selected you can see that there's no bedrock here but there is actually the structure voids now we can go ahead and leave this world again we can go back to this program then what you want to do is select the area where you want to have the bedrock be put back in again and we'll go back to tools change field and where it says replace blocks we'll put in the opposite structure void equals bedrock like so keep this all default hit okay to give us this prompt go ahead and hit okay going to change those chunks that we selected so now the area looks like normal once again but if we go over here to selector and we go below y level zero you can clearly see that the chunks of round got converted with the new caves in the deep slate there but the chunks that we swapped out are now once again void underneath and we can confirm this in game go ahead and hop in and all our structure voids got converted back into bedrock so it could be just like it was before it did update the flowing water that was nearby other than that you now got your void underneath of your chunks just as if it's like NUMBER_TOKEN because the world is technically still deeper you can still build down in this area here and your farm still will be slower than NUMBER_TOKEN because the spawning starts at the bottom and works its way upwards you can learn more on how one to NUMBER_TOKEN impacts the speed of farms or watching this video here so next i'm going to show you guys how you can take your one to NUMBER_TOKEN whirl and remove the old bottom chunks that looks just like NUMBER_TOKEN now the difference with this method from the previous one is that now that your world does already update to NUMBER_TOKEN to NUMBER_TOKEN we have deep slate where we used to have bedrock at y level NUMBER_TOKEN. so it's going to take us a little bit more time to get the same results as we did with the previous method so start up first we'll figure out which world you want to do this to then go into your minecraft folder find that world make a copy and a paste of it so now we have a backup of the world that we're going to work with then we're going to go into our mca selector program we're going to go to file open world find the copy that we made and go ahead and select this is the world i'm going to be working with this world has some NUMBER_TOKEN loaded chunks which used to be bedrock here at wide level NUMBER_TOKEN but now they're switched over to deep slate we also have some NUMBER_TOKEN to NUMBER_TOKEN chunks which you can see over here this method i'm going to show can work both for putting in bedrock at y level NUMBER_TOKEN and either new chunks or old ones but typically people would be doing this in old chunks because they want to keep it like it was prior to updating i'm going to choose the area where i want to have no blocks below y level NUMBER_TOKEN. i'm going to choose both sides NUMBER_TOKEN and NUMBER_TOKEN we're going to go ahead and go into tools then change fields in the delete section we're going to put in this negative four pull the negative one we're gonna hit okay and then we're gonna hit okay and it's gonna delete those chunks when it updates this if we look below y level zero we see that there is nothing down here but we still got all of our stuff above y level zero including anything that you might have built at the surface
NO_SEGMENT_TOKEN