Can You Find the World Seed From Knowing Where a Stronghold Is in Minecraft

StrongholdPortalRoom.png

Biomes

Whatever Overworld biome except for Rivers

Consists of
  • See § Structure
  • See § Blocks
Tin can generate in
existing chunks

No

A stronghold is a construction that occurs naturally hugger-mugger in the Overworld, and is the only place where a role player can observe an end portal. Strongholds can be located by using an eye of ender .

Contents

  • one Generation
    • 1.i Bedrock Edition
    • 1.2 Coffee Edition
  • 2 Structure
    • 2.ane Rooms
    • ii.2 Libraries
    • 2.three Blocks
  • three Loot
    • three.1 Altars
    • 3.ii Storerooms
    • 3.three Libraries
  • 4 Advancements
  • 5 Video
  • 6 History
  • 7 Problems
  • 8 Trivia
  • 9 Gallery
    • ix.1 Overview
    • 9.2 Rooms
    • 9.iii Odd generation
    • nine.4 Other
  • 10 External links
  • eleven References

Generation [ ]

The end portal room.

Strongholds by and large generate cloak-and-dagger and prefer to generate in biomes above sea level simply generate underwater if necessary. Strongholds may generate at bedrock level, cutting the bedrock.

Nearly parts of the stronghold can be overwritten by caves, mineshafts, fossils or dungeons; merely it is rare for the end portal to be replaced, which would force a role player to find one of the other strongholds, as a portal can be activated but with all 12 frame blocks present. Canyons do non overwrite strongholds.

Boulder Edition [ ]

In Bedrock Edition, strongholds generate randomly throughout the earth. They normally generate under a hamlet. Unlike most structures they appear to take no fixed prepare altitude, which means that rarely they may overlap. A stronghold may generate in the bounding main. If it has to, a stronghold could generate perfectly fine higher up footing, in caves, and in canyons. There appears to be an infinite corporeality of strongholds, even capable of generating in the Far Lands. Because Boulder Edition appears to begin stronghold generation at a spiraling staircase, it is rare to find no portal room in the stronghold.

Coffee Edition [ ]

Stronghold layout through the world in Java Edition.

In Coffee Edition, all strongholds are located at random coordinates within rings in all biomes, where each ring is a certain radius from the center of the world (X=0, Z=0). The strongholds are generated at roughly equal angles from the middle bespeak of the world (for example, each stronghold in a ring of 3 is in the region of 120 degrees from the others, measured from the origin). The game does non generate a stronghold partially above-basis, any portion above the sea level is replaced with air, leaving a cutaway. If a stronghold generates in an sea, which occurs rarely, it typically generates with a floating portal room.

In that location are eight rings, containing 128 strongholds in total:

  1. The showtime ring has 3 strongholds within 1,280-ii,816 blocks of the origin.
  2. The second band has 6 strongholds within 4,352-five,888 blocks of the origin.
  3. The third ring has 10 strongholds inside seven,424-8,960 blocks of the origin.
  4. The fourth band has 15 strongholds inside ten,496-12,032 blocks of the origin.
  5. The fifth ring has 21 strongholds within 13,568-15,104 blocks of the origin.
  6. The sixth ring has 28 strongholds within 16,640-18,176 blocks of the origin.
  7. The seventh ring has 36 strongholds within 19,712-21,248 blocks of the origin.
  8. The eighth and outermost ring has 9 strongholds within 22,784-24,320 blocks of the origin.

Construction [ ]

Strongholds vary in size. They contain several doors and rooms made mostly of stone bricks (45%), mossy stone bricks (30%), cracked stone bricks (xx%) and infested stone bricks (5%). Infested cracked stone bricks and infested mossy stone bricks exercise not generate, unless silverfish enter these blocks.[1] Strongholds are lit by enough torches to provide visibility in most areas, though not enough to suppress mob spawns. Stairs that generate within these structures include stone brick and cobblestone stairs, merely not their mossy variants.[2]

In generated chest corridors and storerooms, dispersed chests containing a multifariousness of loot can be found.

Rooms [ ]

Strongholds feature various types of main rooms. Each room has an entrance, which is either a obviously 3×3 opening, a wall with a wooden door, a wall with an fe door (with buttons), or a 3×3 opening with a gate of iron confined along the top and sides. Rooms may have exits to other room pieces or dead-end "exits" into stone. Additional "passages" between rooms may exist if their generation overlaps or if the stronghold intersects a cave, mineshaft, or other construction. Sometimes, doors can exist sealed off by stone bricks, resulting in "hush-hush doors", usually occurring with 5-way crossings.[3]

Stronghold generation begins with a screw staircase room with a v-fashion crossing at the bottom, with additional rooms being randomly generated from the exits of previous rooms upwards to a maximum distance of 50 rooms and 112 blocks horizontally. If a portal room is not generated, the generation is redone.

  • End portal room: Contains an end portal and a silverfish spawner. There are two pools of 3 lava sources in the front end sides of the room and a bigger lava pool of 9 below the end portal, and 16 windows of ii iron confined in the room, with the entrance, ever beingness a gate. In most cases, this room cannot be overwritten by other structures generated around information technology. Only 1 per stronghold, and it is never within 5 rooms of the starting staircase. Each portal frame has a ten% hazard to generate containing an eye; the boilerplate number of portal frames found prefilled is 1.ii. The hazard of the portal being completely pre-filled is one in a trillion (1:one,000,000,000,000 or ten-12).
    • In Coffee Edition, all seeds for 1.16 that have a pre-activated cease portal in the first ring have been institute.[4]
    • In Bedrock Edition, it is intended that some strongholds do not generate with stop portal rooms.[v]
  • Libraries (see below). 0–two libraries per stronghold, and never within 4 rooms of the starting staircase.
  • Big rooms: A room with iii exits (four counting the entrance). The eye of the room may have various decorations. 0–6 rooms per stronghold.
    • Empty rooms: Has no decoration.
    • Stone Pillar rooms Has a stone brick pillar with torches on it.
    • Fountain rooms: Contain a fountain in the center, which consists of a stone brick ring and pillar with a water source block on pinnacle of the colonnade.
    • Storerooms: Dual-level rooms, each 2 blocks high, with a cobblestone eye structure joining the ii. A solitary torch is housed within the structure. A ladder runs up the sidewall for access to the 2nd floor, which is a sleeping accommodation fabricated of oak woods planks containing a chest.
  • Five-way crossing: Has upwardly to five exits (vi counting the entrance): one across from the archway downwardly a curt stairway made of polish rock slabs and stone brick blocks, one each to the left and right of the entrance, ane on the left side of the upper level reached by a brusk stairway made of smooth rock slabs and rock brick blocks, and one on the correct side of the upper level across a bridge of smooth stone slabs and double smooth rock slabs over the downward stair. A single torch is on the side of the bridge. In Bedrock Edition, it usually has 1–four entrances sealed.[ citation needed ] There is always one crossing in every stronghold every bit role of the starting point, while an extra 0-4 crossings may likewise generate.
  • Empty prison cells: A corridor with 1 wall partially fabricated of atomic number 26 confined and with 2 iron doors (in an "open" position, with no buttons). Beyond each fe door are cells with an iron bar wall betwixt them. An go out is opposite the entrance. 0–v rooms per stronghold. In Bedrock Edition, no iron doors are generated.
  • Spiral staircase: A 3×3 spiral stair made of stone bricks and stone brick slabs, leading downward, with an exit at the lesser. Like 5-mode crossings, there is always 1 flight per stronghold equally part of the starting indicate, while an boosted 0–5 flights may too generate.
  • Straight staircase: A iii block broad staircase of cobblestone stairs leading downward, with an leave at the bottom of the stairs. In that location is as well an empty apse under the stairs. 0–5 flights per stronghold.
  • Corridor: A bare corridor with upwards to three exits: one direct ahead, and optional exits to the left and correct.
  • Breast corridor: A corridor with a small chantry made of stone brick slabs, with a breast on the chantry. An get out is on the contrary side of the archway. 0–iv corridors per stronghold.
  • Corridor turn: A bare corridor with one exit, left or right. May resemble a minor room if both the archway and the adjacent room's archway have oak doors.
  • Dead-end corridor: A bare corridor with no exits, although it is likely to intersect other rooms. This room type never has a door or gate at the entrance.

Libraries [ ]

A library inside a stronghold.

Libraries occur in 2 sizes: small single-level libraries and larger duplex libraries. All libraries contain bookshelves, oak planks, and i (single level) or two (duplex) chests, with cobwebs dispersed randomly.

Small libraries normally generate when the second level of the library is blocked by another part of the stronghold. If there are no obstructions, then large libraries commonly generate.

Big libraries contain a second level consisting of a surrounding balcony with oak fences as railings, and fences & torches bundled like a chandelier over the eye of the room. The ii levels are continued past a ladder on the wall furthest from the archway. No cobwebs generate here.

Blocks [ ]

Cake
Stone Bricks
Cracked Stone Bricks
Mossy Rock Bricks
Infested Stone Bricks (both generated naturally and if silverfish enters rock bricks)
Infested Mossy Stone Bricks (if silverfish enters mossy stone bricks)
Infested Cracked Stone Bricks (if silverfish enters cracked stone bricks)
Infested Stone (if silverfish enters regular stone ‌[ BE only ])
Infested Cobblestone (if silverfish enters asphalt)
Water
Silverfish Spawner
Iron Bars
Lava
Finish Portal Frame
Cease Portal Block
Torch
Oak Fence
Chest
Stone Brick Slab
Cobblestone
Rock Brick Stairs
Oak Planks
Ladder
Smooth Rock Slab
Stone Push [ JE but ]
Iron Door [ JE only ]
Oak Door
Asphalt Stairs
Bookshelf
Cobweb

Loot [ ]

Altars [ ]

In Coffee Edition, each stronghold chantry chest contains ii–3 detail stacks, with the post-obit distribution:

In Bedrock Edition, each stronghold altar chest contains 2–3 item stacks, with the following distribution:

  1. a b The size of stacks (or for unstackable items, number) of this detail on any given coil.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this item in a unmarried chest.
  4. a b The number of items expected per chest, averaged over a large number of chests.
  5. a b The boilerplate number of chests the thespian should expect to search to find any of this item.
  6. a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed), and where the chance of multiple enchantments is not reduced.

Storerooms [ ]

In Java Edition, each stronghold storeroom chest contains 1–4 item stacks, with the post-obit distribution:

In Bedrock Edition, each stronghold storeroom chest contains 1–4 item stacks, with the following distribution:

  1. a b The size of stacks (or for unstackable items, number) of this item on any given scroll.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this item in a unmarried chest.
  4. a b The number of items expected per breast, averaged over a large number of chests.
  5. a b The average number of chests the player should expect to search to find whatsoever of this item.
  6. a b Enchantment probabilities are the same as a level-30 enchantment on an enchantment table that was able to apply treasure enchantments (except Soul Speed), and where the chance of multiple enchantments is not reduced.

Libraries [ ]

In Java Edition, each stronghold library breast contains 2–x detail stacks, with the following distribution:

Item Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
Newspaper two–7 2052 89.2% 10.385 1.one
Book 1–3 2052 89.2% iv.615 1.1
Enchanted Volume [F] 1 1052 67.viii% 1.154 i.5
Compass one 152 10.9% 0.115 9.2
Empty Map 1 152 10.9% 0.115 9.2

In Boulder Edition, each stronghold library chest contains two–x detail stacks, with the following distribution:

Detail Stack Size [A] Weight [B] Chance [C] Avg.
per chest
[D]
Avg. # chests
to search
[E]
Newspaper 2–vii 100270 88.iii% 10.000 i.ane
Book 1–three 100270 88.3% 4.444 1.i
Enchanted Book [F] i 60270 72.nine% one.333 1.4
Compass 1 v270 10.v% 0.111 9.5
Map [G] 1 five270 10.five% 0.111 9.5
  1. a b The size of stacks (or for unstackable items, number) of this item on any given roll.
  2. a b The weight of this item relative to other items in the pool.
  3. a b The odds of finding any of this particular in a unmarried chest.
  4. a b The number of items expected per chest, averaged over a large number of chests.
  5. a b The boilerplate number of chests the role player should look to search to detect whatever of this particular.
  6. a b Enchantment probabilities are the aforementioned equally a level-30 enchantment on an enchantment tabular array that was able to apply treasure enchantments (except Soul Speed), and where the chance of multiple enchantments is not reduced.
  7. Named unknown map, merely changed to map 0, the scale level is ane:iv, Maps from the same stack are stackable, but maps that are not stacked are unstackable despite looking identical.

Advancements [ ]

Icon Advocacy In-game description Parent Actual requirements (if different) Resources location
Advancement-plain-raw.png Heart Spy
Follow an Ender Heart Nosotros Demand to Get Deeper Enter a stronghold. story/follow_ender_eye

Video [ ]

Notation: This video is outdated, as 128 strongholds now generate per world as of Java Edition 1.9.

History [ ]

Java Edition Beta
July 01, 2011 Jens Bergensten shares an image of mysterious ruins which resemble a stronghold. Unlike the implemented strongholds, a large part of these ruins are above-ground.
ane.8 Pre-release Added strongholds as part of the Take chances Update. A single one generates per earth. They are vacant except for regular mobs that spawn under normal weather.
Strongholds accept chests in libraries and in storerooms.
Pre-release 2 ;) Increased stronghold count to three per earth instead of one.
Java Edition
1.0.0 Beta 1.9 Prerelease 3 The end portal room was added to the stronghold. The portal frames can be filled in using optics of ender, merely does non activate.
A pair of glass towers indicated the location of a stronghold's start (aka main entrance) and 2nd for the portal room on peak of them, extending from the top of the map to the stone bricks. This was a debug feature which Jeb forgot to remove.[six]
Strongholds now as well take chests in corridor altars.
Beta ane.9 Prerelease iv Removed drinking glass towers generating in a higher place strongholds.
The end portal is at present functional.
Eyes of ender at present properly bespeak to strongholds.
1.4.two 12w40a Strongholds can now generate in the air in Superflat worlds with certain customization presets.
1.9 15w43a Increased stronghold count to 128 per globe, rather than 3.
Library chests now have 2–10 stacks of items, rather than i–iv stacks
Enchanted books plant in library chests is now weighted to ten rather than 2, and in single books rather than in groups of i–5.
16w06a Stronghold placement formula inverse.
pre3 Ender optics can at present signal to the 125 new strongholds.
1.17 21w07a Strongholds can no longer generate floating and without walls, floors, or ceilings when inside caves.[7]
Strongholds are no longer exposed in oceans. Instead, they get covered by the seabed.[8]
21w08a Strongholds once more generate floating and without walls, floors, or ceilings when inside caves.[9]
ane.18 21w37a Strongholds no longer generate due to a problems.[10]
21w38a Strongholds generate again.
Pocket Edition Alpha
v0.ix.0 May 6, 2014 Jeb posts on Instagram a photo of ane department of a stronghold.
May 8, 2014 Jeb posts another image of a stronghold, this fourth dimension within the end portal room.
build 1 Added strongholds.
The end portal block frame exists, only the actor cannot travel to the Stop.
v0.9.2 Strongholds are now more mutual.
v0.12.0 As of the release of the Windows 10 Edition, the enchanted book can exist establish in stronghold library chest. It is not known when this was added for other then-Pocket Edition platforms.
v0.15.0 build 1 Maps tin can be plant in stronghold library chests.
Pocket Edition
1.0.0 alpha 0.17.0.1 Strongholds now generate in new chunks.
Strongholds can now be found using eyes of ender.
Chests at present generate in Stronghold storeroom.
Ender pearls at present generate in altar chest.
Bedrock Edition
1.9.0 ? Cobblestone stairs in strongholds are replaced with stone stairs.
1.x.0 beta ane.10.0.3 Most strongholds no longer generate under village wells; they now generate under village meeting points.
Reduced hazard of strongholds generating under villages.
beta 1.10.0.4 Stone stairs in strongholds are inverse back to asphalt stairs.
1.18.0 beta 1.xviii.0.22 Strongholds are no longer able to generate mid-air in large caves.
Legacy Console Edition
TU5 CU1 1.0 Patch ane Added strongholds.
New Nintendo 3DS Edition
0.1.0 Added strongholds.

Issues [ ]

Issues relating to "Stronghold" are maintained on the problems tracker. Report problems there.

Trivia [ ]

  • In that location are exactly 233 bookshelves in a big library, yielding 699 books if mined without Silk Touch on, which is 10 stacks plus 59 left over.
  • Although strongholds do non generate above basis, they tin be exposed through above-ground dungeons or canyons.
  • Sometimes, they can besides be exposed underwater if they generate in terrain that is close to an ocean, or exposed by an underwater canyon.
  • When generating in a buffet world, many rooms lack the outer wall layer, causing the stronghold to appear fragmented, with the exception of the portal room.

Gallery [ ]

Overview [ ]

Rooms [ ]

Odd generation [ ]

Other [ ]

External links [ ]

  • Eye of Ender throw plotting tool
  • Another Stronghold Locator
  • A stronghold and hamlet finder for 1.7
  • Python implementation to find strongholds
  • (Yet some other, but working) Minecraft stronghold locator
  • Still some other stronghold finder
  • Wikipedia article on Stronghold

References [ ]

  1. MC-140209
  2. MC-140117 – resolved as "Works every bit Intended"
  3. https://www.youtube.com/watch?v=E6xqXPpphb8&t=12m37s
  4. https://github.com/hube12/SSGOutput/releases/tag/ane.1
  5. MCPE-19426
  6. "Ah LOL! I forgot to remove the debug pillars from the strongholds. Oh well, it'due south not severe plenty for another update" – @jeb_ on Twitter, October 6, 2011
  7. MC-214814 – "Strongholds generate floating and without walls, floors, or ceilings when inside caves" – resolved as "Fixed"
  8. MC-216191 Resolved equally "Works Equally Intended"
  9. MC-216881 – Strongholds spawn shattered again
  10. MC-236618 – Strongholds don't generate in 21w37a

dillonhorpred.blogspot.com

Source: https://minecraft.fandom.com/wiki/Stronghold

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