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  • 1

    posted a message on ¿Por qué tan mal optimizado? // Why so bad optimized?
    Quote from SmugSmirk»

    I mean, I guess? The game can basically run on any PC, so I don't see a real need to optimize any further.

    Not according to Mojang:
    Recommended Requirements:
    CPU: Intel Core i5-4690 3.5GHz / AMD A10-7800 APU 3.5 GHz or equivalent
    RAM: 4GB
    GPU: GeForce 700 Series or AMD Radeon Rx 200 Series (excluding integrated chipsets) with OpenGL 4.5
    HDD: 4GB (SSD is recommended)
    OS (recommended 64-bit):
    - Windows: Windows 10
    - macOS: macOS 10.12 Sierra
    - Linux: Any modern distributions from 2014 onwards

    https://help.mojang.com/customer/portal/articles/325948-minecraft-system-requirements

    This was recently updated so it may apply more to 1.13 (similarly, the last increase occurred before 1.8 was released - which was followed by lots of complaints of lag) - I imagine that the majority of players (including myself) do not have 3.5 GHz CPUs (the CPU is the most important factor in performance; of course, GHz does not mean everything but modern CPUs have mainly improved by adding more cores, which Minecraft still does not use effectively) - after only a year my computer is already becoming obsolete for playing Minecraft (it would be an understatement to say that my old one did not do so well on 1.8+, mainly because it had hardware from 2006, even 1.7 had some weird issue and this is one reason why I still play in 1.6.4 (due to the long time I was stuck with it, plus newer versions do not really appeal to me), which ran without any issues (aside from one caused by badly optimized pathfinding code, but that was easily fixable with a mod). Also, while Mojang says that only OpenGL 1.3 is needed (my old computer was 2.1) the game does use features from newer versions if they are available; for example, near the bottom of this crash report it says "Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.".

    Much of this is due to terrible coding; many blame Notch but newer developers are just as, if not even more, to blame; for example:

    https://www.reddit.com/r/Minecraft/comments/2js5j3/the_creator_of_optifine_sp614x_explains_the_18/

    Note that while everybody also blames Java for being a terrible programming language that is actually not true:
    People say this a lot, but it's not really accurate in any significant sense. See here for an in-depth look but the tl;dr: 20 years ago java was slower, today they're effectively equal.

    The C++ version is faster because it was written from the ground up with speed in mind by a team of professional programmers answerable to Microsoft, while the java version was cobbled together by one guy in a garage (figuratively), and maintained by a very small team much more interested in feature creep than performance passes.

    https://www.reddit.com/r/Minecraft/comments/72uvsx/max_render_distance_java_vs_bedrock/dnltfv1/

    Actually, you can blame Bedrock for some of the issues with Java - they apparently implemented BlockPos in BE first then transferred it over to JE without realizing the consequences since Java does not optimize it away like C++ does (this does not make Java worse, you just need to optimize it away beforehand by not using it in the first place, I've never understood why they think that "pos.x, pos.y, pos.z" is better than simply "x, y, z" anyway, which is what C++ optimizes it to. Worse, if you want to change the values in a BlockPos you need to create an entirely new object, not just add/multiply/etc):
    We fortunately don't use Java and so we can create as many BlockPos we want. Last time I checked we create around 400k every time a chunk is tessellated, but they're inlined and ultimately deconstructed into 3 ints and it doesn't even make a dent in the profiling :)

    https://www.reddit.com/r/Minecraft/comments/2js5j3/the_creator_of_optifine_sp614x_explains_the_18/clezvpk/
    Posted in: Discussion
  • 1

    posted a message on I need help on finding parrots...
    Quote from Sharpe103»

    Yeah, they can, but it's my understanding that it's unlikely due to the difficulty of finding all the passive mobs in a ten-chunk area. That's not too hard in a biome like plains, but in the jungle, it's no easy task. As far as I know, if you've even missed one chicken than wandered down into the mouth of a cave, there won't be any new passive mobs spawn.


    The area depends on your render distance plus the spawn chunks, of which a 16x16 chunk area is always loaded, so if you have your render distance set to 32 you'd have to kill every passive mob within a 65x65 chunk area in addition to the spawn chunks; on the other hand, a render distance of 2 would be great for making more passive mobs spawn; just by moving around a bit you could spawn at least 10 mobs (so, no, a single missed chicken won't kill off mob spawning) within each 5x5 chunk area (for comparison, during world generation there is a 10% chance per chunk of a pack of up to 4 mobs in most chunks (7% in a few biomes, none in river/ocean or if water covers the entire chunk), meaning that the spawn chunks alone may have 100 or more passive mobs, a 5x5 chunk averages 10 mobs, and a 65x65 chunk area averages 1690 mobs).

    Jungles have the additional issue of ocelots, which can vastly exceed any mob cap because while they are passive mobs and count towards the passive mob cap they spawn under the hostile mob cap, meaning that they can significantly exceed either cap (in jungles where I've explored all the caves the entity count climbs into the 300+ range and ocelots are everywhere. Only the fact they can despawn prevents them from accumulating indefinitely). Fortunately, they have a very low chance of spawning, particularly since 1.7 (1/10 as often), so as long as hostile mobs can freely spawn they will be rare. However, hostile mobs (and ocelots) attempt to spawn 400 times more often than passive mobs so they could still spawn fast enough to fill the cap; if they are an issue you can fill the hostile mob cap to prevent them from spawning.
    Posted in: Survival Mode
  • 1

    posted a message on Elytra should be repaired by Dragon's Breath instead of Leather (Balancing)
    Quote from Mastermined»

    I believe Elytra were exempt from this, allowing you to repair them using Leather as many times as you wanted, because of their rarity in comparison to normal tools or armor. This is also the reason Elytra don't disappear when they lose all their durability.


    Not according to https://bugs.mojang.com/browse/MC-89980:

    Elytra can Become "Too Expensive" to Repair at Anvils
    Resolution: Invalid

    So, 15w42a was released today, and it looks like that Jeb and Mojang have decided on a new system. The Mending enchantment was introduced. An item with this enchantment will have its durability restored, if needed, as the player collects experience. Exp. goes to the mendable item instead of the player. Therefore, elytra can be infinitely repaired if it has Mending. However, enchanted books with Mending will only be found in the world, like elytra. Locations haven't been implemented nor confirmed at this time.

    The not breaking/disappearing when losing all durability has been present since they were introduced I believe and was probably added because they are much more valuable than other items.

    Posted in: Suggestions
  • 1

    posted a message on So there's good news, and then REALLY concerning news...
    Quote from SmugSmirk»

    The forums are just less active. The actual game is as popular is ever. It's just not as much of a pop culture icon today.
    It's like Overwatch in this regard. Right now, Overwatch is huge. Soon, the memes and videos and nsfw art will slow down, and Overwatch will still be played by millions, it's just no longer in the spotlight for the masses to constantly talk about.

    To say that the forums are less active is a big understatement; I can't really see how there can be only a few dozen posts per day in forums like Discussion, Suggestions, and Survival Mode, each with more than a million posts, given the size of the community (Mojang claimed there were 55 million monthly unique players earlier this year, out of a total of 122 million copies, meaning that 45% of everybody who bought the game still played it at least once a month). I've also look at archived pages to confirm the decline, which has been going on for years and has worsened with time; the forums must have been really crazy years ago, to the point of having to go back several pages just to find threads that were created within the past day (recently I saw threads with no activity for the past 7 days on the first page in Survival Mode, the longest I can remember). I've also see many old-time members with high post counts stop visiting the forums recently; these members tend to drive much of the activity due to their high participation (the average member has made only 6 posts over the entire time they've been active; I even have followers who have 0 posts and have not been online since the day they signed up).
    Posted in: Discussion
  • 1

    posted a message on Do named villagers act the same

    While it is true that naming a hostile or passive mob prevents it from being counted towards the mob cap (same goes for mobs holding items they picked up) I don't think the same applies to villagers because they do not spawn the same way and they do not count towards any other cap, passive or otherwise (they are their own category of mob). Otherwise, the only reason to name a villager is so you can tell them apart or just for fun.

    Posted in: Survival Mode
  • 1

    posted a message on Elytra should be repaired by Dragon's Breath instead of Leather (Balancing)

    You can only repair any item just 6 times on the anvil before it becomes too expensive; anybody would rather use Mending instead so you don't even need any materials (though I think it should work like renaming did before 1.8, making you have to use materials to repair items on the anvil along with the repair costs depending on the item and enchantments):

    After six workings, the penalty will be 63 levels, making any further repair or enchantment impossible in survival.

    https://minecraft.gamepedia.com/Anvil_mechanics#Prior_Work_penalty


    In fact, I believe they originally added Mending just for Elytra, with other items able to receive it as a bonus.

    Posted in: Suggestions
  • 1

    posted a message on Mojang is adding too much to minecraft
    Quote from Mastermined»

    They'll also be raising the block ID limit in 1.13. And I can guarantee you nobody's complaining about that one. Or would want Mojang to scrap it.


    That's not really new though; ever since 1.2 the game has mostly been able to handle 4096 block IDs except for a small issue with how ItemStacks were handled, limiting them to 256 (the same numerical ID is used to represent both blocks and items) - which I thought was removed in 1.8 when they removed numerical item IDs (though since older worlds can be read they must have retained it in some manner), which mods, including Forge itself, also fixed (ever wondered how big modpacks add hundreds of new blocks, many with IDs in the 1000+ range?). It is actually surprisingly easy to fix this and Mojang could have done so years ago (the easiest method, which I've tried before, shifts item IDs up so they start at 4096 instead of 256, breaking compatibility with older versions but you can just convert the IDs and add a version tag to chunks the first time they are loaded).

    Also, the way they are planning to make every variant of block its own block ID means that many of those 4096 IDs are going to be used up anyway (even 256 IDs with 16 data values each is 4096 separate states), and others will change, so existing tools and mapping utilities will break, and coding will become more complicated (for example, currently ores and many other world decoration features replace any type of stone by only checking for the block ID; in 1.13 they will have to check for every single variant separately, slowing things down as well). The save format itself will likely change as well (why store IDs as two separate 8 and 4 bit arrays, which requires fancy bit twiddling (Java, as well as most other languages, does not natively support 4 bit datatypes so the game has to split/combine bytes to make efficient use of storage and memory), plus another 4 bits for metadata, instead of a single 16 bit array that stores all of them and allows for 65536 IDs).
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on How do you quickly located and get to Woodland Mansions?

    I'd consider a mansion "just" 10,000 blocks away to be impractically far away to ever consider going to; I've never traveled more than 3,000 blocks in one direction from spawn in any world (I just recently finished a railway that is 7.74 km both ways), and usually no more than half that; as it is, the only thing I intentionally search for is a stronghold (the game conveniently makes this an easy task with Eyes of Ender), otherwise I just come across things as I explore the world by caving, or like recently, I found a village while looking for a place to build a new base (a place to store resources and restock on food/wood between caving trips).

    This is also why I don't like the changes they made to biomes in 1.7; you either have to be lucky or use a seed to get all biomes within 1-2,000 blocks of spawn, and even with more or less random biome generation I've never found every biome in most of my worlds (it took over 100 real-time days of playtime on one world to find every biome in vanilla 1.6.4; I've never found every biome added in my mods across every single world combined, including a couple that were present since the first version).

    It is worth noting that even with a 100% spawn rate (e.g. Customized set to Roofed Forest and no other biomes, even River) you'll only find one mansion per 80x80 chunk region, the size of the grid they use; for comparison, villages/temples/igloos/witch huts use a 32x32 chunk grid so they are 6.25 times more common before considering how common their biomes are or spawning requirements (similar to villages prior to 1.10 mansions only spawn if there is Roofed Forest within most of the area they cover, and unlike villages they cannot generate smaller to stay within their biome, so the failure rate is likely far higher than the ~1/3 villages had).

    Posted in: Survival Mode
  • 1

    posted a message on Mojang is adding too much to minecraft
    Quote from Romaq»

    Even without all that, TheMasterCaver wants a "super duper" cave mining experience?

    That's exactly why I've made many mods that enhance that aspect of the game:
    Vanilla 1.7-1.12:



    Vanilla 1.6.4; notice how much cave density varies, with a couple very large cave systems complemented by large cave-free areas, areas of more scattered caves and several smaller dense cave systems. Note that there are not that many more caves overall than in 1.7, they are just distributed differently (the difference in underground air volume is even less due to caves not overlapping as much in 1.7+):



    TheMasterCaver's World; caves are based on 1.6.4 with more variation, including occasional larger caves and ravines (rarely up to half a million air blocks in volume), new cave structures, dungeons with more types of mobs and faster spawn rates (I mean really, 4 mobs as seldom as once every 40 seconds and able to run up to a spawner and deactivate it before it even spawns anything?), including a special "double dungeon" with two spawners, more variation in the size of mineshafts (which appear to be much more common but are actually less common than in 1.6.4; vanilla makes them less common near the origin, as in the maps above; they are less common since they cannot generate if there are too many caves in the area, which is something I even added to an otherwise vanilla world because it bugs me that much):
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on [1.12.2] Moon visible through clouds

    This is a vanilla bug; I do not know of any fixes other try trying to fix it my modding the game yourself (if anything, I'd expect that Optifine would fix this as they did with particles by changing the way they render):

    MC-3784 You can see the moon/sun through clouds with solid blocks above them


    If this annoys you enough a workaround would be to either turn clouds off or raise their height (with Optifine). I'm not sure but it may not happen with clouds set to Fast since all the examples that I've seen show clouds set to Fancy (I've never noticed it myself with clouds set to Fast but I've never payed much attention to them and you need a high mountain that goes above cloud level, which are not very common).

    Posted in: Modded Client Support
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