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Chunk errors

The whole world is made of chunk errors. This page lists every zone type and what each dimension does.

Every new chunk on 6d63.org is generated with chunk errors. This is the look of old, glitched anarchy worlds, applied everywhere on purpose.

floating zone
floating zone
floating zone at dusk
floating zone at dusk
nether, under the roof
nether, under the roof

The blocks and biome colours are vanilla. What is wrong is the shape. Chunks are lifted, shifted, doubled, missing or scrambled.

What a chunk error is

A chunk is a 16 by 16 column of the world. An error changes one chunk, or a small group of them, after the normal terrain has been made. A chunk can be:

  • moved up or down
  • lifted into the air
  • missing, with a hole to the void
  • doubled
  • layer-scrambled

Chunks next to each other often break together, in 2 by 2 or 3 by 3 clusters. One chunk can have two or three errors stacked. Trees, ores and structures sit on the broken terrain.

In the Overworld, the nine chunks at 0, 0 are clean. The Nether has no clean chunks at spawn.

Zones

Errors are grouped into zones. A zone is about the size of a large biome, roughly 1,500 blocks across. Each zone has its own kind of error. You can read the area you are in by what the ground does.

Zone What you see
Floating Chunks lifted into the air at different heights. Open space under them.
Tectonic Chunks shifted up or down in steps. Sheer cliffs and pits.
Voids Missing chunks. Holes that go straight to the void. Falling in kills you.
Corrupt Chunks with their layers scrambled.
Duped Chunks with their terrain doubled and stacked.
Sunken Chunks pushed down below their neighbours.
Mixed A mix of all the above.
Calm No errors. Clean terrain.
Valley of Water Floating cubes of still water over clean ground. See Valley of Water.
Kaleidoscope Every chunk mirrored into itself, so the land repeats in tiles. See Kaleidoscope.
Terraces The land cut into flat steps that line up across chunks. See Terraces.
Backrooms Endless low rooms of the local stone under ordinary-looking ground. See Backrooms.
Shallows Flat land under one block of still water, with a lone railway. See Shallows.
Viaducts Stone roads on tall arches, high over the land, that lead nowhere. See Viaducts.
Labyrinth Stone walls three blocks high that cut the land into a maze. See Labyrinth.
Colonnade Rows of identical stone columns, holding up nothing. See Colonnade.
Lampfield Lamp posts in a perfect grid over wild land. See Lampfield.
Stone City Windowless stone towers on a grid of empty streets. See Stone City.
Overcast A flat stone sheet over the land. Under it, it is night all day. See Overcast.
Gridwalk The land is gone. Only the chunk borders are left, as thin walls over the void. See Gridwalk.
Poolrooms Pale tiled halls with still pools under a flat roof. See Poolrooms.
Hollow A thin crust over a vast cavern. See Hollow.
Ashfall In the Nether: one vast, dead hall of basalt pillars, lit by soul fire. See Ashfall.
Doorways In the End: huge empty door frames in rows over the void. See Doorways.
Concourse In the End: a lit, empty floor the size of a city over the void. See Concourse.
Orrery In the End: rings of stone discs around one point. See Orrery.

The zone at the world centre is mixed.

Valley of Water and the zones after it, up to Hollow, exist in the Overworld only. Ashfall exists in the Nether only. Doorways, Concourse and Orrery exist in the End only. There are no other chunk errors inside any of them.

Zones never change biomes. Grass, leaves, water and sky keep their vanilla colours. Backrooms, Shallows, Viaducts, Labyrinth, Colonnade, Lampfield, Stone City, Overcast, Poolrooms and Ashfall are built from the natural blocks of the biome they stand in, so the same zone looks different in a desert, a snowfield or a swamp. The End zones are built from end stone bricks, end stone and purpur.

How rare each zone is

Most zones are error zones from the top of the table. The others have a rarity tier. The share is the part of all zones that are of that type.

Tier Share of zones Zones
Common about 3 percent each; Doorways about 4 percent of End zones Valley of Water, Kaleidoscope, Terraces, Backrooms, Shallows, Viaducts, Labyrinth, Colonnade, Lampfield, Doorways
Uncommon about 1 percent each; Concourse about 1.3 percent of End zones Calm, Stone City, Overcast, Gridwalk, Concourse
Rare about 0.3 percent; Ashfall about 0.6 percent of Nether zones, Orrery about 0.4 percent of End zones Poolrooms, Ashfall, Orrery
Legendary about 0.05 percent Hollow

About 3 percent means roughly one zone in 30. Viaducts, Labyrinth, Colonnade and Lampfield are a little rarer, about one zone in 36. Overcast and Gridwalk are about one zone in 105. In the Nether and the End, the share counts the zones of that dimension only. Viaducts and every zone added after it appear only in land far from anything that existed when they were added. The land around spawn never gets them, so go far. Legendary means about one zone in 2,000. Nothing marks a zone on a map. You find them by travelling.

Calm zones

A calm zone has no chunk errors. It is clean terrain, large enough for a very big base. Calm zones are uncommon, about 1 percent of zones, and nobody marks them on a map. You find one by travelling.

The Nether

The Nether has errors and zones too. Its zones are the same size in Nether blocks as Overworld zones are in Overworld blocks. It has one special zone, Ashfall: a rare hall of basalt pillars, only in Nether land far from anything that existed when it was added. The bedrock floor and roof are kept after errors, with two exceptions that are both rare:

  • Void errors cut through the floor and the roof.
  • Some roof holes open the bedrock ceiling.

Players can still break bedrock. Lava that an error would lift above the lava sea is removed.

The End

The End is gentle. Errors begin about 1,024 blocks from the centre. The main island is untouched: the dragon fight, the pillars, the exit portal and the gateways all work normally.

Beyond 1,024 blocks, about a third of chunks have small errors. Chunks float a little, shift up or down a few blocks, or stack. It is meant to feel dreamlike, not hostile.

The End has three special zones, only in the outer End, far from the main island and the gateways, and only in End land far from anything that existed when they were added:

  • Doorways (common): huge empty door frames in rows over the void.
  • Concourse (uncommon): a lit, empty floor the size of a city.
  • Orrery (rare): rings of stone discs around one point.

They are only added into empty air. No island is cut.

There are phantoms in the End. See Phantoms.

Bedrock

Bedrock at the bottom of the Overworld is intact, except in void chunks. Terrain errors do not leave stray bedrock slabs higher up. Errors that would put bedrock above the floor turn it into stone, deepslate or netherrack instead.

Kept forever

Every chunk is kept. There are no resets and no pruning. Chunks that were generated stay as they are, errors included. Old trails stay readable, and bases stay where you left them.

New chunks still generate in the same way. A chunk made months from now will have errors just like one made today.

No seed maps

The seed is not public, and chunk errors rebuild the terrain, so a seed map will not match what you see. You find things by exploring and by reading chunk trails.

See also: Chunk history, Travel, Glossary.