![]() For structures that always generate on the surface or seafloor, this shouldn't be an issue. The y coordinate isn't shown for every feature. Since those structures are small, often buried, and can be offset 10-20 blocks from the chunk center, you might have to do some searching/digging to find them. Various other structures such as villages and igloos can sometimes fail to generate in-game as well, but this should happen far less frequently than for the features mentioned above.įor some features like fossils, ruined portals and trail ruins the app currently only points to the center of the chunk they're generated in. Desert & Jungle Temples on Java Edition 1.18+.Amethyst Geodes (near caves, mineshafts, etc.).End City Ships, and End Cities in general on Bedrock Edition.Many features are not 100% accurate, i.e., locations can be wrong or missing. Near coasts, ocean and river biomes often have land, while land biomes can be underwater. This is not a bug, but because the map shows the underlying biomes instead of the exact terrain. The coastlines for versions 1.18 and above don't match up perfectly. Always select the version that was used to generate the chunks you're looking at. If you started your world on an older version, you'll have to switch between the versions in the app. (for slime chunks) you didn't wait long enough, since they have a very low spawn rate even in slime chunks.you used mods or resource packs that affect world generation.you selected the wrong edition or version (the one used to generate the region you look at).you entered the wrong seed or coordinates.If your in-game world doesn't match the map here at all, it's most likely due to one of the following: So my question is: will the above work the way I think it will? I'm also looking for a more elaborate explanation of the mechanics if possible, though, as what I hope will be possible is that the two overworld portal locations will have some flexibility of location in X and Z, so I can more easily fit them into the existing geometry of my base and mine.If none of the below helps, please report in the comments and include your seed, platform and version, and coordinates. If, however, my assumption is wrong, these Nether portals are both equidistant from the two Overworld ones (since both overworlds are at X=0 and both Nethers are 2 blocks away from X=0), which I assume will break everything (not even sure what happens when portals exactly clash with each other.does the game choose randomly?) But only if Y matters (and has a direct 1:1 relationship between Overworld and Nether). In theory the upper Nether portal is unquestionably closer to the surface Overworld one, and same for the lowers. ![]() If I'm right, I think what I should do is build my little nether "hub" such that the lower portal is at, say, (-2,29) and the upper portal at, say, (2,34). My assumption is that (a) Y matters, and (b) Y is not divided by 8 in the Nether like other coordinates. What I'd like to do is create two portals in the Nether separated by just a short staircase so I can pop up and down from the surface more quickly. Say my surface Overworld portal is at (0,66) and my mine Overworld portal is at (0,3). I'm also going to assume (again, for simplicity) that everything's in a single Z plane (so all my coordinates will just be X,Y). So, for simplicity, I'm going to focus on just my surface base and my mine below it. These locations are very close together in X and Z, but far enough away in the Y direction that I'd like to think I can lean on those differences to ensure my portals all connect properly. I'm thinking of things here like my main base on the surface, my main mine (directly below my base down by bedrock), and my nearby spawner xp farm. I want to create a fast-travel network between some of the key spots in my gameworld. Ok, let's start with what I'm trying to do. I'm pretty new to Minecraft, so bear with me if I've made any false assumptions in here or use any terminology in a particularly confusing way.I'm hoping I can make this question legible.īefore I dive in, I play Bedrock, so please let me know if any of the assumptions I'm making are specific to Java (since that seems to be the focus of most of the mechanic-heavy content I find when searching). ![]() (#spoiler) = neat! (/rose) = ( full list) News Builds Gameplay Maps Tutorials Redstone Command Blocks FanArt Comment Formatting Use the wiki or community support for questions that can be answered there. ![]()
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