I am creating a world in Minecraft creative mode superflat 1.12.2, and after working on in awhile, I realized that I want to disable structures (Namely villages). How can I do this after I've already worked very hard on it, and don't want to lose it? (And yes, I'm aware that removing all of the doors would technically make it no longer a village)
Also, I'd like to disable all of the annoying small lakes of water that are located pretty much every few blocks away.
To remove water lakes you also need to edit "generatorOptions", which for Superflat worlds is a string which includes all the options, with lakes being enabled with with "lake" and "lava_lake" (I'm guessing that you used the Overworld preset, which has both with water lakes being much more common).
The Meaning of Life, the Universe, and Everything.
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Sidmarill
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You could easily do this with WorldEdit. You can make a selection around your current structure, //copy and then //schem save mcedit [structure name] (minus the brackets), then create a new superflat world (you can easily grab a custom superflat world from here) and whilst in the new world, do the command //schem load mcedit [structure name] (again, minus the brackets), and then //paste. If it doesn't paste properly, you can easily to //undo and //paste again until it sits properly!
This is the easiest solution I can think of, but I would still make backups just in case you mess up somewhere. Also, I'm pretty sure when you use //copy, it is relevant to where you stand. so you should stand on the ground when you copy and paste. if you copy in the air and paste on the ground, it would be below the surface.
The Meaning of Life, the Universe, and Everything.
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Sidmarill
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I use WorldEdit and I'm currently using 1.12.1. Been able to use the schem save method once or twice before, it should work for you too. If not, reply back on this thread and we can see if we can work somethin out for you
One last question: If I edit my world with mods, (Using WorldEdit to transfer my structures), will it still carry over to vanilla minecraft? Or will I always have to open it with mods?
Like Sidmarill said, if your structure already has mods in it it will remove the mods. But as seeing you are in vanilla, you could use the worldedit mod to make changes and than change it back to vanilla, it will warn you if you leave a modded block it's missing these and make a backup of it, but backups are always a good thing in the first place. And even though you are probably in 1.12.2 the mod for 1.12.1 should still work. Hope it all helps.
You only get that missing mod warning if you open the world in Forge without the mods - vanilla does nothing at all except crash or regenerate the offending chunks in the worst-case (just some unknown blocks usually doesn't cause any issues other than disappearing); for example, the following happened when I intentionally opened a modded world in vanilla, there were no other indications that anything was wrong:
However, if only vanilla blocks (items, entities, tile entities, biomes) are present it is perfectly safe to open the world in vanilla unless a terrain-altering mod was used (there will be discontinuities between new and old terrain, as with upgrading from 1.6.4 to 1.7.2, otherwise it is still safe to open it in vanilla, unknown biomes will also just default to plains but that could cause undesired effects).
Also, I personally recommend using MCEdit since you do not need to install any mods along with the potential issues using mods can cause, and MCEdit is capable of performing extremely large operations with minimal resources (for example, I've used it to analyze a 90,000 chunk world on a 32 bit system; that many chunks requires on the order of 5 GB of RAM to load all at once. It will run slower though due to disk caching). MCEdit is also able to open worlds created in almost any version, even ones released after it was released (as long as the save format remains the same, this is likely to change in 1.13), as well as virtually any mod (again, unless they alter the save format, such as Cubic Chunks), although there may be issues with some blocks (e.g. an unknown light-emitting or transparent block will be treated as if they do not emit/pass light since that properly is inherent to the code, not the save data).
I am creating a world in Minecraft creative mode superflat 1.12.2, and after working on in awhile, I realized that I want to disable structures (Namely villages). How can I do this after I've already worked very hard on it, and don't want to lose it? (And yes, I'm aware that removing all of the doors would technically make it no longer a village)
Also, I'd like to disable all of the annoying small lakes of water that are located pretty much every few blocks away.
To remove water lakes you also need to edit "generatorOptions", which for Superflat worlds is a string which includes all the options, with lakes being enabled with with "lake" and "lava_lake" (I'm guessing that you used the Overworld preset, which has both with water lakes being much more common).
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?
You could easily do this with WorldEdit. You can make a selection around your current structure, //copy and then //schem save mcedit [structure name] (minus the brackets), then create a new superflat world (you can easily grab a custom superflat world from here) and whilst in the new world, do the command //schem load mcedit [structure name] (again, minus the brackets), and then //paste. If it doesn't paste properly, you can easily to //undo and //paste again until it sits properly!
This is the easiest solution I can think of, but I would still make backups just in case you mess up somewhere. Also, I'm pretty sure when you use //copy, it is relevant to where you stand. so you should stand on the ground when you copy and paste. if you copy in the air and paste on the ground, it would be below the surface.
That sounds promising. Unfortunately, MCEdit only works up to Minecraft 1.11
I use WorldEdit and I'm currently using 1.12.1. Been able to use the schem save method once or twice before, it should work for you too. If not, reply back on this thread and we can see if we can work somethin out for you
Cool, thanks!
One last question: If I edit my world with mods, (Using WorldEdit to transfer my structures), will it still carry over to vanilla minecraft? Or will I always have to open it with mods?
depends if the structure you're copying over uses mods or not. Any custom blocks won't copy over properly unless you have the same mods installed.
You only get that missing mod warning if you open the world in Forge without the mods - vanilla does nothing at all except crash or regenerate the offending chunks in the worst-case (just some unknown blocks usually doesn't cause any issues other than disappearing); for example, the following happened when I intentionally opened a modded world in vanilla, there were no other indications that anything was wrong:
However, if only vanilla blocks (items, entities, tile entities, biomes) are present it is perfectly safe to open the world in vanilla unless a terrain-altering mod was used (there will be discontinuities between new and old terrain, as with upgrading from 1.6.4 to 1.7.2, otherwise it is still safe to open it in vanilla, unknown biomes will also just default to plains but that could cause undesired effects).
Also, I personally recommend using MCEdit since you do not need to install any mods along with the potential issues using mods can cause, and MCEdit is capable of performing extremely large operations with minimal resources (for example, I've used it to analyze a 90,000 chunk world on a 32 bit system; that many chunks requires on the order of 5 GB of RAM to load all at once. It will run slower though due to disk caching). MCEdit is also able to open worlds created in almost any version, even ones released after it was released (as long as the save format remains the same, this is likely to change in 1.13), as well as virtually any mod (again, unless they alter the save format, such as Cubic Chunks), although there may be issues with some blocks (e.g. an unknown light-emitting or transparent block will be treated as if they do not emit/pass light since that properly is inherent to the code, not the save data).
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 know how you can get no villages in your world.
all you have to do is before you make your world you go to the settings of the world and then you can turn of the natural structures from spawning.
but if you want to add you structures to that world then just use MCEdit to copy and paste you building to that world.
that's my best advice i hope it comes to use one day