Troubleshooting
If none of the below helps, please report in the comments and include your seed, platform and version, and coordinates.
Common user errors
If your in-game world doesn't match the map here at all, it's most likely due to one of the following:
- you entered the wrong seed or coordinates
- you selected the wrong edition or version (the one used to generate the region you look at)
- you used mods or resource packs that affect world generation
- (for slime chunks) you didn't wait long enough, since they have a very low spawn rate even in slime chunks
Mixed version worlds
If you started your world on an older version, you must switch between the versions in the app. Always select the version that was used to generate the chunks you're looking at.
Coastlines
By default, the coastlines for versions 1.18 and above don't match up perfectly. This is not a bug, but rather because the map shows the underlying biomes instead of the exact terrain. Near coasts, ocean and river biomes often have land, while land biomes can be underwater.
You can enable the "terrain" option below the map to automatically adjust the colors of such mismatches.
Known limitations
Locations that don't exist in-game
Many features are not 100% accurate, i.e., locations can be wrong or missing. These include:
- Dungeons
- End City Ships, and End Cities in general on Bedrock Edition
- World Spawn Positions
- Amethyst Geodes (near caves, mineshafts, etc.)
- Desert & Jungle Temples on Java Edition 1.18+
Various other structures such as villages and igloos can sometimes fail to generate in-game as well, but this should happen far less frequently than for the features mentioned above.
Inaccurate x/z coordinates
For some features like fossils, ruined portals and trail ruins the app currently only points to the center of the chunk they're generated in. Since those structures are small, often buried, and can be offset 10-20 blocks from the chunk center, you might have to do some searching/digging to find them.
Missing y coordinates
The y coordinate isn't shown for every feature. For structures that always generate on the surface or seafloor, this shouldn't be an issue. In other cases, like mineshafts, strongholds and nether fortresses, the structures can easily be found by searching at different heights at the given x/z coordinates.
Unfortunately, this leaves some structures like fossils on Bedrock and ruined portals that spawn underground, which will require some manual effort to find.
Requirements
Seed
For technical reasons, you need to know the seed of your world to use Seed Map, unless, of course, you want to find a seed for a new world. If you're playing SSP, the app is able to fetch the seed from your savegame. Alternatively, you can use the /seed command ingame. In SMP, you can use the same command if you have sufficient rights. Otherwise, however, you're dependent on the server owner, who started the world and has access to the savegame and config files.
Browser
This app uses some relatively new web technologies. As a result, some features may be disabled for older browsers. I recommend using the latest version of a major browser such as Chrome, Firefox, Edge or Safari.
Usage
Map Controls
Mouse
- Drag: move the map
- Left-click an icon on the map: show feature details (left-click again to hide)
- Mouse wheel: adjust zoom level
- Right-click: set a red pin and fill in the coordinate inputs below the map
- Double click: toggle expanded map view
Keyboard
- Arrow keys: move the map (mouse cursor must be over the map)
- R key: randomize seed (mouse cursor must be over the map)
- Escape key: disable expanded view
Touchscreen
- Drag: move the map
- Tap: show coordinates and biome below the map
- Tap an icon on the map: show feature details (tap again to hide)
- Pinch: adjust zoom level
- Tap and hold: set a red pin and fill in the coordinate inputs below the map
- Double tap: toggle expanded map view
Seed Selection
The first thing you should do is select a seed and version. You can either type it in manually, or you can load it from your savegame. The latter can be done by clicking on "Load from Save..." and selecting your level.dat, or by drag&dropping the level.dat file into your browser window. Level.dat is a small file located in the folder of every Minecraft savegame. You can find the savegames in the saves folder of your Minecraft installation. On Windows you can use %appdata%\.minecraft\saves to get to that folder.
You should also know that a seed is always a number (up to around 20 digits). If you type in anything else (like letters), it will be converted to a number. The app does this the same way Minecraft does, so it's safe to use letters (and other characters) as well.
Dimension and Feature Selection
Below the seed and version, you can also choose the Minecraft dimension that you want to view (Overworld, Nether or End). This, and the version you use, will affect which features can be enabled. To toggle certain features, click on the icons in the features box just above the map.
You can also expand and collapse features box by clicking the arrow on the right side of the box to show the full names of the features, as well as some more options.
Note that some features will only show if you zoomed in enough. This is to keep the app fast and to not flood it with icons. The app will show a warning and all affected features will be highlighted once that happens.
Selecting structure locations
You can click or tap on the icons on the map to see their exact coordinates in the game. For some structures, additional details are shown as well.
Marking off locations
After selecting a structure, you can mark it as completed by using the checkbox in the popover window, which will make the icon semi-transparent.
Note that currently all completion data is only stored locally on your device by your web browser.
Credits
- Thanks to amidst contributors for providing biome colors
- Thanks to Earthcomputer for his work on bedrockified, which made it possible to support Bedrock Edition
- Thanks to @protolambda and @jocopa3 for figuring out the slime chunk algorithm for pocket/bedrock edition, and depressed-pho for porting it to JavaScript