Byakuren wrote:I'm guessing that map corruption is causing areas to be generated because the existing stuff there is corrupt. If that's the case, I don't think you can fix it in that world.
ParaklataChotou wrote:Byakuren wrote:I'm guessing that map corruption is causing areas to be generated because the existing stuff there is corrupt. If that's the case, I don't think you can fix it in that world.
If I do a new world with the same mapseed, and then I import the map.*sql, it would restore all buildings and stuff and fix the problem?
MineYoshi wrote:Well... Be sure of player info, and that you don't forget any important data of the server...
ParaklataChotou wrote:MineYoshi wrote:Well... Be sure of player info, and that you don't forget any important data of the server...
Yes, n_n areas folder (areas mod), travelnet folder (travelnet mod), xban folder and ip ban folder.
Wuzzy wrote:Well, a part of the problem seems to be that xdecor fails to set is_ground_content to false for most nodes. Which means the cave generator is allowed to destroy xdecor's nodes.
This may be not the whole problem, but surely it's a part of the reason why this appens.
TARD wrote:I had problem with //deleteblocks before. It replaced random blocks with others far outside the area I tried to edit. I don't think it's part of worldedit, it's built in. "replace default:blockname air" works but also has a bug if I edit a large area, but can be fixed with "replace air air"
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