Minecraft Server Intelligence • Paper 26.2

Overworld Exploration & Topographic Heatmap

Dual-layer interactive analysis across all 1,645 region files in the 10,000-block square (20,000 × 20,000 blocks). The actual relief-shaded world terrain (oceans, continents, mountain ranges) is displayed directly underneath the player inhabited-time heatmap.

Pregenerated Chunks
1,634,197
Full 20,000 × 20,000 block boundary
Virgin Chunks (0 Ticks)
1,387,724
84.92% has 0 player presence
Active Player Chunks
144,042
8.81% explored > 1 minute
Disk Space on Standby
~12.5 GB
Reclaimable if virgin chunks pruned
65%
World Terrain Base (BlueMap) Heatmap Overlay
Hover over map to read coordinates

Why Naive Chunk Pruning Generates Visual Seams (Cliff Walls & Artifacts)

Warning on Naive Chunk Trimming: While Minecraft 1.18+ includes an internal Chunk Blender that smooths elevation gradients, it does not blend structures, trees, or fluids across borders. Pruning chunks directly touching player trails creates visible straight-line shearing.

● Sliced Structures

If a village, pillager outpost, or ocean monument spanned across a chunk boundary where a player walked near one half but not the other, trimming the untouched chunk slices buildings, roads, and walls cleanly in half down the chunk seam.

● Sliced Trees & Foliage

Large 2×2 dark oaks, jungle canopies, or mega spruce trees crossing chunk borders leave flat vertical leaf walls and floating logs in mid-air when neighboring chunks regenerate different vegetation.

● Straight-Line Waterfalls

Aquifers, rivers, and coastlines with modified lighting or block breaks can cascade down into newly generated lower ravines or oceans in straight waterfall sheets.

● The Safe Buffer Solution

To safely test Option A without visual glitches, we prune only within an isolated box located > 1,500 blocks away from any player trail, surrounded by a permanent safety buffer.