Chunky
Pre-generates chunks, quickly and efficiently
Features
- Start one or several chunk generation tasks at the same time (if you want to leverage your CPU more)
- Pause chunk generation tasks, saving them for later
- Shows detailed information such as chunks processed, percent to completion, ETA, chunk processing rate, etc
Permissions
You will need OP to use commands.
On a dedicated server, type op <username> from the server console. If using single player, enable cheats.
Commands
chunky start Starts a new chunk generation task
chunky pause Pauses the current chunk generation tasks, and saves progress
chunky continue Continues running current or saved chunk generation tasks
chunky cancel Stops the current chunk generation tasks, and cancels progress
chunky world <world> Sets the currently selected world
chunky worldborder Automatically sets the center and radius based on the currently selected world
chunky center <x> <z> Sets the current center block location
chunky spawn Set the center to the spawn point
chunky radius <radius> Sets the current radius
chunky corners <x1> <z1> <x2> <z2> Set by corner coordinates
chunky shape <shape> Set the shape to generate
chunky pattern <pattern> Set the generation pattern
chunky silent Toggle displaying update messages
chunky quiet <interval> Set the quiet interval in seconds for update messages
Examples
Generate chunks centered on 0,0 with a 1000 block radius in the overworld
chunky radius 1000
chunky start
Generate chunks centered on 100,-100 with a 5000 block radius in the nether
chunky center 100 -100
chunky radius 5000
chunky world the_nether
chunky start
Set a world border at 0, 0 with a 10000 block radius and generate chunks inside
worldborder center 0 0
worldborder set 20000
chunky worldborder
chunky start
Additional Links
Wiki Find up-to-date information about plugin features
Discord Visit the #chunky channel and ask questions
Donate Support the project if you've found it useful
bStats Check out some cool stats about the plugin
CodeMC Download the latest builds from this mirror
Screenshots
Ryzen 3700x processor and 16GB RAM allocation generating 3 worlds at the same time
can i do pregen of better minecraft plus modpack with this? my server specs 6 core Intel Broadwell; 28 GB ram
In reply to ruchitrk25:
No known incompatibilities. Though with a large mod pack and an old CPU it will probably take a while. If you're having any trouble join the Discord server for help. :)
some questions:
a) is it possible with chunky to create proto-chunks with a certan status like 'biomes', 'noise', 'features', etc?
b) will existing proto-chunks be skipped or upated to 'full' versions when chunky detects them?
e.g running chunky in an older mc version to get the old worldgen behaviour, - switching to 1.18 and trying to get retrogen of new features BUT keeping the worldgen, since 1.18 generates differentl with same seed
p.s is there any reference info for the different chunk status nbt tags, that goes further than just naming all possible status entries? i havent found any source that would explain in detail the impact of each entry (some can be guessed, but thats not detailed knowledge)
In reply to didntsaythat:
Some good technical questions here. I will not answer them all in detail via post reply but I invite you to join our Discord server (linked on the page here) if you wish to discuss further. Chunky currently only supports bringing chunks to full status. They can be in any prior status, but they will always be upgraded and brought to full status after running pre-gen over the region. For example, generating on 1.17 to full status, and then separately loading up 1.18 and upgrading / apply retro-gen. I have not tested other statuses since this is an uncommon use case and so I do not know what the behavior is -- but it should in theory be a simple change and the chunky code is open source so you may experiment with it yourself if you are curious (tip: see the ForgeWorld class implementation).
In reply to pop4959:
Thank you for the already quite detailed answer. sadly im not into java or really familiar with the stuff that works under the hood, rather a very interested user, that tries to understand the needed mechanics for my goals. Atm im experimenting with the import of my old 1.12 world into 1.18, - so far i generated in 1.17 since its same worldgen behavioir and then loaded it into 1.18 and experimented with the changes. mcaselector is a great tool to manipulate stuff and right know it got a big update with the forced blending feature. was able to retrogen ores and surface features while keeping old terrain layout (not sure how i get villages to retrogen) - but the retrogen happened so far only in game, havent tried with chunky (and therefore my aboves question). If i understand correctly, i could run chunky in 1.18 after import to upgrade all status field modified proto-chunks to full, what would be exactly what i want.
In reply to didntsaythat:
I think you are talking about "retro-gen" in a bit of a different context here, but it sounds like chunky still will do what you want. Just to clarify, loading up chunks in one version of the game generally brings them to full. Let's say the chunk was initially generated in 1.17. When you update to 1.18, it doesn't suddenly become a protochunk. It is still a full chunk, just with an outdated version. When those outdated chunks get loaded they are put through a system called DFU which makes them compatible with the currently loaded version of the game. In 1.18 the game also applies biome blending and retro-gen below y=0. If you're going from 1.12 -> 1.18, it will run through all of the stages of DFU for each version to bring it up-to-date. Usually not much to worry about, but take backups :)
In reply to pop4959:
ah, cool to know. i was aware that loading up chunks bring them to full. the problem was that it didnt retrogen new ores or new flora on the already existing chunks if im not heavily mistaken. so i used mcaselelctor to reset the status flag of all imported chunks e.g to empty what did the trick somehow. terrain, biomes and playermade structures been kept but new ores and flora got generated on the existing (imported) chunks and their flag set to full again, once they got processed.
so basically im running chunky 2x. First time in 1.17 to expand my 1.12 word with old worldgen noise (they get a new ntb tag in 1.18 under' blending data': old_noise =1) , then reset the status flags, loaded in 1.18 and running chunky again to do the remaining work, so the game doesnt need to do that while playing.
ps. yea, backups are really important while messing and tinkering around :)
Hi,
I can't get nether or end generating working. There is no folder or world called world_the_end or world_nether. How do I go about generating the chunks for those?
when I try chunky start world_nether it doesn't work :( Is this feature not available for Forge 1.18.1?
In reply to peterscomputersnstuff:
It sounds like you may have gotten confused somewhere, as it looks like you're trying to use Bukkit world identifiers on Forge. Instead of "world", "world_nether", and "world_the_end", you should use "overworld", "the_nether", and "the_end". Chunky also supports custom dimensions from mods, using their respective identifiers. If you're unsure what the dimension name could be, I recommend using the command in-game as it will automatically suggest them to you. If anything is still unclear, please drop by the Discord server.
In reply to pop4959:
Thank you! I didn't see anything about it in the notes on your wiki or curseforge. It all specified world_the_end or world_nether.
If I had used it in game I wouldn't have had that issue.
In reply to peterscomputersnstuff:
Ah, thanks for pointing that out. I could probably make it more clear in the wiki. :)
Is it possible to start multiple tasks (as individual threads) for different areas of the same world, or is that something that's a technical limitation within minecraft? Ideally, I was wanting to split my first generation into 4 smaller squares with their own tasks to speed up the process, but the mod currently only lets me perform one task per world at a time.
In reply to Aristine_:
Technical limitation of Minecraft, so Chunky won't even let you do that. You can think of each world as having its own generator, and that generator has a maximum throughput (which is what this mod maximizes already when you run a task in that world). The only way you would speed up a single world's generation is to run multiple Minecraft servers with the same seed/configuration and stitch the region files back together, which is quite some work. I'd recommend just waiting for it to finish normally, and if it takes over 24 hours you might just want to consider reducing the size you are generating.
So, if I have a server already started, and want to preload like 10-20K of the world, will it mess up anything we've already discovered?
In reply to VermillionKingpin:
Nope, it will just fill any spots that haven't been generated yet. Chunks aren't deleted unless you explicitly use trim to remove them.
I found that I could only set the world boundaries of the current world, not the boundaries of the different dimensions separately. For example, if I set the boundary in the default overworld, the world boundary of the endworld disappears.
In reply to lichenglin1990:
Chunky does not manage world boundaries. It is used to pre-generate chunks in worlds, you can select a region and start the task, then start another task in another world simultaneously if you like.
What command can I use to delete a boundary that has already been created?
In reply to lichenglin1990:
Chunky does not manage world boundaries. You're probably thinking of the vanilla world border or a different mod.
If I finish pregening chunks and want to pregen at a different area next will it delete my current pregenned chunks when the new task starts?