Anyone else have coordinates that dont match up between in game and AMIDST? The map appears to match up with in game a bit, but its a little hard to tell. Although i can find coastlines and islands that seem to match up the coordinates are way off.
AMIDST 3.7
Minecraft 1.8.7
Heres where the problem may lie. This is being hosted on Mcpro. Is this a problem?
I've NEVER had a problem with coordinates matching.
However, I seldom travel very far from 0,0 or spawn.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
Note: I rename the .jars to indicate versions. Also, the start command causes the batch file to close upon execution of the command.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
will amidst explorer/amidst eventually be able to locate the new end dungeons?
I don't want to say no, because Skidoodle has made Amidst open source, so anyone could step up to the plate and make it happen, but I wouldn't hold my breath...
Skidoodle doesn't have much time to work on Amidst these days, and locating end dungeons might not fit well with how Amidst currently works.
Amidst shows biomes rather than land-forms, and since the End is a single biome, it would be a single colour if Amidst were to draw a map of it. The End Cities only spawn on islands, so — unless islands spawn under cities — Amidst would have to learn to generate the land-forms of the End in order to determine where the cities are located.
What could be added to Amidst are "possible city" markers - locations where there might be cities if an endstone island also happens to be there. But it's hard to speculate without yet knowing how Minecraft generates any of this stuff. Take everything I said with a grain of salt.
I have a HUGE problem! My world is CUSTOM, I made Biome size 1 or 2 (I forgot), so Deep Ocean biomes are smaller too, but there are definitely ones that are big enough to spawn an Ocean Monument. It's a 1.8 generated world. I've done so much on it, if I could just find one of these it would be complete! I use current version of AMIDST to load the seed from save folder and I find big Deep Oceans and go there to look but the momument is never there.
Please can anyone tell me what other way I could find one? This small biomes thing was a bit mistake! I may have to MCEdit something in or something? Is it possible to assign an area for at least Guardians to spawn? How do I do that?
Please can anyone tell me what other way I could find one? This small biomes thing was a bit mistake! I may have to MCEdit something in or something? Is it possible to assign an area for at least Guardians to spawn? How do I do that?
First of all, make a backup before you do anything.
You have a few different options depending on how you want to proceed:
1. If you regret the world customization, you could change the world type to default, and then you would be able to use Amidst to find yourself an Ocean Monument.
2. Even if you want to keep the customization, you could switch it to default for the time that you "generate a monument", ie. go to a monument site according to amidst, and have the monument generate there, and then you could switch the world type back to the original customized version.
Both of the above will of course result in nasty non-matching chunk borders where the generation changes.
3. If you don't care about the actual monument structure, but just the necessary structure bounding box for Guardian spawning to work, then you could just add the structure data, which could be basically anywhere in the world where you want it to be. This data for the Ocean Monuments is stored in the data/Monument.dat file inside the world directory. Here is an example of what that data looks like: http://imgur.com/EvQ2jEV
You would have to customize the values of course. The compound tag name contains the chunk coordinates, same as the ChunkX and ChunkZ tags inside it. I'm not sure which point of the bounding box that is though. I thought it would have been the lower corner, but it seems that in my example only the ChunkX is the lower corner, the ChunkZ seems to be about the middle point of the BB. And the most important part of the data are the 6 integers defining the BB corners, which are contained in the BB tag (of type TAG_Int_Array).
3a. You could at least check if there actually already is a monument somewhere in the world. In other words, if there are entries in that Monument.dat file, and you would be able to see where they are located. I believe they are even added to old worlds in certain situations, for example my server has a couple of monument bounding boxes in old forest areas.
3b. You could of course use MCEdit to also paste an actual Monument in-world from another world. Note that the in-world structure has nothing to do with Guardian spawning, and I'm not sure if MCEdit can handle the bounding box data, maybe there are separate filters available for that(?).
4. Or you could just switch to spectator mode and fly through your existing world until you find a monument. This might bloat the save size considerably, depending on how far you have to search before you find one. Maybe write down the coordinates if you find one, then restore the world from the bakup, and then just build a nether portal there to save some unnecessary terrain generation from bloating the save size.
I'll leave it up to you to decide which method you are willing to use, or which of them are too cheaty.
Hey thanks a lot! Few nice solutions there I could use as last resort. But I did the 4th one, didn't fly but sailed around a LOT and found one about 1000 blocks from spawn. My nearest village is also that far away, and also had to fly and tp a lot o find it. My customization is just smaller biome size. I changed it from 4 to 2. I love it! I can build a big house with jungle on one side, plains on one side and mesa on one side. Its really kind of like in real life where you see many kinds of trees in the same area. Sometimes the biomes mix so nicely that it looks very organic and natural! But it totally offset village and monument spawning. Didn't realize Deep Ocean biome gets effected too. But then again I have some really big normal sized deep oceans. So I'm not so sure about it getting effected by custom size.
In which version of Minecraft did you create the world, or at least the Nether? Or have you yet to visit the Nether at all? Ie. have you not found any fortresses yet? Usually you don't have to go very far to find one. Of course you could use Amidst[Exporter] to find one. (I'm not certain how it maps them to the overworld view, ie. are the coordinates overworld or nether coordinates? I've never paid attention to the nether fortresses in Amidst myself...)
The Nether portal mechanics (coordinate translation) are more or less as follows:
- x and z coordinates in the Nether are 1:8 of the corresponding coordinates in the overworld. In other words, if you are at x: 1024, z: 1024 in the overworld and travel to the nether, the exact coordinate translation leads to x: 128, z: 128 in the nether (1024 / 8). The y-coordinate is not scaled, so it remains 1:1. Note that the portals automatically built by the game can be offset from that ideal location due to the terrain shape, ie. where it can build the destination portal.
- When an entity is teleported by a nether portal, the game does the coordinate translation of the entity's coordinates, and AFTER it has the exact translated coordinates, it then tries to find an existing portal in a 128 block radius around that location (actual Nether Portal blocks, ie. the purple ones). If it finds an existing portal (portal blocks), then the entity is teleported there, otherwise it builds a new portal and teleports the entity to that one.
- This means that you can almost always link portals the way you want, if you move them manually to the exact positions and possibly do some calculations and offset them in certain ways if you have multiple portals close by. You can also achieve one-way portals and all kinds of neat stuff thanks to the way it works.
Of course you could use Amidst[Exporter] to find one. (I'm not certain how it maps them to the overworld view, ie. are the coordinates overworld or nether coordinates? I've never paid attention to the nether fortresses in Amidst myself...)
Amidst and AmidstExporter actually differ here:
Amidst draws fortresses at Nether coordinates.
After a suggestion by an_awesome_person, AmidstExporter shows fortresses at the Overworld location — since they're being drawn on the Overworld's biome-map, and clicking on a fortress gives both sets of coordinates.
I'm playing the latest minecraft version, the 1.8.8
So you're saying if I use "Admist[Exporter]" instead of the normal Admist I would see the position where I have to put the portal on the Overworld to reach a fortress and not have to deal with calculations? It would be great! Now sorry if I'm annoying, but can you please link there the program so I can download it avoiding to search on the other threads? ^_^" thanks a lot!
See BigAlanM's (top of this page) signature. It's linked there.
I still see the fortress at the same spots. I hoped DrFrankenstone meant that I rather should have seen the locations where to put a direct portal to reach a fortress instead to calculate it's coordinates
v1.39 of AmidstExporter draws the fortress icons at the locations in the overworld where you would place a portal to reach the fortress. It should also list both the Nether and Overworld sets of coordinates if you click on one. Perhaps you have an older version?
I should also mention that if you place an overworld portal in the location indicated by AmidstExporter, the location Minecraft chooses to create the Nether-side portal is not necessarily going to be in the Nether Fortress — it could be a nearby spot on netherrack landscape that's above and over the fortress, for example.
Disclaimer: I'm the "author" of AmidstExporter ("modder" really, since Skidoodle did the real work making Amidst), I don't usually push it here as it wasn't intended to replace the original, but this Nether fortress difference seemed relevant.
Yep, I had the version from the signature of BigAlan
Damnit, Nether Fortresses are mostly reachable from too much far away from the spawn and the strongholds! It just ruined my last hopes XD thanks anyway!
If your portal is at -656, 1152 then you should come out at -164, 288 in the nether.
The nearest Nether Fortress is at 171, -165 (Nether Coordinates).
That's 563 blocks apart (straight line distance) at an angle of -126 (using F3).
Basically a little north of northeast.
Rollback Post to RevisionRollBack
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
I don't want to say no, because Skidoodle has made Amidst open source, so anyone could step up to the plate and make it happen, but I wouldn't hold my breath...
Skidoodle doesn't have much time to work on Amidst these days, and locating end dungeons might not fit well with how Amidst currently works.
Amidst shows biomes rather than land-forms, and since the End is a single biome, it would be a single colour if Amidst were to draw a map of it. The End Cities only spawn on islands, so — unless islands spawn under cities — Amidst would have to learn to generate the land-forms of the End in order to determine where the cities are located.
What could be added to Amidst are "possible city" markers - locations where there might be cities if an endstone island also happens to be there. But it's hard to speculate without yet knowing how Minecraft generates any of this stuff. Take everything I said with a grain of salt.
AMIDST shows desert temples in desert biomes, and nether fortresses in the Nether dimension. How would showing End Cities in End biome/dimension be any different?
AMIDST shows desert temples in desert biomes, and nether fortresses in the Nether dimension. How would showing End Cities in End biome/dimension be any different?
The void makes things more complicated.
Minecraft uses various formulas for picking structure‐locations at random, when a location falls on a desert biome then it builds a desert temple, if it falls on a swamp biome then it builds a witchhut, if jungle biome then a jungle temple, if in the Nether biome then a fortress, etc.
I have not seen the code for End Cities, but it strikes me that an effective algorithm would have to be different, instead of "At this location in the End biome, build a city" it will have to be "At this location in the End, if it's not void/space, then build a city", and that means you have to know where the endstone islands are.
There's no void In the Overworld or Nether, so Amidst can show every structure‐location as being a structure. Currently Amidst doesn't know where endstone is generated (that gets generated in later stages), and since the ratio between void and endstone in the End is probably more than 50:1 if Amidst were to naively show every structure‐location in the end as a city — like it can with Overworld and Nether locations — you'd have 50 false positives for every city. The false positives could be greatly culled by taking into account the circles where endstone tends to generate, but it's hard to know whether you could cull enough to form a useful map. Perhaps someone will hook Amidst into the endstone‐island generation code.
Disclaimer: This is entirely speculation until someone checks out the new Minecraft code.
There's no void In the Overworld or Nether, so Amidst can show every structure location as being a structure. Currently Amidst doesn't know where endstone is generated (that gets generated in later stages) .
i loaded up my 1.9 snapshot end dimension in 1.8 vanilla. My end city had lost all its purpura blocks as you might expect, and only an eery scattering of disembodied floating stained purple glass was left over. Also when I continued a few chunks toward unexplored directions, the end stone came to an abrupt end, an unnatural sheer cliff over the void. and there were no new land masses in that direction.
This supports the assertion that the land masses are generated only as you walk through them. just like dungeons.
Never seen them match. 200-500m off is common.
I've NEVER had a problem with coordinates matching.
However, I seldom travel very far from 0,0 or spawn.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
Yes, of course, but I invoke AmidstExporter.jar with this:
Note: I rename the .jars to indicate versions. Also, the start command causes the batch file to close upon execution of the command.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
will amidst explorer/amidst eventually be able to locate the new end dungeons?
@ taylorswiftness1;
Have you ever seen this?
It's an excerpt from here:
Mapping and Modding Rules (where your post appears)
It will behoove you to spend the few minutes necessary to review them all.
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
I don't want to say no, because Skidoodle has made Amidst open source, so anyone could step up to the plate and make it happen, but I wouldn't hold my breath...
Skidoodle doesn't have much time to work on Amidst these days, and locating end dungeons might not fit well with how Amidst currently works.
Amidst shows biomes rather than land-forms, and since the End is a single biome, it would be a single colour if Amidst were to draw a map of it. The End Cities only spawn on islands, so — unless islands spawn under cities — Amidst would have to learn to generate the land-forms of the End in order to determine where the cities are located.
What could be added to Amidst are "possible city" markers - locations where there might be cities if an endstone island also happens to be there. But it's hard to speculate without yet knowing how Minecraft generates any of this stuff. Take everything I said with a grain of salt.
Is English your first language? I'm starting to think you've never actually read that rule and comprehend what it means.
I have a HUGE problem! My world is CUSTOM, I made Biome size 1 or 2 (I forgot), so Deep Ocean biomes are smaller too, but there are definitely ones that are big enough to spawn an Ocean Monument. It's a 1.8 generated world. I've done so much on it, if I could just find one of these it would be complete! I use current version of AMIDST to load the seed from save folder and I find big Deep Oceans and go there to look but the momument is never there.
Please can anyone tell me what other way I could find one? This small biomes thing was a bit mistake! I may have to MCEdit something in or something? Is it possible to assign an area for at least Guardians to spawn? How do I do that?
First of all, make a backup before you do anything.
You have a few different options depending on how you want to proceed:
1. If you regret the world customization, you could change the world type to default, and then you would be able to use Amidst to find yourself an Ocean Monument.
2. Even if you want to keep the customization, you could switch it to default for the time that you "generate a monument", ie. go to a monument site according to amidst, and have the monument generate there, and then you could switch the world type back to the original customized version.
For 1 and/or 2, I believe all you would need to do, is to use NBTExplorer (https://github.com/jaquadro/NBTExplorer/releases) to change the generatorName tag to default in level.dat. (Example view of my server's level.dat in NBTExplorer: http://imgur.com/WSIbldy)
Both of the above will of course result in nasty non-matching chunk borders where the generation changes.
3. If you don't care about the actual monument structure, but just the necessary structure bounding box for Guardian spawning to work, then you could just add the structure data, which could be basically anywhere in the world where you want it to be. This data for the Ocean Monuments is stored in the data/Monument.dat file inside the world directory. Here is an example of what that data looks like: http://imgur.com/EvQ2jEV
You would have to customize the values of course. The compound tag name contains the chunk coordinates, same as the ChunkX and ChunkZ tags inside it. I'm not sure which point of the bounding box that is though. I thought it would have been the lower corner, but it seems that in my example only the ChunkX is the lower corner, the ChunkZ seems to be about the middle point of the BB. And the most important part of the data are the 6 integers defining the BB corners, which are contained in the BB tag (of type TAG_Int_Array).
3a. You could at least check if there actually already is a monument somewhere in the world. In other words, if there are entries in that Monument.dat file, and you would be able to see where they are located. I believe they are even added to old worlds in certain situations, for example my server has a couple of monument bounding boxes in old forest areas.
3b. You could of course use MCEdit to also paste an actual Monument in-world from another world. Note that the in-world structure has nothing to do with Guardian spawning, and I'm not sure if MCEdit can handle the bounding box data, maybe there are separate filters available for that(?).
4. Or you could just switch to spectator mode and fly through your existing world until you find a monument. This might bloat the save size considerably, depending on how far you have to search before you find one. Maybe write down the coordinates if you find one, then restore the world from the bakup, and then just build a nether portal there to save some unnecessary terrain generation from bloating the save size.
I'll leave it up to you to decide which method you are willing to use, or which of them are too cheaty.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Who are "you" and why you posting this link?…
Hey thanks a lot! Few nice solutions there I could use as last resort. But I did the 4th one, didn't fly but sailed around a LOT and found one about 1000 blocks from spawn. My nearest village is also that far away, and also had to fly and tp a lot o find it. My customization is just smaller biome size. I changed it from 4 to 2. I love it! I can build a big house with jungle on one side, plains on one side and mesa on one side. Its really kind of like in real life where you see many kinds of trees in the same area. Sometimes the biomes mix so nicely that it looks very organic and natural! But it totally offset village and monument spawning. Didn't realize Deep Ocean biome gets effected too. But then again I have some really big normal sized deep oceans. So I'm not so sure about it getting effected by custom size.
Why not file a pull request instead of posting suspicious links?
In which version of Minecraft did you create the world, or at least the Nether? Or have you yet to visit the Nether at all? Ie. have you not found any fortresses yet? Usually you don't have to go very far to find one. Of course you could use Amidst[Exporter] to find one. (I'm not certain how it maps them to the overworld view, ie. are the coordinates overworld or nether coordinates? I've never paid attention to the nether fortresses in Amidst myself...)
The Nether portal mechanics (coordinate translation) are more or less as follows:
- x and z coordinates in the Nether are 1:8 of the corresponding coordinates in the overworld. In other words, if you are at x: 1024, z: 1024 in the overworld and travel to the nether, the exact coordinate translation leads to x: 128, z: 128 in the nether (1024 / 8). The y-coordinate is not scaled, so it remains 1:1. Note that the portals automatically built by the game can be offset from that ideal location due to the terrain shape, ie. where it can build the destination portal.
- When an entity is teleported by a nether portal, the game does the coordinate translation of the entity's coordinates, and AFTER it has the exact translated coordinates, it then tries to find an existing portal in a 128 block radius around that location (actual Nether Portal blocks, ie. the purple ones). If it finds an existing portal (portal blocks), then the entity is teleported there, otherwise it builds a new portal and teleports the entity to that one.
- This means that you can almost always link portals the way you want, if you move them manually to the exact positions and possibly do some calculations and offset them in certain ways if you have multiple portals close by. You can also achieve one-way portals and all kinds of neat stuff thanks to the way it works.
My mods on CurseForge. My Github page with mods, tools and other stuff.
Amidst and AmidstExporter actually differ here:
See BigAlanM's (top of this page) signature. It's linked there.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
v1.39 of AmidstExporter draws the fortress icons at the locations in the overworld where you would place a portal to reach the fortress. It should also list both the Nether and Overworld sets of coordinates if you click on one. Perhaps you have an older version?
I should also mention that if you place an overworld portal in the location indicated by AmidstExporter, the location Minecraft chooses to create the Nether-side portal is not necessarily going to be in the Nether Fortress — it could be a nearby spot on netherrack landscape that's above and over the fortress, for example.
Disclaimer: I'm the "author" of AmidstExporter ("modder" really, since Skidoodle did the real work making Amidst), I don't usually push it here as it wasn't intended to replace the original, but this Nether fortress difference seemed relevant.
If your portal is at -656, 1152 then you should come out at -164, 288 in the nether.
The nearest Nether Fortress is at 171, -165 (Nether Coordinates).
That's 563 blocks apart (straight line distance) at an angle of -126 (using F3).
Basically a little north of northeast.
There are no dangerous weapons. There are only dangerous people. R.A. Heinlein
If you aren't part of the solution, then you obviously weren't properly dissolved.
The latest release of Amidst, version 4.6 can be found here:
https://github.com/toolbox4minecraft/amidst/releases
You should probably also read this:
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/2970854-amidst-map-explorer-for-minecraft-1-14
You can find me on the Minecraft Forums Discord server.
https://discord.gg/wGrQNKX
AMIDST shows desert temples in desert biomes, and nether fortresses in the Nether dimension. How would showing End Cities in End biome/dimension be any different?
The void makes things more complicated.
Minecraft uses various formulas for picking structure‐locations at random, when a location falls on a desert biome then it builds a desert temple, if it falls on a swamp biome then it builds a witchhut, if jungle biome then a jungle temple, if in the Nether biome then a fortress, etc.
I have not seen the code for End Cities, but it strikes me that an effective algorithm would have to be different, instead of "At this location in the End biome, build a city" it will have to be "At this location in the End, if it's not void/space, then build a city", and that means you have to know where the endstone islands are.
There's no void In the Overworld or Nether, so Amidst can show every structure‐location as being a structure. Currently Amidst doesn't know where endstone is generated (that gets generated in later stages), and since the ratio between void and endstone in the End is probably more than 50:1 if Amidst were to naively show every structure‐location in the end as a city — like it can with Overworld and Nether locations — you'd have 50 false positives for every city. The false positives could be greatly culled by taking into account the circles where endstone tends to generate, but it's hard to know whether you could cull enough to form a useful map. Perhaps someone will hook Amidst into the endstone‐island generation code.
Disclaimer: This is entirely speculation until someone checks out the new Minecraft code.
i loaded up my 1.9 snapshot end dimension in 1.8 vanilla. My end city had lost all its purpura blocks as you might expect, and only an eery scattering of disembodied floating stained purple glass was left over. Also when I continued a few chunks toward unexplored directions, the end stone came to an abrupt end, an unnatural sheer cliff over the void. and there were no new land masses in that direction.
This supports the assertion that the land masses are generated only as you walk through them. just like dungeons.