It’s not hard. I stand on some high place, record the coordinate of the eye (X1, Y1, Z1). Then I aim my crosshair at the Fluid Spring. Then after the chunk that should block the sight gets loaded, I walk towards the block (on flat ground) that I aimed my crosshair at, and record the coordinate of the foot (X2, Y2, Z2).
Since the straight line that crosses these two points also crosses the position where the Fluid Spring should be, the difference in the coordinates (not the coordinates themselves) are in proportion, the proportion of which is the proportion of the distances.
This, combined with the fact that Fluid Springs generate near Bedrock Layer, means its coordinate can be calculated as:
- X3=X1+(X2-X1)*(0-Y1)/(Y2-Y1)
- Z3=Z1+(Z2-Z1)*(0-Y1)/(Y2-Y1)
Since the recorded coordinates (especially the later one) would not be completely accurate, and the Fluid Spring is usually much farther than the distance of these two positions, such calculations have significant inaccuracies. (Inaccuracies in the recorded coordinates get amplified proportionally to the distance) But there’s another fact of use: Fluid Springs always generate in the middle of a chunk.
Thus I usually approximate the coordinates using this method, and align them to multiples of 16, and write down ~4 candidate chunk positions. While this increases some complexity, it does work in my cases.
