Here is my further research. Essentially what I found is that in most cases, a Deep Dark biome is found within 50m of the location predicted but it is not often visible from the teleport location. To get the data, I teleported (in creative, of course, otherwise I'd have died in solid rock) and used fill commands to remove all of the deep slate in an area 50m from the beam in site in all horizontal directions and 10 meters above. This took 4 commands because of the size of the area. In all but one case, this revealed the deep dark biome. The one exception was when the biome was below the teleport location which was not surprising since the y coordinate given was only -10. In this data set, all coordinates given did show as deep dark at the location, although I have seen exceptions to that in the past. My conclusion is that, at least in Java, the problem is not with the locate command but with the definition of the biome boundaries.
(See note at end about this pic, comment IS about deep dark) I am experiencing this issue in Java as well. I'd say on average only about 15% of the locations given actually are in Deep Dark biomes. In 2 out of the approximately 15 I tried, I found deep dark at a different y coordinate. I had tried digging up and down from the given location because most of the coordinates given through "locate" have only ~ for a y coordinate and I thought maybe that was the faulty coordinate. In one case I was given coordinates near but not inside a deep dark biome I had already found. In almost, if not all, cases the debug screen (F3) showed the biome to be deep dark at the given location, the coordinates I teleported to were inside solid deep slate, tuff or other solid material that was NOT sculk or any of its variations. My conclusion is that the problem is not with the "locate" command but with the definition of the biome. I will be doing further research on this.
I am pleased to say that if you are looking for Deep Dark with an Ancient City, you are in luck. That can be located spot on as long as you know the right y coordinate to look at. Thus a good work-around is to "locate" an ancient city rather than just deep dark. It's probably the city you really want anyway.
PS I also remember noticing that I was a fair distance offshore of a mushroom island when the debug screen started identifying the biome as "mushroom fields". I just did a "locate" on mushroom fields and wound up a bit offshore as seen in the attached pic. Had this been an underground situation, I wouldn't have known I was anywhere close.
I had this problem with all of the chests that I looked at in a world generated with large biomes. I will probably do some testing to see if that is consistently the case. I can say that when I generated the same seed with default biomes, the first shipwreck I checked had a proper treasure map.
I just tested this in 1.13.1 and it appears to be resolved. I used the same process to test as I did to confirm the bug and the text behaved as before with a word that brought the line to 20 characters going to the next line, then jumping back when a space was added after it. This duplicated pictures glitch1 and glitch2 shown above. HOWEVER, the text stayed the same when the book was signed and there was no text lost. Thank you for fixing this!
I don't know enough about the code to know if one glitch could cause both problems but the 2 cases report different results. MC-83469 states that formatting doesn't stay when the book is signed if it has carried down from a previous line. MC-99863 reports a difference in where the line breaks fall after signing the book. At the very least if MC-83469 gets resolved, MC-99863 should be re-tested, not discarded because of a similarity that may not be relevant.
I'm having this same problem the block was set to repeat, unconditional, always active and the command I used was:
clear @a[770,71,-2226,4] minecraft:written_book -1 0 {generation:3,pages:[0:"{\"text\":\"You found us! I can\u0027t thank you enough. I thought we were goners. We went into the dungeon to see what was in the chests and the night things came out of nowhere. One touched me and I don\u0027t know what happened after that. We\u0027ve been gone so much\"}",1:"{\"text\":\"longer than we planned, so the folks back home probably need help. We should head back. Come see me in South Gate and I\u0027ll make you one of my special fishing rods. I make a rod that is nearly irresistable to most fish but lasts longer than ordinary rods. Some say\"}",2:"{\"text\":\"it even gives them a better chance of picking up lost treasure items from the bottom.\"}"],author:"Rivera",title:"Reward",resolved:1b}
This was followed by a give command, then a say, then a fill to remove the command blocks. All blocks after the first command were chain, conditional and always active. The plan was to give an item, and display a message when a player had a certain book in their inventory, then replace the command blocks so it would only happen once.
I was troubleshooting by setting up the chain, copying the save file with a new name opening the newly copied game and approaching the radius of the clear command with the required item in hand. I had to tweak a few things and on one occasion, I forgot to make a new file to test and since I had not added the last block yet and I had obtained the required book, I got showered with named blaze rods and changed the clear block to impulse and needs redstone to make it stop. I did note at that time that the say command was also working. At that point, I added the fill command to the chain, exited the world, copied and tried again. I had made a mistake with the fill block causing it to only replace itself but I didn't get showered and that's when I noticed I had only set the clear block back to chain, not repeat. I went back to the original world, put the book in a chest outside of the radius of the clear command, added the fill block again and fixed the settings on the clear block. I copied the world again and tested the chain on the copy but it didn't work. I looked at the output on the clear block and it showed that 1 item had been detected in my inventory but the time stamp was about 15 minutes past. When I went back to the original world, that clear block was in the same condition as the one in the copy. Since was showing a detection, I have to assume it happened during the blaze rod deluge.
It should be noted that I had this problem once before on another clear command (same settings) when I had cloned in a command block with a tp command next to it and chained it to the clear block. Not only did the clear command stop running but when I replaced it in the same location, that one didn't work either. I tried again in a new location, adding the second block by hand rather than cloning and it worked just fine. I know I had the exact same code in the new blocks as the ones that failed because I work out my code in Notepad, then copy and paste it into the command blocks.
An obvious work around is to create a page break when a word jumps to the next line on the last letter then jumps back when the space bar is struck. That way, the text in the GUI will match what the signed book will display and you won't suffer the frustration of having to re-write an entire book because you lost text on the first page. Again, I would like to describe this bug and the work around in the MineCraft wiki page for Book and Quill if it is not going to be fixed.
Yeah, I read the comment. Looks like this is an unfortunate accident that cost me a lot of time. Does anyone know if it affects areas of the world that weren't accessed under the snapshot? I only had the world open briefly and only visited a couple of areas while I was using 14w30c. Once I realized my mistake, I exited the game and came back on in 1.7.9.
Same thing happened to me. It seems to be progressive. First it was just my inventory and my Ender chest and now I noticed another empty chest that I'm pretty sure was full even after the other stuff was gone. I usually don't go on my regular worlds with a snapshot but this time one of my kids had been on and changed the profile. I opened a world without noticing and poof, everything is gone. If it was just the inventory, I would have tried to replace it in creative (cheats are enabled) but now I'm not sure. I'm going to experiment with another world and see if I can track this thing to find a work around. I'm thinking maybe you don't lose the items in the local chests until you go on the second time (log on stuff's there, log out, log on, stuff's gone) or maybe it depends whether or not you open the chest.
This goes beyond not seeing the lead from some angles. The first time i experienced it, I thought the lead had broken but when i tried to ride the horse away, I was unable to move away from the fence. I disconnected from the server and when i returned, i was able to see only the knot, which allowed me to detach the lead.
It has just happened again (same horse, same fence) only this time, the knot did NOT reappear when i reconnected. I tried breaking every fence post that could possibly be the one the horse was tied to but no lead dropped and the horse is still restrained.
I didn't get a chance to test the "works when your nether hasn't been loaded into 1.6.1" observation because (as i'm sure many others did, I visited all of my fortresses to see if blazes and wither skeletons were spawning there. Of course they weren't and they still aren't. I may try the solution Anthony proposed in his June 9th post or I may just develop the new fortress I just found a few hundred meters farther out from the origin. This puts me about 1.5 k out but that's not all that bad and I kinda enjoy improving fortresses. Either way, I'm not agonizing over this one anymore. It is what it is and if it gets fixed, great, if not, oh well. Nothing is perfect and even Minecraft apparently has it's flaws. I'm building myself a bridge (probably of nether brick) and getting over it.
PS For those who haven't figured it out yet. It is possible to tunnel from one point to another UNDER the lava lakes in the nether as long as you have a known location with no lava at either end. It makes a kilometer or 2 across the nether not a really big deal, especially with a minecart track. Happy tunneling!
Maybe by Monday this will be fixed in the official release. I'm hoping, anyway. Moribus, obviously Ghasts aren't fortress-only mobs so this issue doesn't apply to them but they will spawn anywhere in the nether where there is room for them. This includes inside ruins if the ceiling is high enough. I've been getting them in my enlarged nether fortress room since I built it. I consider it an advantage because with a little weaving, you can dodge the fire ball and kill the ghast with 2 hits with a diamond sword. If you're any good with a bow, it's an easy achievement get for "return to sender", not to mention that you always get the tear because it can't fall anywhere inaccessible.
What I'm having trouble understanding is why I have this problem when I don't download the snapshots, only the regular releases. Was 13w18a before 1.5.2?
That explains a lot. It seems like the snapshot changed where nether ruins generate but not where wither skeletons and blazes spawn, thus causing an offset between the ruins and the mobs. I had an experience that sort of matches up with Thomas'. I saw a couple of blazes and a wither skeleton just outside of an old ruin but far enough away that i doubt they could have wandered there. I would imagine that if I created a new world with the same seed, the ruin would be where I saw those mobs. I'm glad I found this out now because I was going to generate a world in creative to match the one my family uses in survival to be able to safely locate ruins. Now I know I've been foiled before I start and there would be no point. Serves me right for thinking about cheating. 😞
What I still don't understand is why I'm experiencing this when I don't download the snapshots. I only update when there is an official release, therefore I am still using 1.5.2. I have had the problem since that update.
I don't know if this is related but when I was wandering the nether in search of a ruin, I encountered a couple of wither skeletons and a few blazes in an area where there was no ruin to be found. I thought maybe there was a ruin buried in the netherrack but when I moved farther down I discovered the area where these mobs appeared was a thin shelf of netherrack above a lava lake. I could even see the blazes above through a hole. I wonder if there is an error in the code that is causing the spawning subroutine to misinterpret the location of the ruins.
I don't do the snapshots, only the major updates but I've been seeing this since the last redstone update (nether quartz added). I found 2 new ruins and no wither skeletons or blazes (except at spawners) seem to be spawning. I went back to an old ruin where I had seen these mobs regularly and they no longer seemed to be spawning there either. In a way, it's comforting that this is a known issue but it IS rather a pain.
Here is my further research. Essentially what I found is that in most cases, a Deep Dark biome is found within 50m of the location predicted but it is not often visible from the teleport location. To get the data, I teleported (in creative, of course, otherwise I'd have died in solid rock) and used fill commands to remove all of the deep slate in an area 50m from the beam in site in all horizontal directions and 10 meters above. This took 4 commands because of the size of the area. In all but one case, this revealed the deep dark biome. The one exception was when the biome was below the teleport location which was not surprising since the y coordinate given was only -10. In this data set, all coordinates given did show as deep dark at the location, although I have seen exceptions to that in the past. My conclusion is that, at least in Java, the problem is not with the locate command but with the definition of the biome boundaries.
(See note at end about this pic, comment IS about deep dark) I am experiencing this issue in Java as well. I'd say on average only about 15% of the locations given actually are in Deep Dark biomes. In 2 out of the approximately 15 I tried, I found deep dark at a different y coordinate. I had tried digging up and down from the given location because most of the coordinates given through "locate" have only ~ for a y coordinate and I thought maybe that was the faulty coordinate. In one case I was given coordinates near but not inside a deep dark biome I had already found. In almost, if not all, cases the debug screen (F3) showed the biome to be deep dark at the given location, the coordinates I teleported to were inside solid deep slate, tuff or other solid material that was NOT sculk or any of its variations. My conclusion is that the problem is not with the "locate" command but with the definition of the biome. I will be doing further research on this.
I am pleased to say that if you are looking for Deep Dark with an Ancient City, you are in luck. That can be located spot on as long as you know the right y coordinate to look at. Thus a good work-around is to "locate" an ancient city rather than just deep dark. It's probably the city you really want anyway.
PS I also remember noticing that I was a fair distance offshore of a mushroom island when the debug screen started identifying the biome as "mushroom fields". I just did a "locate" on mushroom fields and wound up a bit offshore as seen in the attached pic. Had this been an underground situation, I wouldn't have known I was anywhere close.
I had this problem with all of the chests that I looked at in a world generated with large biomes. I will probably do some testing to see if that is consistently the case. I can say that when I generated the same seed with default biomes, the first shipwreck I checked had a proper treasure map.
I just tested this in 1.13.1 and it appears to be resolved. I used the same process to test as I did to confirm the bug and the text behaved as before with a word that brought the line to 20 characters going to the next line, then jumping back when a space was added after it. This duplicated pictures glitch1 and glitch2 shown above. HOWEVER, the text stayed the same when the book was signed and there was no text lost. Thank you for fixing this!
I don't know enough about the code to know if one glitch could cause both problems but the 2 cases report different results. MC-83469 states that formatting doesn't stay when the book is signed if it has carried down from a previous line. MC-99863 reports a difference in where the line breaks fall after signing the book. At the very least if MC-83469 gets resolved, MC-99863 should be re-tested, not discarded because of a similarity that may not be relevant.
PS I'm using the latest update as of today, 9/8/16 on a PC in creative mode (of course) with no mods.
I'm having this same problem the block was set to repeat, unconditional, always active and the command I used was:
clear @a[770,71,-2226,4] minecraft:written_book -1 0 {generation:3,pages:[0:"{\"text\":\"You found us! I can\u0027t thank you enough. I thought we were goners. We went into the dungeon to see what was in the chests and the night things came out of nowhere. One touched me and I don\u0027t know what happened after that. We\u0027ve been gone so much\"}",1:"{\"text\":\"longer than we planned, so the folks back home probably need help. We should head back. Come see me in South Gate and I\u0027ll make you one of my special fishing rods. I make a rod that is nearly irresistable to most fish but lasts longer than ordinary rods. Some say\"}",2:"{\"text\":\"it even gives them a better chance of picking up lost treasure items from the bottom.\"}"],author:"Rivera",title:"Reward",resolved:1b}
This was followed by a give command, then a say, then a fill to remove the command blocks. All blocks after the first command were chain, conditional and always active. The plan was to give an item, and display a message when a player had a certain book in their inventory, then replace the command blocks so it would only happen once.
I was troubleshooting by setting up the chain, copying the save file with a new name opening the newly copied game and approaching the radius of the clear command with the required item in hand. I had to tweak a few things and on one occasion, I forgot to make a new file to test and since I had not added the last block yet and I had obtained the required book, I got showered with named blaze rods and changed the clear block to impulse and needs redstone to make it stop. I did note at that time that the say command was also working. At that point, I added the fill command to the chain, exited the world, copied and tried again. I had made a mistake with the fill block causing it to only replace itself but I didn't get showered and that's when I noticed I had only set the clear block back to chain, not repeat. I went back to the original world, put the book in a chest outside of the radius of the clear command, added the fill block again and fixed the settings on the clear block. I copied the world again and tested the chain on the copy but it didn't work. I looked at the output on the clear block and it showed that 1 item had been detected in my inventory but the time stamp was about 15 minutes past. When I went back to the original world, that clear block was in the same condition as the one in the copy. Since was showing a detection, I have to assume it happened during the blaze rod deluge.
It should be noted that I had this problem once before on another clear command (same settings) when I had cloned in a command block with a tp command next to it and chained it to the clear block. Not only did the clear command stop running but when I replaced it in the same location, that one didn't work either. I tried again in a new location, adding the second block by hand rather than cloning and it worked just fine. I know I had the exact same code in the new blocks as the ones that failed because I work out my code in Notepad, then copy and paste it into the command blocks.
An obvious work around is to create a page break when a word jumps to the next line on the last letter then jumps back when the space bar is struck. That way, the text in the GUI will match what the signed book will display and you won't suffer the frustration of having to re-write an entire book because you lost text on the first page. Again, I would like to describe this bug and the work around in the MineCraft wiki page for Book and Quill if it is not going to be fixed.
Yeah, I read the comment. Looks like this is an unfortunate accident that cost me a lot of time. Does anyone know if it affects areas of the world that weren't accessed under the snapshot? I only had the world open briefly and only visited a couple of areas while I was using 14w30c. Once I realized my mistake, I exited the game and came back on in 1.7.9.
Same thing happened to me. It seems to be progressive. First it was just my inventory and my Ender chest and now I noticed another empty chest that I'm pretty sure was full even after the other stuff was gone. I usually don't go on my regular worlds with a snapshot but this time one of my kids had been on and changed the profile. I opened a world without noticing and poof, everything is gone. If it was just the inventory, I would have tried to replace it in creative (cheats are enabled) but now I'm not sure. I'm going to experiment with another world and see if I can track this thing to find a work around. I'm thinking maybe you don't lose the items in the local chests until you go on the second time (log on stuff's there, log out, log on, stuff's gone) or maybe it depends whether or not you open the chest.
This goes beyond not seeing the lead from some angles. The first time i experienced it, I thought the lead had broken but when i tried to ride the horse away, I was unable to move away from the fence. I disconnected from the server and when i returned, i was able to see only the knot, which allowed me to detach the lead.
It has just happened again (same horse, same fence) only this time, the knot did NOT reappear when i reconnected. I tried breaking every fence post that could possibly be the one the horse was tied to but no lead dropped and the horse is still restrained.
I didn't get a chance to test the "works when your nether hasn't been loaded into 1.6.1" observation because (as i'm sure many others did, I visited all of my fortresses to see if blazes and wither skeletons were spawning there. Of course they weren't and they still aren't. I may try the solution Anthony proposed in his June 9th post or I may just develop the new fortress I just found a few hundred meters farther out from the origin. This puts me about 1.5 k out but that's not all that bad and I kinda enjoy improving fortresses. Either way, I'm not agonizing over this one anymore. It is what it is and if it gets fixed, great, if not, oh well. Nothing is perfect and even Minecraft apparently has it's flaws. I'm building myself a bridge (probably of nether brick) and getting over it.
PS For those who haven't figured it out yet. It is possible to tunnel from one point to another UNDER the lava lakes in the nether as long as you have a known location with no lava at either end. It makes a kilometer or 2 across the nether not a really big deal, especially with a minecart track. Happy tunneling!
Maybe by Monday this will be fixed in the official release. I'm hoping, anyway. Moribus, obviously Ghasts aren't fortress-only mobs so this issue doesn't apply to them but they will spawn anywhere in the nether where there is room for them.
This includes inside ruins if the ceiling is high enough. I've been getting them in my enlarged nether fortress room since I built it. I consider it an advantage because with a little weaving, you can dodge the fire ball and kill the ghast with 2 hits with a diamond sword. If you're any good with a bow, it's an easy achievement get for "return to sender", not to mention that you always get the tear because it can't fall anywhere inaccessible.
I'm still not seeing Wither skeletons or random blazes in my old ruins. Was the fix in 1.6.1 or is it in a snapshot for a future release?
What I'm having trouble understanding is why I have this problem when I don't download the snapshots, only the regular releases. Was 13w18a before 1.5.2?
That explains a lot. It seems like the snapshot changed where nether ruins generate but not where wither skeletons and blazes spawn, thus causing an offset between the ruins and the mobs. I had an experience that sort of matches up with Thomas'. I saw a couple of blazes and a wither skeleton just outside of an old ruin but far enough away that i doubt they could have wandered there. I would imagine that if I created a new world with the same seed, the ruin would be where I saw those mobs. I'm glad I found this out now because I was going to generate a world in creative to match the one my family uses in survival to be able to safely locate ruins. Now I know I've been foiled before I start and there would be no point. Serves me right for thinking about cheating. 😞
What I still don't understand is why I'm experiencing this when I don't download the snapshots. I only update when there is an official release, therefore I am still using 1.5.2. I have had the problem since that update.
I don't know if this is related but when I was wandering the nether in search of a ruin, I encountered a couple of wither skeletons and a few blazes in an area where there was no ruin to be found. I thought maybe there was a ruin buried in the netherrack but when I moved farther down I discovered the area where these mobs appeared was a thin shelf of netherrack above a lava lake. I could even see the blazes above through a hole. I wonder if there is an error in the code that is causing the spawning subroutine to misinterpret the location of the ruins.
I don't do the snapshots, only the major updates but I've been seeing this since the last redstone update (nether quartz added). I found 2 new ruins and no wither skeletons or blazes (except at spawners) seem to be spawning. I went back to an old ruin where I had seen these mobs regularly and they no longer seemed to be spawning there either. In a way, it's comforting that this is a known issue but it IS rather a pain.