I've tried going around the world ar and try the /locate command, but always get same message that can't find locate stucture feature. Do I have to turn that command option on somehow? I tried /gamerule locate true, but that's not a command. I looked the optoon menu and didn't find anything.
I'm having issues with /locate, too. Using "/locate Temple" I though was supposed to find jungle temples. pyramids, witch huts, and igloos. But all I find are pyramids. Even when I'm standing inside my witch farm, built from a witch hut, "/locate Temple" shows me the coordinates of a pyramid over 1000 blocks away. And everything it has found, has either been a pyramid, or a false-positive in the middle of the ocean one time (not a monument, just nothing. And /locate Temple shouldn't find a monument anyway.)
Why do you think it should find witch huts or igloos this way? They are not temples at all.
The wiki says it finds them all, and while I don't know about igloos, I do know that existing witch huts' locations are saved in Temple.dat along with pyramids and jungle temples.
I think if you recreate your old world there will be no witch hut in that place.
That's true, my witch hut is in 1.6 terrain. But the game still recognizes it as a valid hut: it spawns witches there and I can see it in my Temple.dat file when I open it with NBT Explorer. I wonder what exactly the /locate feature is looking for, then.
I suppose it's as simple as /locate looking for temples using the 1.7 algorithm, but not finding them because the terrain was generated using the old algorithm.
/locate <structure_type>, when Cartographers assumedly execute the command, locates the nearest structure of that type "in terrain not yet explored".
Is it possible the /locate command, when run manually, has the same behavior? I.E., will show the nearest such structure located in areas not yet explored (no region file/populated chunk data?).
/locate <structure_type>, when Cartographers assumedly execute the command, locates the nearest structure of that type "in terrain not yet explored".
Is it possible the /locate command, when run manually, has the same behavior? I.E., will show the nearest such structure located in areas not yet explored (no region file/populated chunk data?).
It seems /locate always finds the nearest one, previously generated or not:
can someone please confirm with me that the /locate command works on a 1.9.4 server? I play with my friends on a server and we cant seem to get it to work. Please help me if you no what's is wrong or if you think it should work.
Yes, you can use snapshots. But you should consider that they are unstable, so don't forget to backup your world before upgrading =)
Also I wouldn't recommend to use the current one (16w42a) - there's a big bug with redstone in it, which is fixed for the next snapshot. And actually, more versions you wait - less bugs you will see.
I'm currently having a problem with the /locate command on an old map which dates back all the way to version 1.5 . When i use the /locate command like for example: "/locate Village" it gives me a coordinate. But when i /tp to that coordinate, instead of a village, is was an ocean. I tried it with Strongholds too, and there was no strongholds in the area. But the command works for newer generated structures like Ocean Monuments and Woodland Mansion (10000 blocks away though)
I'm currently having a problem with the /locate command on an old map which dates back all the way to version 1.5 . When i use the /locate command like for example: "/locate Village" it gives me a coordinate. But when i /tp to that coordinate, instead of a village, is was an ocean. I tried it with Strongholds too, and there was no strongholds in the area. But the command works for newer generated structures like Ocean Monuments and Woodland Mansion (10000 blocks away though)
That's easy to answer.
PCMCv1.5 used a totally different world generator (as far as biomes and structures are concerned).
The world generator changed between PCMCv1.6.4 and PCMCv1.7.2
So, anything created with the old generator will not be found by the PCMCv1.11 code.
Locate is using the creation code to tell you where structures will be built. It doesn't read the world save data files and find previously created structures.
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've tried going around the world ar and try the /locate command, but always get same message that can't find locate stucture feature. Do I have to turn that command option on somehow? I tried /gamerule locate true, but that's not a command. I looked the optoon menu and didn't find anything.
Try exactly the following:
/locate Mansion
The command admits EndCity, Fortress, Mansion, Mineshaft, Monument, Stronghold, Temple and Village. Make sure it starts with uppercase.
I'm having issues with /locate, too. Using "/locate Temple" I though was supposed to find jungle temples. pyramids, witch huts, and igloos. But all I find are pyramids. Even when I'm standing inside my witch farm, built from a witch hut, "/locate Temple" shows me the coordinates of a pyramid over 1000 blocks away. And everything it has found, has either been a pyramid, or a false-positive in the middle of the ocean one time (not a monument, just nothing. And /locate Temple shouldn't find a monument anyway.)
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Why do you think it should find witch huts or igloos this way? They are not temples at all.
The wiki says it finds them all, and while I don't know about igloos, I do know that existing witch huts' locations are saved in Temple.dat along with pyramids and jungle temples.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
Wiki is filled by normal players that can make mistakes. Also it could have changed in one of the snapshots.
True. However, I just hopped into a brand-new world, and:
...so it does find them. It just seems to not be finding (some of?) them in my existing survival world.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I think if you recreate your old world there will be no witch hut in that place. Also, it's very odd that witch huts are temples... Oh, well.
That's true, my witch hut is in 1.6 terrain. But the game still recognizes it as a valid hut: it spawns witches there and I can see it in my Temple.dat file when I open it with NBT Explorer. I wonder what exactly the /locate feature is looking for, then.
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
I suppose it's as simple as /locate looking for temples using the 1.7 algorithm, but not finding them because the terrain was generated using the old algorithm.
Temple generation and mod spawning are 2 separate things and aren't directly linked together.
To use the /locate command you need to do
/locate (feature) like Mansion, Village, Stronghold and Endcity
Has anyone confirmed or disproved the following:
/locate <structure_type>, when Cartographers assumedly execute the command, locates the nearest structure of that type "in terrain not yet explored".
Is it possible the /locate command, when run manually, has the same behavior? I.E., will show the nearest such structure located in areas not yet explored (no region file/populated chunk data?).
<-- Click Banner to Apply !!
It seems /locate always finds the nearest one, previously generated or not:
Village Mechanics: A not-so-brief guide - Update 2017! Now with 1.8 breeding mechanics! Long-overdue trading info, coming soon!
You think magic isn't real? Consider this: for every person, there is a sentence -- a series of words -- which has the power to destroy them.
can someone please confirm with me that the /locate command works on a 1.9.4 server? I play with my friends on a server and we cant seem to get it to work. Please help me if you no what's is wrong or if you think it should work.
facepalm.jpg
It works only in 1.11 snapshots.
Thanks, good to know. We are going to change the server to 1.11 when we can. Are we already able to do this?
Yes, you can use snapshots. But you should consider that they are unstable, so don't forget to backup your world before upgrading =)
Also I wouldn't recommend to use the current one (16w42a) - there's a big bug with redstone in it, which is fixed for the next snapshot. And actually, more versions you wait - less bugs you will see.
I'm currently having a problem with the /locate command on an old map which dates back all the way to version 1.5 . When i use the /locate command like for example: "/locate Village" it gives me a coordinate. But when i /tp to that coordinate, instead of a village, is was an ocean. I tried it with Strongholds too, and there was no strongholds in the area. But the command works for newer generated structures like Ocean Monuments and Woodland Mansion (10000 blocks away though)
That's easy to answer.
PCMCv1.5 used a totally different world generator (as far as biomes and structures are concerned).
The world generator changed between PCMCv1.6.4 and PCMCv1.7.2
So, anything created with the old generator will not be found by the PCMCv1.11 code.
Locate is using the creation code to tell you where structures will be built. It doesn't read the world save data files and find previously created structures.
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