I got a centered map at X=976, Z=976! The initial zoom levels were way in the upper left corner for some reason, but the final zoom is perfectly centered~!
All I need to know is where the "center" of this system is. Knowing the coordinates of that center, I can use the 2048-unit rule to make a proper set of aligned, center bases in the maps...
Are we seriously debating realism in a game where I can carry 32 logs half my size without breaking a sweat? lol
I don't care about realism, I care about practicality and consistency. The largest issues I have with this new system is that:
1.) No one has managed to tell me yet what this gridding system is centered on. As it is, it strikes me as arcane ("black box" - the parts that make it work are obfuscated) and an arbitrary change. If I knew what the center was, I could change my personal habits/algorithms easily and accordingly. But as is, all I know is is that it's not based on world spawn and it's not based on the zeroed coordinates of the world, which means that it is acting strangely in some fashion that will literally make mapping unusable for me.
2.) And because of 1.), it appears to be running on a new system that has no transparency whatsoever because it doesn't work on the existing information given to the player, which makes it more unpredictable and harder to figure out - which is generally something you DON'T want to aim for when you push changes to an existing system!
3.) The fact that you have to go to a really lengthy and still yet confusing explanation to explain this new system proves 2.).
4.) If the debug HUD is not meant to be used by players, why are there so many user commands that use coordinates that you could only get from that screen? tp, for instance, takes x, y, and z coordinates as parameters.
But this comes back to the issue of universal gridding - if they're not centered on the initial world spawn and they're not centered on the zeroed coordinates of the coordinate system, what ARE they centered on? I can't make regions and provinces if I don't know what it is I'm mapping, or why I inexplicably can't get my base to be the center of a map.
And I found the old systems of maps hardly confusing. As long as you use one single center point for the entire system, it becomes trivial to make adjoining maps - just add or subtract 2048 from the appropriate coordinate and you have your new location.
Maybe I should extrapolate - it's not random in the sense of, say, a random number generator, it's random in that it is hilariously impractical and completely goes against what any ordinary person making a map would do.
It's like me doing a lab assignment in Geology that involves a map that covers the state of California at different zoom levels - except that the center points for each zoom is completely different. Any ordinary person would have problems wrapping their head around that implementation, even WITH the explanation. Why make an existing system more difficult?
If this is working as intended, what the hell is the logic? This is arcane and illogical, and is pretty much going to ensure that I will not be using maps in the future. How do they line up? How do they zoom out? Why is it that I can never find the center of a map and map out a world logically?
What human being starts a map from anywhere but its center? What human being moves the starting point of a map when the scale changes? It literally makes no practical or logical sense whatsoever.
Same world, literally at 0, 70, 0. Still in upper-left-hand corner. Again...if universal gridding, what arcane logic is being used for the starting point of this system?
Alright, so I literally created a new world, used commands to give myself a blank map and paper, and without moving from my spawn point, created the map and zoomed it out. Still in upper-left-hand corner. If this was according to a universal gridding system, wouldn't it be centered at the world's spawn point, and if so, why is it not?
And also, if the debug screen isn't intended for player use, I sincerely hope the devs add a way to record landmarks like cavern entrances with precision, because as is, that's the only way I can adequately catalog and record cavern locations. Adding a column of something to an entrance only merely tells me that something is there, it doesn't allow for going back to that location from long distances because the maps allow for no marking of such things. So I put down the coordinates in a text file and use them for future reference.
That explanation makes no sense with the behavior I've experienced.
Creating a map at [5,6,7] will start out in the upper left corner just like how creating a map at [2045, 6, 2046] will start out in the upper left corner. It doesn't matter where the map is created, it will always start off-center. If it was done according to universal gridding, they'd still be off-center, but in different places. In all of my tests, it without fail starts in the upper-left corner, regardless of location.
I've more noticed small animals such as chickens and rabbits doing this. What's odd is that not only do they sink in there, but the collision detection for all other parts works properly - after I saw a rabbit sink into grass blocks, it suffocated and died (smoke particles obvious) and I got EXP for it. It was really odd.
I can confirm for 14w31a. The centering is broken as of this snapshot. No matter what coordinates are used, the map will always start in the upper left hand corner. Creating a map in 14w30c at the exact same coordinates will yield a centered map.
It is busted. I align all of my maps using the debug coordinates, and it is only in this snapshot that I've witnessed such behavior.
World config for the instance in the screenshot is:
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":13,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":13,"useLavaLakes":true,"lavaLakeChance":65,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":8,"riverSize":5,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
...ergo, only the water lake, lava lake, and dungeon frequences were changed; and the biome and river sizes were changed to maximum. This is the same config I had in previous versions and they didn't yield such strange behavior.
Can confirm in snapshot 14w11b, Linux version. I can't seem to get rid of the left hand clipping through the map no matter what I try to do.
14w04b, with launcher 1.3.9. Windows version.
I can confirm: it is still a bug in the most recent versions of the snapshot/launcher.
In my case, the following happens:
1.) Leave a minecart ON A TRACK on the Nether. It is completely stopped, on an inactive power rail.
2.) Leave the Nether.
3.) Log off/quit the game/unload world at some point.
4.) Come back and it's completely gone. Not dropped, not at the other end of the rail, just gone like it never existed.
This only seems to happen to the last cart I rode in; at my "Nether station", my other minecarts appear untouched.
This has been a problem for a while and it's getting really, really annoying.
Pfft, @Josepth Charron, I can't stop "worrying about the centre" when that is literally what my classification system is based on. 😉 Make a base, make a map centered from where the base is, map outward. No center = no consistent distances between regions and bases = rail lines that have inconsistent distances and confusing region/province boundaries!
And mapping first and then building won't work because at the highest zoom, the maps are too inaccurate to eyeball the center accurately. Even in the old system, the "center" of the map was always inexplicably a bit off visually even as the coordinates lined up.
I do think this system is relatively counterintiuitive for the average user who enjoys planning with precision. The fact that it took so long to go "aha, the new center is [this]" is proof of that, I think. I understand the need to make it universally consistent on a MULTIPLAYER server, but on single-player where there is one user...