After a world update, old building and terrain edits land in the wrong places
Worlds that are created from a seed and save only what players changed break when the creator of the land changes: a removed tree is gone from a place that now has none, or a house floats over a new lake. Here is how to keep edits meaningful.
Why this works
An edit only makes sense against the ground it was made on. Noting what was there then lets you tell, later, whether the ground is the same, now already matches, or has changed underneath. Each case gets its own sensible answer instead of one blind overwrite.
When not to use it
Do not bother when the world is never generated from rules, for example a hand-made map, or when you never change the generator after release. Then old edits cannot land wrong. If you want old worlds frozen exactly, keep the old generator instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 27 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "After a world update, old building and terrain edits land in the wrong places" (read_entry terrain-edits-after-generator-update) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP