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ChunkRandomizer

The Chaotic Chunk Randomizer is a Bedrock add-on that instantly transforms the terrain of every new chunk you enter into a completely random block type.

File Details

ChunkRandomizer.mcpack

  • R
  • Jun 1, 2026
  • 348.76 KB
  • 407
  • 26.20+43

File Name

ChunkRandomizer.mcpack

Supported Versions

  • 26.20
  • 26.13
  • 26.12
  • 26.11
  • 26.10
  • 26.3
  • 26.0.02
  • 26.0
  • 1.21.132
  • 1.21.131
  • 1.21.130
  • 1.21.124
  • 1.21.123
  • 1.21.122
  • 1.21.121
  • 1.21.120
  • 1.21.114
  • 1.21.111
  • 1.21.101
  • 1.21.100
  • 1.21.94
  • 1.21.93
  • 1.21.92
  • 1.21.90
  • 1.21.82
  • 1.21.81
  • 1.21.80
  • 1.21.73
  • 1.21.72
  • 1.21.71
  • 1.21.70
  • 1.21.61
  • 1.21.60
  • 1.21.51
  • 1.21.50
  • 1.21.44
  • 1.21.43
  • 1.21.41
  • 1.21.40
  • 1.21.30
  • 1.21.21
  • 1.21.20
  • 1.21.2
  • 1.21

📝 Changelog - v1.0.0 (Initial Release)

✨ Features & Additions:

  • Initial Launch: Welcome to Chunk Chaos!

  • Dynamic Chunk Detection: Implemented a real-time tracking system that triggers the exact moment a player crosses into an unvisited 16x16 chunk.

  • Massive Block Pool: Added a randomized pool of over 30 chaotic blocks (including TNT, Anvils, Slime, Diamond Blocks, and more) for terrain transformation.

  • Safe-Swap Technology: Engineered the replacement logic to only target natural terrain (dirt, stone, deepslate, sand, etc.) to ensure players do not suffocate inside solid blocks or lose empty air space.

  • Chat Notifications: Added a personalized chat broadcast that alerts the player of the specific block type generating beneath them upon entering a new chunk.

⚙️ Technical & Performance:

  • Engine Requirements: Built fully on the modern @minecraft/server Scripting API (v1.11.0). Requires Beta APIs experiment to be enabled in world settings.

  • Lag Mitigation System: Integrated a custom background command queue that processes block fills in micro-batches (maximum 6 per game tick). This bypasses the game's standard volume limits and prevents server crashes during massive terrain shifts.

  • Vertical Chunk Slicing: Divided the chunk-filling logic into three vertical Y-coordinate zones (Y: -64 to 63, Y: 64 to 191, and Y: 192 to 319) to ensure seamless, total coverage from the bottom of the world to the sky limit.