I was playing minecraft in the version 1.12 and following the woodland explorer map, when suddenly i found a big construction under the water, when i getted in, i found the end portal!!!
see the atachments! for proving is not a lie, and its not a replic of the portal, there is a screenshot of the eye spy advancement, when i entered the stronghold it gave it to me.
if you believe me, good beacuse its true, but if you don't, BAD
I'm not sure why you think nobody believes you since this is actually not very rare, especially with the deeper oceans in 1.7+ and increased number of strongholds in 1.9+ (I've never seen one myself in Survival but I still play in 1.6.4 and in that version they are closer to spawn and spawn is usually on a large landmass, and oceans are shallower); the portal room is the only part of a stronghold that can generate underwater and they can generate in ocean/deep ocean biomes (the game does try to relocate them to a non-water biome but only up to 112 blocks away from the initially chosen spot; the portal room itself can be up to 112 blocks from the center of the stronghold so it can still be underwater).
In fact, the seed "Dossier" in 1.6.4 actually has a portal room exposed on the surface (to the north of spawn; you'll find a village then the portal room floating in the ocean) - the only instance I know of where one generated above sea level (in any version), and a likely case of an actual generation bug (the rest of the stronghold is deep down below and the "start" (a spiral staircase) does not match what stronghold finder utilities give; in your case there may be additional parts below the seafloor).
I've discovered a strong hold exactly like this, during the 9th day in a survival play through. And I was worrying I'd have to make a ton of ended eyes
i found a strong hold also like you,but my one half is in a island.
I think all strongholds would be at least partly underground in a non ocean, non beach biome.
The game still avoids starting a stronghold in the ocean though it will now continue into an ocean if it started somewhere else.
I have a beach biome buffet world and it has no strongholds (at least according to the /locate command, and the game won't even let me throw an eye of ender) and somebody else reported not having any strongholds in an all ocean world.
I think all strongholds would be at least partly underground in a non ocean, non beach biome.
The game still avoids starting a stronghold in the ocean though it will now continue into an ocean if it started somewhere else.
I have a beach biome buffet world and it has no strongholds (at least according to the /locate command, and the game won't even let me throw an eye of ender) and somebody else reported not having any strongholds in an all ocean world.
Oceans should still have strongholds though; what the game does when it places a stronghold is search within a 112 block radius for a valid biome; if one is not found it just falls back to the initial location (it scans a 224x224 block area from northwest to southeast, row by row, with a decreasing chance of checking each subsequent point as it finds more valid points. the same method is used to choose the world spawn point, which is why it/was usually south of 0,0. This can also cause strongholds to generate slightly outside of their ranges; my first world has a stronghold that is only 550 blocks away from the origin, as it still does the search even if all the biomes are valid):
if (!this.ranBiomeCheck)
{
Random var3 = new Random();
var3.setSeed(this.worldObj.getSeed());
double var4 = var3.nextDouble() * Math.PI * 2.0D;
int var6 = 1;
for (int var7 = 0; var7 < this.structureCoords.length; ++var7)
{
double var8 = (1.25D * (double)var6 + var3.nextDouble()) * this.field_82671_h * (double)var6;
int var10 = (int)Math.round(Math.cos(var4) * var8);
int var11 = (int)Math.round(Math.sin(var4) * var8);
ArrayList var12 = new ArrayList();
Collections.addAll(var12, this.allowedBiomeGenBases);
// Searches for a valid biome within 112 blocks of the initial location
ChunkPosition var13 = this.worldObj.getWorldChunkManager().findBiomePosition((var10 << 4) + 8, (var11 << 4) + 8, 112, var12, var3);
// Assigns new coordinates if a valid biome was found, otherwise just uses the initial coordinates
if (var13 != null)
{
var10 = var13.x >> 4;
var11 = var13.z >> 4;
}
this.structureCoords[var7] = new ChunkCoordIntPair(var10, var11);
var4 += (Math.PI * 2D) * (double)var6 / (double)this.field_82672_i;
if (var7 == this.field_82672_i)
{
var6 += 2 + var3.nextInt(5);
this.field_82672_i += 1 + var3.nextInt(2);
}
}
this.ranBiomeCheck = true;
}
I suspect that Mojang made some change to the search algorithm and there is now no longer any fallback to the initial location if the biome search fails, as what I describe is the behavior in 1.6.4, and possibly some versions later (do they generate in all-ocean customized worlds in 1.12.2? I believe these do have "sub-biomes", including islands, but the game can't always find a non-ocean biome within 112 blocks. Beaches shouldn't have any sub-biomes). It could possibly be due to the fact that when I decompiled 1.13 I found that every single biome had its own generators for structures, caves, and ores (previously the game used a single generator for all biomes; this may be why they did not include Customized in 1.13 as now you'd need settings for every single biome; conversely, you could now adjust these on a per-biome basis if they add the settings for them - at least, the biomes that have them in the first place. if this is so, I suspect that Mojang didn't consider this and possibly even automated the code conversion, much as e.g. they changed a bunch of values from 128 to 256 in 1.7, resulting in some bugs (mushrooms on the Nether ceiling) or e.g. dungeons becoming much rarer (half the density per layer) or ravines changing (they only extend up to around y=90 so there was no need to extend the "wall noise" up to the height limit).
I was playing minecraft in the version 1.12 and following the woodland explorer map, when suddenly i found a big construction under the water, when i getted in, i found the end portal!!!
see the atachments! for proving is not a lie, and its not a replic of the portal, there is a screenshot of the eye spy advancement, when i entered the stronghold it gave it to me.
if you believe me, good beacuse its true, but if you don't, BAD
i know my english is terrible, i'm from mexico
I'm not sure why you think nobody believes you since this is actually not very rare, especially with the deeper oceans in 1.7+ and increased number of strongholds in 1.9+ (I've never seen one myself in Survival but I still play in 1.6.4 and in that version they are closer to spawn and spawn is usually on a large landmass, and oceans are shallower); the portal room is the only part of a stronghold that can generate underwater and they can generate in ocean/deep ocean biomes (the game does try to relocate them to a non-water biome but only up to 112 blocks away from the initially chosen spot; the portal room itself can be up to 112 blocks from the center of the stronghold so it can still be underwater).
In fact, the seed "Dossier" in 1.6.4 actually has a portal room exposed on the surface (to the north of spawn; you'll find a village then the portal room floating in the ocean) - the only instance I know of where one generated above sea level (in any version), and a likely case of an actual generation bug (the rest of the stronghold is deep down below and the "start" (a spiral staircase) does not match what stronghold finder utilities give; in your case there may be additional parts below the seafloor).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
thanks MasterCaver! i was very confused.
I've discovered a strong hold exactly like this, during the 9th day in a survival play through. And I was worrying I'd have to make a ton of ended eyes
Since this thread has been resurrected I'll just add that in 1.13 the whole stronghold can generate underwater, not just the portal room.
Just testing.
It is not very rare now since 1.7+ when oceans we're expanded and since then most end stronholds are underwater!
- Elon Musk
i found a strong hold also like you,but my one half is in a island.
I think all strongholds would be at least partly underground in a non ocean, non beach biome.
The game still avoids starting a stronghold in the ocean though it will now continue into an ocean if it started somewhere else.
I have a beach biome buffet world and it has no strongholds (at least according to the /locate command, and the game won't even let me throw an eye of ender) and somebody else reported not having any strongholds in an all ocean world.
Just testing.
Oceans should still have strongholds though; what the game does when it places a stronghold is search within a 112 block radius for a valid biome; if one is not found it just falls back to the initial location (it scans a 224x224 block area from northwest to southeast, row by row, with a decreasing chance of checking each subsequent point as it finds more valid points. the same method is used to choose the world spawn point, which is why it/was usually south of 0,0. This can also cause strongholds to generate slightly outside of their ranges; my first world has a stronghold that is only 550 blocks away from the origin, as it still does the search even if all the biomes are valid):
I suspect that Mojang made some change to the search algorithm and there is now no longer any fallback to the initial location if the biome search fails, as what I describe is the behavior in 1.6.4, and possibly some versions later (do they generate in all-ocean customized worlds in 1.12.2? I believe these do have "sub-biomes", including islands, but the game can't always find a non-ocean biome within 112 blocks. Beaches shouldn't have any sub-biomes). It could possibly be due to the fact that when I decompiled 1.13 I found that every single biome had its own generators for structures, caves, and ores (previously the game used a single generator for all biomes; this may be why they did not include Customized in 1.13 as now you'd need settings for every single biome; conversely, you could now adjust these on a per-biome basis if they add the settings for them - at least, the biomes that have them in the first place. if this is so, I suspect that Mojang didn't consider this and possibly even automated the code conversion, much as e.g. they changed a bunch of values from 128 to 256 in 1.7, resulting in some bugs (mushrooms on the Nether ceiling) or e.g. dungeons becoming much rarer (half the density per layer) or ravines changing (they only extend up to around y=90 so there was no need to extend the "wall noise" up to the height limit).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?