The experiment went awry. The world is gone... sealed away or lost to the void. You just managed to activate a failsafe in time, saving but the smallest portion of the world. But there is still hope - perhaps the world can still be repaired - chunk by chunk.
Chunk By Chunk is a mod that starts the world with just a single chunk (16x16 column of world), but provides the ability to grow the world, adding additional chunks over time. Key to this are World Cores - found hidden at the bottom of each chunk. World Cores can also be used to build a World Forge, which provides the ability to refine raw dirt and stone into more World Cores.
There are two options for how the generated - missing chunks are either empty (making a skyworld), or are replaced with bedrock (sealing them).
From version 1.6.0 onwards:
You can now configure Chunk By Chunk from the main menu, using the Mods... menu prior to creating a world to configure the settings for that world. For fabric or quilt this requires the Mod Menu mod.
This is a stunningly cool mod... and I am really enjoying how it gets you to approach the game differently but i wonder if it might be possible to increase the rate of chunk conversion maybe if the spawner converts all adjacent chunks at least or some other formula for exponential conversion. Maybe if i get the the point of using a mining machine i could automate spawner production but its still a pain in the butt to go an activate each and every chunk by hand.
Hey I just got this mod, so how do you use the world cores?
In reply to greg_727:
They are used in crafting at a crafting bench. There's a few things you can make with them, but you probably either want to craft a World Forge for making more cores, or an Unstable Chunk Spawner to spawn a new chunk (or upgrade to a stable Chunk Spawner if you want a non-random chunk).
There's a set of advancements you should be able to see in game that provide a small amount of instruction, although they are a little terse.
I love this mod. Do you accept donations?
In reply to Areqpll:
I don't have any mechanism set up for donations - not really interested in it at the moment.
In reply to dividesBy0:
You made my minecraft life begin again after so many years, I would love to support you any way I can.
Thanks for your work!
it would be pretty cool if you could make this work using immersive portals world wrapping
you wouldnt have to deal with limitting world gen either i dont think, since the other chunks would simply be unnaccessable
Did you remove the 1.16.5 version from downloads? Cus I can't seem to find it anywhere
In reply to jetix_goat:
There's never been a 1.16.5 version.
Is it compatible with Oh The Biomes You'll Go? It seems that biomes from the mod don't generate
In reply to jetix_goat:
I'll have to look into it... so far from what I can tell there's no minecraft version supported that is common between Oh The Biomes You'll Go and Chunk By Chunk though? Details on the versions you are using may be helpful. I probably should update to 1.18.2 soon anyhow.
In reply to jetix_goat:
I ported across to 1.18.2, and it looks like ChunkByChunk works with Oh The Biomes You'll Go with that done... sometimes it doesn't feel like it because you end up in a standard Minecraft biome though. The new version of ChunkByChunk should be up shortly.
Wonderful mod. A skyfactory modpack with this as the world gen -- old concept, new twist
Quick question - What's the difference between an Unstable Chunk Spawner and Chunk Spawner? I created and used both to spawn chunks, but both disappeared after the spawn.
In reply to whiteopaldragon:
The unstable chunk spawner spawns a chunk from a random location in the world, while the stable chunk spawner spawns the chunk that is meant to be in that location.
I'm looking to use your mod for a modpack. I'd love to get rid of the chests with world cores since I want to add my own recipes. Can I override it with a loot table or get rid of the chest in general?
In reply to Spice_TV:
There is a config option "spawn_new_chunk_chest" in the ChunkGeneration section of the mod's config file which can be set to false to disable the chest spawn. This file is found in defaultconfigs folder and is generated on first run if missing - otherwise it is read and applied for each new world. If you can include that in the mod pack with your desired config that should work - I am not entirely across what you can do in a modpack though.
Hello! I really enjoy this mod, but I've been having a problem where new worlds will only load one chunk and old worlds will load in with large missing areas, even if I haven't selected this as a world type. I REALLY want to keep this installed, but I can't keep it if it's disrupting new and already established saves.
I'm using Fabric 1.17.1, if it helps.
In reply to CosmicSynthetics:
Greetings :).
I'm afraid that is working as intended - with the mod installed any world will be one-chunkified. This is necessary for it to play nicely with other mods that have custom world generation, or to work on a server without pregenerating a world, or even just allow you to use one of the built-in world generation prefabs like large biomes with a one-chunk world. I might suggest you consider using one of the alternate minecraft launchers that allow you to have multiple minecraft setups with different mods installed.
I guess one thing I can look to do is add a configuration option to disable the world generation part of the mod. Alongside adding configuration UI this would allow me to remove the existing world options, which are a little deceptive. There's still a good chance that loading existing worlds won't behave as desired though.
a few questions:
is there a config for how much of a chunk needs to be mined to unseal the world core? not only do i really not want to have to completely mine out a chunk to open up the next one (it's both tedious and makes the chunk ugly in the process), but also i don't see it playing nice with mods that add their own unbreakable blocks (or if you get unlucky and get a block that's covered by bedrock on all sides)
in the sealed world, would that world type break if you manage to teleport inside the bedrock-covered chunk? it just says that these chunks are covered in bedrock outlines, not entirely replaced with bedrock. additionally, how do structures work in this worldgen type, do they get covered? can mobs spawn in the petrified chunks?
In reply to NyanMinecrafter:
At the moment you can configure how deep the chest which contains the cores spawns, and how many blocks it allows to be above it before it will open. By default it spawns at -60 (in 1.18, at 4 in 1.17), which is the first layer that bedrock appears in the standard generation so it won't have bedrock above it. The default leeway is 16 blocks, this certainly could be upped. I am planning to rework this mechanic - the current setup was inspired by Punch-a-chunk challenges, so isn't really conductive to standard play.
The sealed chunks are completely bedrock, but are generated ignoring structures and trees - they're basically just heightmap. When they're unsealed the structures will appear (the "true" world is generated in an additional dimension and copied across, including villagers and cats).
My understanding is that mobs don't spawn on bedrock so the petrified chunks will remain clear.