/locate command sometimes gives you false coordinates of trail ruins.
Seed: 6989293187429512762
Steps to Reproduce:
Create a new world using the given seed.
Run the command
/locate structure trail_ruins
.Teleport to the coordinates given by
/locate
command.See if there's any trail ruins nearby.
Now do the same thing in Java Edition.
Observed Results:
The coordinates output is different between 2 editions, and in Bedrock Edition, there's no trail ruins nearby.
Expected Results:
The coordinates output should be same between 2 editions, and should always have a trail ruins nearby.
Notes: If you teleport to the coordinates given by Java Edition, then there's a trail ruins nearby.
Linked issues
is duplicated by 3
relates to 2
Attachments
Comments 6

Can confirm, The locate command is not update the coordinates location
which also affects with Android.
Would say so, tested out and this is the case in every few world that I've tried it in, so can confirm.
Would say so, tested out and this is the case in every few world that I've tried it in, so can confirm.
This issue is also present in older worlds like mine.
I tried to use the command and it said the closest chamber was in an area generated prior to the Caves & Cliffs updates meaning that when I dug down, there was nothing except a couple of caves and a Stronghold that was found ages ago.
Here's what I think is happening:
Instead of checking where the nearest Chamber is within the world's actual loaded chunks, it appeared to be getting coordinates straight from the world's seed data without checking what has already been generated in versions prior to the 1.20 Trails & Tales update.