Contents.Spawn Points Every world has a set where players are placed near when they first enter the game, and each time they die (see below about beds). The world has one spawn point, and all players spawn within a few blocks of that, but the exact location is randomized. (Formerly, single-player games had a specific spawn point, but now they use the same system as multi-player.) In multi-player, the area around the spawn points is 'protected', so that only server operators can build or destroy blocks there. Making a base too close to a multiplayer spawn area can also expose it to, so in multi-player it's usually better to move some distance before settling in.Each player can change their individual spawn point by sleeping in a, most often in their base. If the bed is removed, destroyed, or blocked, the new spawn point is lost, and the player respawns near their world's original spawn point.
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A world's spawn point can be found easily using a, but this always points at the player's or world's original spawn point, not a bed location.X, Y, and Z coordinates. Main article:If the player presses F3, the game opens up a very useful of info (press F3 again to close it), which includes the player's current in the world. These coordinates are interpreted as follows: All three coordinates are measured in 'blocks', which are considered equivalent to meters of distance. X gives your distance east of the origin, and Z gives the distance south. Both of these can be negative, for positions west or north of the origin. The Y coordinate displays the altitude in meters, which cannot be negative (the world is floored with at level 0).
Sea level is 63, and the spawn point will be within a few hundred blocks of the map origin (X and Z of 0). As of version 1.3.1, the debug screen now displays two Y positions: The Y position of your feet is the height of the top of the block you are standing on, while the other (formerly the only one reported) is 1.62 meters higher and gives the height of your eyes—that is, your screen shows the world from this height. Among the other information in the debug screen, the item 'f' gives your facing, meaning which compass direction you are (most nearly) facing.
A value of 0 means south, 1 west, 2 north, and 3 east.The simplest way to avoid getting totally lost is to write down the X and Z coordinates of the base. If they have gone far afield, they can always get home by pressing F3, comparing the current coordinates to those of the base, and heading in appropriate directions until the coordinates match.This method of navigation is particularly important for exploring the Nether, as a does not work and are impaired. Write down the coordinates of the portal or Nether base, and the player can go exploring the Nether. Also, if the player find a far from the base, but want to go back to it, write down the coordinates of the fortress and the player can go back to it later.Above-Ground Navigation Exploration The best way to explore without a compass is to go in only one direction, then press F3 and check whether it's north, south, east or west only. Then when the player finish exploring, just turn around and go back.Directional Guides Minecraft has a well-defined set of directions, north, south, east, and west. There are several ways to tell which way the player are facing:.
The and the rise in the east and set in the west. Their paths are always the same, and they are fixed against the stars. The stars turn counterclockwise around the north pole, and clockwise around the south pole. Clouds always float west, and are visible above-ground during day and night. When using the only, the line starting with 'f' gives the player's compass facing, including an angle in degrees.Trail Markers Not all players will be content to build directly on the spawn point or even in the prime world where compasses work. Often, the spawn point is a fairly dull beach or desert, and players that desire a savage looking mountain valley or inside may end up building far from their spawn. In these cases, it's good to either mentally note or construct a series of landmarks to follow, especially if the path is long.
The use of trail markers is far more resourceful and time efficient than building long roads. It's a good idea to place all trail markers in such a way so as players can always see two markers from the one they are standing at, that is the marker they came from, and the marker they are heading to. This prevents them from losing the trail. It is also advised to have the markers placed or designed in such a way that the player can always know which direction leads to the origin of the trail. Here are some methods of marking the trail outdoors:. and other offer an easy method of making quick visible markers to follow, and they ward off monsters from spawning.
They are most useful at night unless placed high or combined with other markers. Also have a face which points in a single direction.
The player can place them so that the face always points toward 'home'. are also useful. While they don't glow, torches illuminate them, and the player can write useful information or ASCII arrows on the sign. Ensure that neighboring markers can be seen in both directions, if the player plant a torch a distance downhill from the previous torch, the first torch may not be visible from the second's location. Blocks or short pillars of dyed: A single color or combination can be used to identify the destination (different towns, buildings, or whole ). Multiple colors can even show direction.
Carve a simple arrow into the surrounding terrain and fill it with off-colored blocks, such as filling a stone wall with dirt pointing in the direction home. If the home is near a hill or a cave entrance, use off-colored blocks for its exterior where practical. A series of small towers at the peaks of hills: Sand is easily mined, often plentiful, and very visible in most terrain. Placing another block on the ground near the tower to create a line between the tower and block is an easy method of orienting the player in the right direction. Sand block markers can be read extremely quickly at a distance, making them a great choice for players dashing through the countryside at night who don't have time to stop and read signs.
To prevent the blocks from falling due to gravity, dirt or, which is quickly craftable from sand, can form the foundation or inner layers. Some players prefer to construct fewer, but taller pillars to be visible at a greater distance. These can be made of, sand, stone, dirt, or other brightly-colored or reflective blocks, then lined with torches or capped with or burning. Gate markers consist of two blocks or towers placed next to each other with a one-block space between and an optional arch over the trail. The space between the blocks orients the player to the next gate.
A torch or other marker can be placed on the side of one of the blocks to indicate the origin of the trail. It is usually best to build the markers out of something that stands out, like cobblestone or sandstone. A quick way to make a tall pillar is to clean the leaves off one or more trees in the area of the landmark or perhaps along a route. No tools are required, and clearing the foliage can help to uncover the landmarks and create paths.
Putting the base in a that has towers or a makes it hard to miss at a distance. Due to the way they are made, grass paths make an ideal navigation block for marking a trail behind the player when exploring, requiring only a shovel.Roads and Rails If the player decides to try and find a new place to build a house or a mine, a useful thing to do is to dig a two or three block wide trench as the player move along. Once they find their new construction site, all they have to do is follow the trench back and forth between the mines or houses.
Later in the game or as the player are digging, if they have the resources, they can fill in the trench to make a nice-looking pathway. Note that sand, sandstone or gravel look flashy but are non-renewable and fragile for long roads, the player are better off using cobblestone, stone, or even planks. Note that lightning can burn planks, but that's pretty rare, and doesn't happen at all in deserts.It would also be a good idea to place along the pathway to make night travel safer. The player could even place beside the road for a more appealing look and to fend off monsters.
As the player build more things, they can create forks in the road along with to direct them to where they want to go.Of course, once the player have a road, they may want to put down rails. A railway also doubles as a road.Maps are a viable supplement or replacement for trail markers for mid-range journeys. Maps cost a compass and a lot of paper, so the player need a little and, plus some for this. Activate the empty map midway between the two points they want to connect. One location will be at one edge, the other on the other side, depending on the distance.Maps are not exactly centered on where they are activated, because they snap to a grid.
They also start off with a very small scale, and need to be zoomed out to a reasonable scale after activation, but before the player start making copies. Each zoom level takes 1 paper in a, and doubles the map scale, but also clears any current contents. However, the map will remain centered roughly where the empty map was activated.
It takes 3 zooms to match the scale of the pre-1.4 maps; the fourth zoom reaches the maximum scale of one per pixel. The player can place a framed copy of each map in the base to get a green marker for the location (at least when the frame's chunk is loaded).The player may want to note or create a large structure that is visible on the map at each location. Construct it out of a material that stands out; colored, and all contrast against snow unless they get re-covered with snow, and all, but mossy cobblestone against trees and grass. Some natural structures that stand out include villages, stone 'shields', and large lakes, rivers, or lava pools.Campfire can produce smoke, which can go and be seen from distance and smoke height can be increased by placing hay bales underneath campfire.The player may also wish to make a map room of the local or not-so-local area.
Doing so gives the player insight into the surrounding area, as well as showing any points of interest such as above ground lava pools and ravines, or even their own larger constructions. See also:Natural are fairly easy to get lost in without a little forethought. Depending on a player's mining style, artificial mines might be fairly disorienting as well.
Here are some tips for getting around. Remember that digging the way to the surface is usually possible, but may be hazardous in its own right, as water and lava are a major hazard.Trail Markers There are a variety of markers the player can leave behind to make trails, with a somewhat different selection being useful underground. Mushrooms: Relatively easy to acquire if the player are near a swamp biome, quick to harvest and will attach to nearly any block.
Space them close enough together so the last one is still visible behind the player when they go to place the next. With red and brown mushrooms, the player can have two separate trails that are easy to retrace.
When the player are done with them, the player might try some. Torches: The player can place all the torches on the right side of the cave when they enter a new passage. This allows them to find their way back to the entrance simply by keeping the torches on the left. When encountering multiple caverns, also known as a fork, put two torches at the exit to indicate the correct way to exit the cavern. They can also place torches to point towards the exit. This method has its limits, as torches restricted to the right side probably won't provide sufficient light to completely prevent mobs from spawning.
Torches placed on the side of a block can be used to indicate direction. Introductory.Newcomer survival.Shelters.General.Challenges.Constructions.Storage solutions.Farmingand.and.Blockbreaking.MechanismsBasic redstone.Detectors.Minecarts.Traps.Pistons.Redstone (advanced).Servers.Server setup.Technical. (IRC channel).Maps. WIP.Creating Minecraft media.Game installation.Outdated.