: --IronMan2010 (talk) 00:26, 15 December 2020 (UTC)MC-208455IronMan2010 (talk) 00:26, 15 December 2020 (UTC)
Maybe add a few seeds for odd generation like those explored by youtubers like Antvenom(Java) and Ibxtoycat(Bedrock) or survival islands.
I imagine I've seen a video from someone who broke down what different parts of a seed mean (examples: Terrain, Structure, etc.)
Lopolin (talk) 15:35, 4 September 2021 (UTC)
The "level" term is no longer going to be used in 1.18.0, do we still need to keep the page as Seed (level generation) or we'll move it to Seed (world generation)?
In his recent video https://www.youtube.com/watch?v=BbGUHAUfpv4, AntVenom "sort of" discovered 7 different seed (3 affects the world generation on all dimensions) used for world generation in the level.dat file that are seperate from the master seed and modifying it can make a world that looks different on the same seed. Apparently it was added in 1.16 snapshots at the same time experimental support for custom worlds were added.
I think it should be split into "World Generation". ZaLink700 17:57, 22 June 2022 (UTC)
I've read/heard somewhere that on the bedrock edition, the same seed is 100% guaranteed to always result in not only every village being at the same spot, but even every chest will have the same loot.
Meanwhile, as I've found out on the Java edition, while the villages generate at the same place, the layout of the village is always randomized. And some structures, like ruined portals and dungeons always have randomized locations. But for example woodland mansions, ancient cities and terrible fortresses are 100% guaranteed to be in the same place and have identical layout/contents. GMRE (talk) 17:32, 14 May 2023 (UTC)
Pocket Edition versions up until 0.10 used a Unix timestamp (https://unixtime.org/) as the seed, if no seed was entered. I discovered this whilst looking through some old worlds. It seems this is very rarely mentioned online. It could also potentially help somebody with a very old world work out the exact second it was created. I'm not exactly sure when this was added however.
The change seems to have been made at the same time as Pocket Edition switched to using a random string for the world folder name. Iron Ore (talk) 20:46, 3 May 2024 (UTC)
In Revision 3009362, User:User-12316399 suggested we move to this page to World seed, and π Image
I agree. --Simanelix (T|C) 00:17, 8 June 2025 (UTC)
In PE 0.9.5 although the game rejects all numbers from -9 to +9 it's possible to create a world with these seeds by inserting an underscore after the seed (like "1_7"). I don't know if this works in other versions (not including 1.18 and later). Sunwukong3203 (talk) 22:27, 22 June 2025 (UTC)
it would say "Convering World" only! Debug4jItem (talk) 15:46, 16 June 2026 (UTC)
Maybe too technical, but it'd be nice to have info on how a random seed is generated (from a blank input). I've heard people say its based on the time but I'm not sure if that's correct.