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Questions and answers
35 answers about downloading, installing and playing the worlds, plus what you may do with them afterwards. Anything world-specific lives on that world's own page.
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Downloads and installation
Getting a world onto your machine and into the game.
Where do I download the worlds?
The world files live on Patreon. Every world in the library links out to its download and to its project page.
Each world also has a project page on PlanetMinecraft which carries the detail that does not fit here: release date and state, what is in the world, what changed in it, the issues to expect, a short install guide, the rights, and the related links.
Where do I find the details of one specific world?
Start on the world's own page in the library. It lists the size, the Minecraft version, the biomes and the contents, and it opens the world in the 3D explorer so you can fly it before you download it.
The matching PlanetMinecraft project page holds the release notes, the known issues for that particular build, and the download.
How do I install a world on Java Edition?
- Download the world and unpack the .zip or .rar.
- Open your saves folder (see the table below). On Windows, press
Win+Rand enter%appdata%\.minecraft\saves. - Move the unpacked world folder into
saves. The folder you move must be the one containinglevel.dat, not a folder wrapping it. - Restart Minecraft, pick the world in singleplayer and play.
| System | Minecraft folder |
|---|---|
| Windows | %APPDATA%\.minecraft |
| macOS | ~/Library/Application Support/minecraft |
| Linux | ~/.minecraft |
Worlds are large. Keep a backup of any save you care about before you copy things around.
How do I install a world on Bedrock Edition?
Bedrock worlds ship as a .mcworld file. Run the file and Minecraft imports it
for you.
If that does not work, rename it to .zip (a .mcworld is a renamed zip),
unpack it, and drop the folder into your
minecraftWorlds directory. PlanetMinecraft has a full walkthrough with
screenshots: How to download and install Minecraft maps.
Can I keep playing a world after my subscription ends?
Yes. Every world you downloaded while subscribed stays on your machine and is yours to play, build on and keep. Ending the subscription only stops new downloads.
Which world should I start with?
On PlanetMinecraft worlds marked with a star are the recommended ones. Generally always the latest ones are prefered by myself. They are the builds that came out closest to what was intended and hold up best in play.
Beyond that, the library filters by size, biome and version, and the 3D explorer is the fastest way to judge terrain before downloading a few gigabytes of it.
Playing the worlds
Spawn points, survival, mobs, ores and villages.
Where is the map centre or spawn point?
My worlds a bit odd. Worlds are built from the corner outwards, so the official centre/spawn sits at half the map size on both axes. If you land somewhere blank, head for these coordinates.
| Map size | Centre |
|---|---|
| 2k | 1024, 1024 |
| 3k | 1536, 1536 |
| 4k | 2048, 2048 |
| 5k | 2560, 2560 |
| 6k | 3072, 3072 |
| 7k | 3584, 3584 |
| 8k | 4096, 4096 |
In game: /tp @s 2048 200 2048 for a 4k world, then drop down.
Are these made for survival play?
Yes. Every world is built with survival in mind: ore distribution, caves, trees, animals and water are all there, so you can start with nothing and play it straight through. They work just as well as creative canvases or adventure backdrops.
Java: do animals and mobs spawn?
Yes. The worlds are populated with plants, animals and natural blocks, and mob spawners holding animals are scattered around so wildlife keeps returning as you play.
Bedrock: do animals and mobs spawn?
Yes. In practice animals spawn regularly on Bedrock regardless of how the terrain was converted. Villagers are the exception, see the Bedrock section below.
1.18+ worlds: are deepslate and copper included?
Yes. A full deepslate layer with the usual ores begins around y 0 to 20 and continues down, and copper ore is available underground across the whole map.
1.18+ worlds: are amethyst geodes included?
Yes, sparsely scattered across the map, the same way vanilla generation places them.
Where are the villages?
In recent worlds villages are placed near rivers, so follow the water.
Two ways to find them faster:
How do I remove the villagers?
Run /kill @e[type=villager] with cheats enabled. On Bedrock the same command
works as /kill @e[type=villager_v2].
Is there a version without structures?
Not as a separate download. Online storage is the limiting factor, and every extra variant doubles it.
The source files are available though, so you can load the world in WorldPainter, switch the structure layers off and export a clean terrain-only version yourself.
Can I use a world on my server?
Yes, on private and public servers, including ones that make money. Credit McMeddon somewhere visible, for example in the server description, the spawn area or your Discord. See the terms for the full picture.
Bedrock Edition
Everything that behaves differently after a Java to Bedrock conversion.
I spawned in water or in plain vanilla terrain. Where is the map?
You spawned at 0, 0, which is the top-left corner of the map. Head towards the
centre of the world (roughly 2000, 2000 on a 4k map, see
the centre table).
Why it happens: the conversion tool resets the spawn point to 0,0. The vanilla-looking ground around you is the pregenerated area the world had to be inserted into.
Bedrock: the chests are empty.
Chest contents do not survive the conversion. This is a limitation of the conversion tools (Amulet and je2be), not a missing step in the build. The chests themselves are placed where they should be, they just arrive empty.
Bedrock: my villages have no villagers.
Worlds converted with Chunker arrive without living villagers. Zombie villagers do spawn, so you can cure them, or spawn eggs work if you are playing with cheats on.
Bedrock: the map edges are rough.
Edge smoothing is applied on the Java build and does not always carry over to the Bedrock conversion, so the border where the custom terrain meets the pregenerated area can be abrupt.
Quirks and known issues
The honest list of what can look off, and why.
What should I be aware of before playing?
These worlds are made in dozens of steps with hundreds of layers applied in a specific order, and every tool involved has its own limits. A small change early on can surface somewhere unexpected later. Rather than pretend it does not happen, here is what turns up most often:
- Rivers can behave oddly at cliff edges and on steep slopes.
- Cave features such as crystal and dripstone formations occasionally fail to place at full size and appear only as small patches.
- Texturing approach varies between worlds, so two maps of the same size can read very differently.
- On Bedrock: rough map edges, empty chests, and missing villagers. See the Bedrock section.
Anything specific to a single world is listed on that world's project page under the issues heading. If you hit something that is not on either list, say so on Discord and it can be fixed in a later export.
Why do the worlds look so different from each other?
Because they were built over several years with different techniques. Each world is a step forward from the last one: new terrain methods, new texturing, new tooling. Older worlds show the older approach, which is part of why the library reads as a progression rather than a uniform set.
The vaults (trial chamber loot vaults) do not open. How do I fix them?
That was my fault, as i had saved the vaults in NBTs and that saved the local server/map time. Once loaded onto the/your world, it kept its nbt data and stays stuck at its reference time of my AssetWorld.
A vault that ignores its key, plays no animation and drops no loot is stuck on a stale
timer. Every vault block stores a tick for when it may next update
(server_data.state_updating_resumes_at). When a world is carried through edits,
exports or a version jump, that value can end up set far in the future, so the vault never
re-arms. Nothing else about the vault is broken: the loot table, the key and the ominous
setting are all intact.
Two fixes:
- One vault: stand on it with cheats on and run
/data modify block ~ ~-1 ~ server_data.state_updating_resumes_at set value 0L. TheLmatters, it is a 64-bit Long. - A whole world or structure: use the Vault Fixer. It runs in your browser, nothing is uploaded, your original save is never touched, and it hands back a fixed copy to drop in.
Java Edition only. Back up the save before swapping files in either case.
Eyes of Ender do not lead to the stronghold. Where is the End portal?
Throwing an Eye of Ender will not take you to the stronghold in these worlds. The End portal and the stronghold it sits in are hardcoded parts of vanilla generation, and WorldPainter cannot tag a hand-placed build as one. The stronghold in the world is a real, fully built stronghold, the game simply does not know it is there, so the eyes fly off towards a vanilla location instead.
Two ways to find it:
- Open the world in the library or the 3D explorer. Marked points of interest carry coordinates you can walk or teleport to.
- Look for the surface structure in game. Strongholds are placed under a visible entrance, a ruin or a landmark on the surface, so they can be found by exploring rather than by throwing eyes.
Ocean monuments, swamp huts and pillager outposts are not found by /locate. Are they in the world?
They are in the world, they are just not registered as vanilla structures. The same limit
as the stronghold applies: WorldPainter places the build, but it cannot tag it, so
/locate will not point at it and the game does not treat the area as that
structure. In practice that means no automatic guardians in a monument, no witch in a swamp
hut, and no pillager captain or raid trigger at an outpost.
What was done about it: those builds ship with spawners placed inside them, so the mobs that belong there keep appearing as you play. Finding the structures themselves works the same way as the stronghold, through the marked points on the world page and the 3D explorer, or by exploring for them in game.
I found a problem in a world. What now?
Licence, credit and commissions
What you may do with a world, and what is asked in return.
What am I allowed to do with a world?
Unless a world says otherwise, the worlds are released under Creative Commons Attribution 4.0. That means you may:
- use a world on a server, commercial or not,
- use it in videos, images, renders and other artwork, commercial or not,
- modify, remix and redistribute your own version of it, to friends or your community
- do all of that without paying royalties.
What is asked of you:
- credit McMeddon, with a link where the format allows one,
- do not re-upload or resell the original maps as they are,
- do not bundle worlds into modpacks (storage limits on the hosting side),
- do not present the work as your own.
The full wording is on the terms page.
Can I build on a world and sell the result?
These worlds are primarily as enduser products and personal use intented and not for Marketplace or to sell. You still can share work that you built on top of a world, and you can use a world commercially on a server or in media (images, videos, streams, servers). Credit McMeddon as the creator of the terrain.
What is prohibit is selling or re-uploading the map itself, more or less untouched, as if it were your product. That is the line: your work is yours, the canvas stays credited.
How should I credit you?
Something as simple as "World by McMeddon" with a link back works. In a video description, a server's info command, a PlanetMinecraft submission, wherever your audience will actually see it. The point is that people who like the terrain can find where it came from.
Can I share what I built on one of your worlds?
Please do. Showcase submissions are welcome and genuinely enjoyed. Credit the origin of the terrain and post it in Discord so it gets seen.
The worlds are meant as canvases for people to explore, test and build on. The only thing that stings is someone presenting the canvas itself as their own work.
Do you take commissions?
Yes, in limited numbers. The commissions page shows current availability, the tiers and the pricing, and you can start a conversation from there or on Discord.
How the worlds are made
Tools, time and the pipeline behind a map.
Which programs do you use?
- World Machine and Gaea for terrain generation
- WorldPainter for final world design and exporting the world
- Axiom for in-game editing
- WorldEdit for in-game editing
- Chunky for the rendered images
- Chunker and for conversion
- Amulet and for conversion
How long does one world take?
Depends from project to project. There are worlds that receive massive overhauls, some that get new structures and ones that simply follow a community suggestion/wish. Roughly, for a single world:
- active work on the project: about a full week
- each export of the world: about an hour, run several times
- building, fixing and adding custom details: 3 to 10 passes
- building assets and node structures: around 4 days
- rendering 15 to 20 images: 1 to 2 days
On top of that sits the experience behind it: roughly 5000+ hours of building maps since 2020.
Did you make the assets yourself?
Yes, every asset in the worlds is self-made. There is also an older assets pack on Patreon if you want to use them in your own builds.
What is the plan with these maps?
They are adventure, survival and creative maps for you to build, play and explore. On the making side, each world adds techniques that feed into the next one, so the library keeps getting better map by map.
What is coming next is tracked in the roadmap post on PlanetMinecraft.