Why are McMeddons Maps not convertible to Bedrock? (Patreon)
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You might have tried it,
used Chunker or Je2Be or AmuletMC,
convert one of the Minecraft Java worlds, over to Bedrock. Probably didnt work out, right?
Yup, thought so. "HUH? Ok but can they still be converted?" - Yes they can be converted.
The fix?
Load every chunk once. Then convert it.
Basically use Chunky, or fastChunkloaders or similar tools.
Thats it?? Yup.
Its not malice, nor that i dOnT want to give you a "playable" Bedrock world...
The reason is this checkbox: "Allow Minecraft to populate the entire terrain"... (and me).
The result: Worldpainter exports chunks as "partially/unpopulated" until a player loads a chunk.
What means populate / unpopulated?
Basically any terrain, trees, rocks, i have added created, are placed *but*; vanilla ores, animals, some vanilla plants, vanilla trees, certain underwater blocks, pumpkins, grasses, glowlichen, mosses, vines, and especially animals(!), are to be placed, on chunkload by Minecraft.
Whats the benefit?
Ensuring all vanilla passive mobs being spawned
> Experience Note: While Bedrock can casually / more frequently respawn passive mobs, Java passive mobs are mainly spawned on chunk generation. And then based on the mobcap, super rarely over long durations respawned - as far as i know.Ensuring ores and all/most general vanilla features being added
It also passively gives the chance for modded players, to load in chunks with modded ores, as members have discovered, although it can vary, depending on the mods it can also lead to no ores seemingly being generated, but i havent tested it myself yet.
The biggest plus for me: Future "compatibility". It should add features (ores, animals, plants) from your played version, lets say mobs of 1.21.11+ or 26.1 or 30.2
Simply because the world is only loaded at the time & version, you load it in.
> Note: recent worlds have been exported as "fully" unloaded, while older 1.21 or 1.20 e.g., have been only loaded in/around spawn.An additional benefit (for me) is the reduced world file size - less space wasted on my Online Storage (which is currently around 450GB of pure compressed world files), and i guess, for you, you dont have to download the double or triple file size.
The fix?
Load every chunk once. Then convert it.
Thats it?? Yup.
Basically use Chunky, or fastChunkloaders or similar tools.
Okay, why dont i do it?
Simple: it takes a quite some loading times, effort, management, more render times and some motivation.
Tbh: The last one i kind of lacked especially in the previous year, from ongoing struggles and challenges - felt nonstop sleepy and then rythm crashed down occasionally, messing up the process / flow. And the basic work rythm ethos was/is: Lets get this finished: push all day(s), render, export, upload, finalize, release - fall like a brick to sleep - recover the following days. And by next project, new ideas wanted to be pushed.
Although it sounds pretty "intense" like a powerlift, its more like a "sprint-section" during a years long never stopping marathon.
My progress..
In the beginning i did it manually, basically flying around the world for an hour. And then converting it. Gets tedious after the 20th or 30th map. At some point i found an automated way, that took quite/similar time, to basically load the whole world with plugins on a server.
In the same time, i used that loading also to generate Dyn-/Bluemaps, which got kinda resource intensive, as file sizes ballooned. By that time i had the, Bluemap world files + Original world -> +loaded worlds -> +backuped loaded world, then a +seperate (saved for) export world and the +converted world. All wanting to be managed, adding to the daily effort.
I hope this gave some insights, over the good, the bad, the ugly ~
2026 will have some big efforts to all/most convert Bedrock worlds.
But takes some time, as there are many tasks wanting to be tackled ^^
Kind greetings
~McMeddon