I discovered some issues regarding the correctness of the map.
I cross-referenced those with both cubiomes (that you specify you use) and chunkbase and the website sometimes puts on map structures that are not there. I spent half a hour looking for a temple :))))
I attached a image to see one scenario on my current seed.
Also, there are errors in terrain. The map shows rivers where they aren't, land shapes that are significantly different.
All these I encountered in 1.21.4.
Hope this info can help you in identifying where the issues come from and when you get the chance maybe fix them
Also, the seed presented in this case is 5383397952953941989
Great job and keep doing it, the tools is very useful and has a nice UI design making me prefer it over all the others.
I cross-referenced those with both cubiomes (that you specify you use) and chunkbase and the website sometimes puts on map structures that are not there. I spent half a hour looking for a temple :))))
Also, there are errors in terrain. The map shows rivers where they aren't, land shapes that are significantly different.
Thank you for reporting this.
The structures are now fixed. A terrain check was missing, so Desert Pyramids, Jungle Temples and Woodland Mansions were shown in places where the terrain was not appropriate and the structure was not generated in the game.
About rivers:
The coastlines do not exactly follow the biome boundaries. Mcseedmap shows river biomes, not actual rivers. Chunkbase does something similar to Jacobsjo's datapack map when the “Show Sea Level” feature is turned on. It shows blue in places where there is no river or ocean biome but it is underwater, and shows land in river or ocean biomes if the surface is above sea level. That is why there is a difference. Mcseedmap will also have a similar feature.
One small request if you think it could be implemented. When hovering the mouse over the map, could we also get the Y coordinate, so that we can have an idea about what elevation there is at a specific point? (or at least an estimate?)
Right now it is just the X and Z, but the Y would also be great
And of course, always looking forward for your updates and new features
I dont know if this is an issue from my world or the seedmap, but ruined portals are not spawing where they are located on the seedmap. This is the seed: https://mcseedmap.net/1.21.5-Java/6380726175415996700 and this happend for the third time now.
If anyone can let me know why this issue occurs, please let me know thanks!
(I originally opened an issue regarding a complex suggestion in the Cubiomes library through GitHub, but I was finally able to find a way to discuss about this website here.)
Although mcseedmap.net is not a very efficient or sophisticated tool in contrast with actual coding or using Cubiomes Viewer, I do believe there could be a few adjustments to the website, including an option to modify one's criteria more "freely". To illustrate, a distance criteria between certain structures would allow one to input a specific value of blocks between two structures and let the seed finder run until a seed is found. For example, if one wants a village 50 or less blocks from a mansion that is set to be less than 200 blocks from the world's origin, one can then load the criteria in a manner of seconds (an instance of the design could be stacking two or more conditions relative to another structure; Structures wanted: > Woodland mansion within 200 blocks from (0, 0) > Village within 50 blocks from [condition 1] or vice versa).
In addition to this feature request, another option to display or simply list the internal "background" structure positions of a particular seed for personal subsidiary intentions that others may find somewhat helpful could be implemented to show each individual structure potential with categorically no biome restrictions portrayed? As an example from the previous, if one wants a village within 50 blocks of a mansion that is 200 blocks from (0, 0) but with the addition of a monument's internal position within x amount of blocks from the second condition, the latter would obviously not be possible under regular generation standards. However, if one is attempting to manipulate those three structures over high or low weirdness to essentially force them to bypass the biome check in Bedrock Edition by generating a batch of sister seeds using a separate software to find such, the task can be accomplished by utilizing this method. This component could also support other objectives, such as finding a world with a combination involving four structures. While this may obviously take considerable time on mcseedmap.net, a more flexible program or software could make it more feasible after obtaining all sister seeds of that world.
Thanks for the detailed suggestions! Adding custom distance-based structure filters and showing raw structure positions without biome constraints could really enhance mcseedmap.net's flexibility, definitely worth considering for future updates.
Would it be possible to implement the Y (elevation) coordinate alongside the X and Z. Would be really useful when looking for areas with specific elevation.
I hope you can keep updating it instead of leaving it at version 1.21.5. It’s really simple and clean, and I love this style. I don’t want it to disappear in the future.
Hi! Would you consider automatically closing the “Seed found” modal after a seed is found? Alternatively, could you add an option to disable it entirely?
Right now it makes the F3 shortcut for finding the next seed almost pointless, since I still have to click “Open seed” manually every time.
Edit: I’m aware the spacebar closes the modal, but it still introduces a small wait and an additional key press. When scanning hundreds of seeds, that extra friction really adds up.
Unfortunately, closing the dialog automatically without a click or a keypress causes a huge layout shift, and Google puts the site to the second page of the search results because of it, so almost nobody will find the site. It is not the best UX, but it is required for the site to be seen on search results. I will try to find a better solution that works with Google.
update credits at bottom to include new ui library
also is there a way to use this ofline or like in a app?
Ok, that should do the trick. When's that feature coming?
Would also be good to be able to tick items off the list if you've completed them. Perhaps an option to show/hide items you've been to.
I'm doing this project in my spare time for free, so there are no schedules or deadlines.
Unfortunately, this makes it impossible to answer questions starting with "when".
There is no offline or app version, only the website.
Hello!
I discovered some issues regarding the correctness of the map.
I cross-referenced those with both cubiomes (that you specify you use) and chunkbase and the website sometimes puts on map structures that are not there. I spent half a hour looking for a temple :))))
I attached a image to see one scenario on my current seed.
Also, there are errors in terrain. The map shows rivers where they aren't, land shapes that are significantly different.
All these I encountered in 1.21.4.
Hope this info can help you in identifying where the issues come from and when you get the chance maybe fix them
Also, the seed presented in this case is 5383397952953941989
Great job and keep doing it, the tools is very useful and has a nice UI design making me prefer it over all the others.
Thank you for reporting this.
The structures are now fixed. A terrain check was missing, so Desert Pyramids, Jungle Temples and Woodland Mansions were shown in places where the terrain was not appropriate and the structure was not generated in the game.
About rivers:
The coastlines do not exactly follow the biome boundaries. Mcseedmap shows river biomes, not actual rivers. Chunkbase does something similar to Jacobsjo's datapack map when the “Show Sea Level” feature is turned on. It shows blue in places where there is no river or ocean biome but it is underwater, and shows land in river or ocean biomes if the surface is above sea level. That is why there is a difference. Mcseedmap will also have a similar feature.
Great work
Happy I could help.
One small request if you think it could be implemented. When hovering the mouse over the map, could we also get the Y coordinate, so that we can have an idea about what elevation there is at a specific point? (or at least an estimate?)
Right now it is just the X and Z, but the Y would also be great
And of course, always looking forward for your updates and new features
I dont know if this is an issue from my world or the seedmap, but ruined portals are not spawing where they are located on the seedmap. This is the seed: https://mcseedmap.net/1.21.5-Java/6380726175415996700 and this happend for the third time now.
If anyone can let me know why this issue occurs, please let me know thanks!
Thanks for the detailed suggestions! Adding custom distance-based structure filters and showing raw structure positions without biome constraints could really enhance mcseedmap.net's flexibility, definitely worth considering for future updates.
Hello! Long time no posting.
Would it be possible to implement the Y (elevation) coordinate alongside the X and Z. Would be really useful when looking for areas with specific elevation.
Thank you!
What an amazing tool, thank you so much!
Is there any way I could expand Seed Finder - Biomes Wanted results past the 2000x2000 setting?
It's just that, when looking at Java Large Biomes, 2K is pretty tiny.
Is there any way we could extend that to 4, or even 6K when looking at large biomes?
Yes, I did look at cubiomes-viewer-static-w64.... honestly, it broke my brain.
~ Ken
I hope you can keep updating it instead of leaving it at version 1.21.5. It’s really simple and clean, and I love this style. I don’t want it to disappear in the future.
mcseedmap will not disappear.
world generation has not changed since 1.21.5, that is why the site is still at that version.
I will update the site if the world generation algorithm changes, and I will add new features when I have time.
Hi! Would you consider automatically closing the “Seed found” modal after a seed is found? Alternatively, could you add an option to disable it entirely?
Right now it makes the F3 shortcut for finding the next seed almost pointless, since I still have to click “Open seed” manually every time.
Edit: I’m aware the spacebar closes the modal, but it still introduces a small wait and an additional key press. When scanning hundreds of seeds, that extra friction really adds up.
Unfortunately, closing the dialog automatically without a click or a keypress causes a huge layout shift, and Google puts the site to the second page of the search results because of it, so almost nobody will find the site. It is not the best UX, but it is required for the site to be seen on search results. I will try to find a better solution that works with Google.