Meld 1.1.0
Go bigger, see more, waste nothing.
Meld turns the real world into one seamless Minecraft world at scale, on a single PC. On the same
area it runs about 2x faster than a single Arnis pass, because it builds the tiles in parallel
instead of one after another. The ceiling on that speed is how fast your disk can save the regions,
not your CPU. The real win is scale: build a whole city, country, or continent as one world, with no
seams and no height cliffs at the joins. 1.1.0 adds the reliability to match. It repairs the
elevation no-data holes that caused dark bands and in-game dips, smooths water artifacts, removes
duplicate block entities on the parallel path, and fixes the crashes big parallel runs could hit.
Highlights:
- Bigger builds. The Arnis fork gained an in-process multi-core engine and stream-to-disk, so a
single cell can now be huge (8x8 or 16x16 regions, up from a cap of 6). Big cells build their
tiles in parallel inside one process and write finished regions to disk as they go, so they finish
without running out of memory. - Region data packs. Pull a whole region's elevation once into the shared cache, then generate
offline and never rate limited. Check coverage as a percent, see exactly which tiles are missing,
or import a folder of tiles from another machine with no download. - Height preview. A grayscale or hillshade overlay of the cached elevation, right on the map, so
you can see the terrain before you build. Red means a tile is not cached yet. Click a tile for its
height range, size, and status. - No-data hole repair. The source data has real gaps at its highest zooms that showed up as dark
bands in the preview and flat dips in game. Meld now rebuilds each hole from the deepest zoom that
does have data, for one tile, a drawn selection, or the whole cache. New downloads also self-heal. - Selectable elevation detail. An Elevation detail dropdown picks the terrain zoom, or Auto
matches it to your scale (1:1 picks the finest level, 1:10 picks a lighter one). A lower zoom is
far fewer tiles, dodges the no-data holes, and stays lossless against the roughly 30 metre source. - One shared cache. OSM, terrain, and land cover now live in one visible folder reused by every
project and world, instead of being hidden away and re-downloaded each time. The Cache card shows
where it lives and the size of each type, with Clear buttons. - A live status rail. A panel down the left side mirrors your machine and your run: live CPU,
RAM, and disk gauges with a low-disk warning, the build estimate and timer, a row per worker, and
the log. Failed cells now say why on hover (out of memory, disk full, rate limit, timeout, crash). - No-buildings mode, road detail, and flat bridges. A Buildings toggle for a roads and
land-cover only world. A Road detail mode that keeps roads legible at small scales. And flat
one-block bridges below scale 0.3 so tall arches do not collapse into noise. - The fixes. Floating vegetation over water and roads on big or streamed exports, duplicate
banners, signs, and chests on the parallel path, a worker-thread crash on far-from-origin
coordinates, and a desync when the plan was edited mid-run, are all fixed.
Upgrade:
- After you pull this release, restart the server and hard-refresh the browser so the new tiles and
the new UI show. - The new
arnis.exe(the Arnis fork at version 2.9.1) is bundled. If you keep your own binary, drop
the matching build next toserver.py. - A region data pack you already downloaded keeps working. Run Check coverage to confirm it before a
big build.
Heads up:
- Cell sizes 8 and 16, region data packs, and the elevation zoom chooser are power-user features.
Build a small area first to confirm your scale, elevation detail, and save location before you
commit a whole country. - Big builds can be tens of gigabytes on disk, so keep an eye on the free-space bar.
- Generation is offline-friendly once a region is packed, but the first pack download still needs a
connection.
Get it: clone Teddy563/meld, pip install -r requirements.txt,
python server.py, and open http://127.0.0.1:5630. The generator is the custom
Arnis fork, shipped as arnis.exe.
Built on the open source Arnis generator by louis-e. Not
affiliated with Mojang AB or Minecraft.