Add seed validation for server world creation and override-seed property
The dedicated server previously picked a completely random seed with no biome diversity checks (the client validates but the server skipped it). On top of that, the client's findSeed() was hardcoded to only check a 54-chunk (Classic) area, so Large worlds had no diversity guarantee beyond the center. New server worlds now use findSeed() scaled to the full target world size. Added override-seed in server.properties to fix existing worlds without deleting them.
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@@ -14,6 +14,12 @@ This project is based on source code of Minecraft Legacy Console Edition v1.6.05
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## Latest:
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Dedicated server biome diversity fix:
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- The dedicated server previously used a completely random seed with no biome diversity checks — unlike the client which validates seeds to guarantee varied biomes. This could result in server worlds with large regions dominated by only one or two biome types (e.g. all taiga/snowy)
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- On top of that, the client's seed validation was hardcoded to only check a 54-chunk (Classic) area, so even validated seeds had no diversity guarantee beyond that — making the problem especially noticeable on Large worlds or worlds expanded from Classic to Large
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- New server worlds now validate seeds for biome diversity, and the validation scales to the full target world size
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- Added `override-seed` in server.properties to fix existing worlds without deleting them — set it to any seed number and newly generated chunks will use it instead of the original
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Server list and connection improvements:
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- Server edits and deletions now apply immediately without needing to restart the game
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- Connecting to an offline/unreachable server no longer freezes the game indefinitely
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