Location: Surrounded by Creepers.Come here too if you want.
Minecraft: bestbest333
Posted 13 June 2011 - 07:09 PM
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MEMBERS LIST
1. sam123486 (current leader) 2. bestbest333 (topic manager,co-leader) - division: Head Researcher, Public Relations 3. cheesynacho (background voice) - division: Retired 4. RoroZoro - division: General Research 5. CrazyTosser - division: Mod Research(member) 6. EyeOfTheDaev - division: General Research 7. Rockenez - division: Redstone Research(member) 8. Smallest - division: General Research 9. EpicDoopliss - division: Liquid Research(member) 10. ChickenBlah - division: Redstone Research(member) 11. _chrislo27 - division: Cannon Research(member) 12. Xaxis - division: Excavation Research(member) 13. Jptje - division: TNT Research(member) 14. Gamestar1313 - division: TNT Research(member) 15. UsedToBeLink2356 - division: Cannon Research(member) 16. Jamesl2k5 - division: General Research 17. Abt522 - division: Redstone Research(member) 18. XDmikkelXD - division: General Research 19. robo111 - division: Mining Research(member) 20. pandakidpa - division: Piston Research(member) 21. PippinYankee - division: General Research 22. Kikki118 - division: General Research 23. kaimarohero - division: Piston Research(member) 24. timestamp - division: Piston Research(member) 25. gara090 - division: General Research 26. Jboydiaz - division: Liquid Research(member) 27. radiowave24 - division: Piston Research(member) 28. Vegusha - division: Hunting Research(member) 29. Doomjaw - division: Head Researcher 30. FigTheGreat - division: Piston Research(member) 31. Tauschung - division: Mod Research(member) 32. brz99 - division: Head Researcher 33. Fleskeh - division: Piston Research(member) 34. Zakman246 - division: Piston Research(member) 35. Aziorin - division: General Research 36. GigabyteWaffle - division: General Research 37. XanMoores - division: General Research 38. BlastFromHell - division: Retired 39. Seizure - division: General Research 40. Waffleman96 - division: General Research 41. Lechimp89 - division: TNT Research(member) 42. Tophernator309 - division: General Research 43. Rilerone - division: Redstone Research(member) 44. talster - division: General Research 45. pitsiunio - division: Redstone Research(member) 46. 0ptimistPrime - division: Cannon Research(member) 47. SimplyxLegit - division: General Research 48. narwalls26 - division: Piston Research(member) 49. Caruso09 - division: TNT Research(member) 50. applejuice - division: Mod Research(member) 51. Decman1717 - division: General Research 52. minerman1501 - division: General Research 53. MikeChaos14 - division: Redstone Research(member) 54. DatDachshund - division: TNT Research(member) 55. robly18 - division: General Research 56. raptor777777 - division: Head Researcher, Agriculture Research(leader) 57. hansho13 - division: General Research 58. WhisperingSiren - division: Liquid Research(leader) 59. MrJackal22 - division: General Research 60. CCRT Mikor(server hoster) - division: Workspace Provider 61. CoestarsEvilTwin - division: General Research 62. Sorcus - division: General Research 63. lollity - division: General Research 64. CalamityBlue - division: General Research 65. Rodgr999 - division: Piston Research(member) 66. Omylepiaz - division: Liquid Research(member) 67. MarginallyDwarven - division: Mining Research(member) 68. Vythrin - division: Redstone Research(member) 69. Blasimir - division: General Research 70. MarkBarwell - division: General Research 71. wheeler2217 - division: General Research 72. Omoikane - division: Mod Research(member) 73. boom491 - division: General Research 74. PMSF - division: TNT Research(member) 75. Iamsoohungry - division: General Research 76. TheThirdPerson - division: General Research 77. CRaFTDOS - division: Mod Research(member) 78. HQentity - division: Physics Research(leader) 79. killahnukah - division: General Research 80. The Nturtanyr - division: Physics Research(member) 81. CakeComrade - division: TNT Research(member) 82. amankino - division: Agriculture Research(member) 83. insanejoeperson - division: General Research 84. Prof.Alkasier - division: General Research 85. jubtyjub - division: General Research 86. Holly_Short - division: General Research 87. Canipa091 - division: Mob Research(member) 88. TmynameisT - division: Mob Research(member) 89. Amberfly123 - division: Cannon Research(member) 90. Dynamite8100 - division: Physics Research(member) 91. MagikarpLOL123 - division: Mob Research(member) 92. Itanthias - division: Cannon Research(member) 93. XtheBEAST=P - division: General Research 94. onesucks - division: Cannon Research(member) 95. Mandratar - division: Redstone Research(member) 96. PaperclipGirl - division: Mob Research(member) 97. epicwaffelrave - division: General Research 98. Mad_Cowboy - division: General Research
DIVISIONS
Cannon ResearchLeader:none Agriculture ResearchLeader:raptor777777 Mining ResearchLeader:none Excavation ResearchLeader:none Redstone ResearchLeader:none TNT ResearchLeader:none Liquid ResearchLeader:WhisperingSiren Mod ResearchLeader:none Mob ResearchLeader:Sorcus Piston ResearchLeader:none Physics ResearchLeader:HQentity General Research Head Research Public Relations If you want to join any division, FILL THE APPLICATION below and I will assign you to whatever division you want, if you deserve it. Note #1:The leaders will be assigned only by me, and only people that I trust and that have enough time to spend with the group are assigned as leaders of divisions. Note #2:If you really do NOT want a division, I will not add you to any of them.The only advantage is that you do NOT have to focus on only a thing because you can be a general researcher and just make studies of everything you consider it needs studies.
DIVISION EXPLANATIONS
-Cannon Research Division will focus on the TNT cannons, human cannons, and cannon inventions(study example:How far does a TNT go from a TNT cannon);
-Agriculture Research Division will focus on everything that has to do with seeds, wild grass, wheat and farming(study example:How many seeds do you get from a fully grown seed);
-Mining Research Division will focus on every type of block that can be mined using a pickaxe (study example:How much redstone dust do I get from a redstone block);
-Excavation Research Division will focus on every type of block that can be excavated(study example:What is the chance of getting flint from gravel using a stone shovel);
-Redstone Research Division will focus MAINLY on redstone engineering, like calculators, traps and everything that can be done using redstone(study example:What is the failing rate of a calculator when you use it);
-TNT Research Division will focus on TNT and everything that has to do with TNT blowing-up(study example:How far does a TNT go when another TNT explodes near it);
-Liquid Research Division will focus mainly on water and lava and everthing that has to do with them(study example:how much water do you need to fill a 2x2x2 pool);
-Mod Research Division will focus on MODS and everything that has to do with them:Mod development(mod creating), Mod technology(how does it work) and other(study example:How long does it take for the food bar to deplete by using "survivalism" mod);
-Mob Research Division will focus on EVERYTHING that is about the mobs currently in the game(study example:How many leather skins do I get -average- if I kill 20 cows);
-Piston Research Division will focus on the pistons that were realeased in 1.7 in the default game.This division WILL NOT focus on the Piston mod(study example:Does the block type affect the number of blocks a normal piston can push?);
-Physics Research Division will focus on everything that has to do with physics(makes sense, doesn't it?);
-General Research Division will focus on EVERYTHING that they want to study(or someone orders them to study), not just on a certain thing.Every newcomer will be added to this division, unless he wants a specific division(I guess you do not need a study example for this one, do you?);
-Head Researchers are above all the other divisions(except the leader)and they are the ones who are organizing the divisions;they are also above the leaders of the divisions;
-Public Relations ARE NOT making studies.They handle our all public relations, and collaboration with any other group.If you want to join this division, but you already have one, it is no problem.You CAN join Public Relations division too.(shall I call it division?)Also, I assign to Public Relations only who I consider that it deserves it.Not EVERYONE will be added to Public Relations.
Note #1:At Head Researchers and Public Relations, I(and sam) add only who deserve it,not everyone.
DIVISION RANKS
Here is who can give orders to who(from the biggest rank to the smallest rank):
Leader > Co-Leader > Head Research > Division Leaders > Other Divisions Members
Note #1:"Public Relations" is an optional division, that has nothing to do with science(Indeed),that is why it is NOT added here.
Note #1:When these banners are clicked, they take you to this post automatically.
STUDY FORM
What it is about:
How it will be executed:
Control variable(s):
Non-control variable(s):
Result(s):
Conclusion:
PUBLIC RELATIONS
Our public relations are with the following groups/people: CCRT Mikor's Android Application:
Application HERE.
Why CCRT? They developed an application for Android that is similar to a helpdesk.It contains all the crafting recipes, all the item ID's, and more.It also has mod support, and soon(hopefully) it will have some studies from MSG added into the application, which are supposed to help the player see random(yet important) facts of the game. Minecraft Experimentation and Research(MEAR):
MEAR Thread HERE.
Why MEAR?MEAR is a group for proving or disapproving suggested rumors, experiment crazy (ridiculous) stuff such as seeing how many blocks you can walk in exactly one Minecraft day before the sun is no longer visible. MEAR will also give out information about anything requested! (took from the MEAR main page)We are in good relations with MEAR until now, and we will do studies, we will prove "suggested rumors" and we will experiment crazy stuff together with them.
WEBSITE
We finally have a website! Click HERE!
Credits to cheesynacho for creating it!
SERVER
minecraft.tmynameist.com is the server, made by TmynameisT.
STUDIES
All the studies here are all put by divisions.Note:If you are a general researcher(not assigned to any of the divisions) and you post a study, your study will be put to the division it coresponds(for example, if you do NOT have a division and make a study about lava, your study will be put to Liquid Research).All the studies will be put under a spoiler, so it is easier for you to read ONLY what studies you want to find about.
Cannon Research studies
Piston compression increasing range of cannonsMade by Itanthias
Spoiler
What it is about: Can Piston compresion be used to increase the maximum range of cannons? How it will be executed: I will make a variable load TNT cannon compressed by pistons Control variable(s): number of TNT compressors, number of stages, number of fuel TNT, Minecraft 1.7.3 Bukkit Non-control variable(s): TNT's unpredictiballity, testing wall friction, lag Result(s): It created a new range record (world download at http://www.mediafire...d1zlnzdqnl31tfx)
Conclusion: It appears that the performance of piston compression cannons are only limited by computer specs.
Possible research paths: range per fuel TNT, the explosion resistance of water (the cannon self destructs even with water at high loads), how to reload, max amount of TNT that Minecraft can handle.
TNT Blast compression increasing range of cannonsMade by Itanthias
Spoiler
What it is about: Is TNT blast compression an effective way to increase range? How it will be executed: I will make a 147 TNT cannon compressed by secondary blasts Control variable(s): War mod, number of TNT compressors, number of stages, number of fuel TNT, Minecraft 1.7.3 Bukkit Non-control variable(s): TNT's unpredictiballity, testing wall friction, lag Result(s): It created a new range record (soon bested by a Piston compression cannon)
Conclusion: Although inaccurate, this cannon smashed distance records made by water compression cannons.
Possible research paths: How to improve efficiency, find range per fuel TNT, how to reload this cannon in reality.
Working Piston Operated CannonsMade by Doomjaw
Spoiler
What it is about: Is having a piston operated cannon practical? How it will be executed: I will use pistons, redstone, Obsidian, TNT, and water to create an automated cannon Control variable(s): Flatgrass map, Toomany items, Zombe flymod, Peacefull difficulty, obsidian launch pad. Non-control variable(s): Animals in the way, redstone current not reaching machines, pistons not activating. Result(s): I flipped the switch, the Propulsion TNT activated, and due to recent updates, did not move. the projectile TNT Activated, the Propulsion TNT exploded, barely moving the Projectile TNT, the pisons reloaded the cannon, and the Projectile TNT exploded, causing the TNT set for reloading to explode, causing massive collateral damage. Conclusion:Regular TNT Cannons(with pistons) in general are now Impractical.
If cannon building material will affect rangeMade by UsedToBeLink2356
Spoiler
What it is about:Will the Material used to Build the Cannon affect it's Range? How it will be executed: Making 3 Cannons, 1 Obsidian, 1 bedrock, 1 Cobblestone Control variable(s):Flat Land, Amount of Tnt, Too Many Items Non-control variable(s):Animals in the Way, Monsters Setting my Cannon off( I use Pressure Plates ) Result(s): Bedrock: 16 Cobblestone: 16 Obsidian: 16 Conclusion:Materials do not Affect the Cannon's Range
How far pigs go by using a TNT CannonMade by _chrislo27
Spoiler
What it is about: How far pigs go with 7, 14, 21, or 28 blocks of TNT.
How it will be executed: Uses the 'rows' cannon. Looks like: ROW ONE> ROW TWO> and so on. Control variable(s):
-7, 14, 21, 28 blocks of tnt Non-control variable(s):
-Same one pig each time Result(s): As expected, more TNT will launch faster and higher. (You can guess how far 73 will go) Conclusion: The more TNT you use, the higher (and faster) your animal will go.
Agriculture Research studies
Number of times needed to walk over tilled soil to make it turn to dirtMade by amankino
Spoiler
What it is about : Number of times to walk on the soil before it returns to normal How it will be executed:
- Plowing a block
- Count the number of times you walk before it returns to normal Control variable(s):
- 50 block of soil
- Not Watered Non-control variable(s):
- Number of times to walk on the soil before it returns to normal Result(s):
2,5,5,10,7,2,2,5,2,4,6,2,7,7,1,1,5,2,3,1,4,2,1,1,14,9,2,4,2,7,1,5,1,4,9,5,6,9,1,1,2,1,1,1,5,2,13,5,1,3
average = 4.02 Conclusion:The average is 4.02, so we could suppose the true number is 4.
You need to walk 4 times on a soil for break it (average)
Melon slices obtained from melonsMade by amankino
Spoiler
What it is about: How many melon slices do you obtain by melon block (percentage) How it will be executed:
- Plant 100 seeds of melon
- Wait
- hit 100 melon blocks Control variable(s):
- 100 melon blocks
- Broke whith hand Non-control variable(s):
- Number of slice by melon block Result(s):
- 3 slices : 19 melons
- 4 slices : 20 melons
- 5 slices : 18 melons
- 6 slices : 21 melons
- 7 slices : 22 melons
TOTAL : 100 melons Conclusion:
We could suppose there is equiprobability :
- 3 slices : 20%
- 4 slices : 20%
- 5 slices : 20%
- 6 slices : 20%
- 7 slices : 20%
When you break a melon block you have the same chance to have 3, 4, 5, 6 or 7 melon slices.
Melon seeds drop rate at certain conditionsMade by amankino
Spoiler
What it is about: How to get more melon seeds ? Cut stem with melons or without melons? How it will be executed:
- Plant 200 seeds of melon
- wait
- hit 100 melon blocks and leave 100 melon blocks
- hit 200 stem (mature) Control variable(s):
- 100 stem have melon
- 100 stem no have melon
- Broke whith hand Non-control variable(s):
- Number of seed by stem Result(s):
1. With Melon (number by stem):
- 0 seed : 9 stems
- 1 seed : 41 stems
- 2 seeds : 40 stems
- 3 seeds : 10 stems
TOTAL : 100 stems
2. Whitout Melon :
- 0 seed : 8 stems
- 1 seed : 36 stems
- 2 seeds : 41 stems
- 3 seeds : 15 stems
TOTAL : 100 stems Conclusion:
The results are approximatively the same for the experiences 1 and 2.
We could suppose that with or without melon, the stem has the same chance to drop seeds.
Drop rate of seeds from the melon stemMade by amankino
Spoiler
What it is about: How many seeds do you obtain by stem of melon (percentage) How it will be executed:
- Plant 100 seeds of melon
- Wait
- hit 100 stems (mature) Control variable(s):
- 100 mature stems
- Broke whith hand Non-control variable(s):
- Number of seed by stem Result(s):
- 0 seed : 9 stems
- 1 seed : 41 stems
- 2 seeds : 40 stems
- 3 seeds : 10 stems
TOTAL : 100 stems Conclusion:We could suppose that the percentage of the number of seeds from one stem is approximatively:
- 0 seed : 10%
- 1 seed : 40%
- 2 seeds : 40%
- 3 seeds : 10%
For exemple when you break a mature stem it's a 10 percent chance to get back 3 seeds.
Mushroom drop rate from Huge MushroomsMade by amankino
Spoiler
What it is about:How many mushrooms(brown) fall when destroying 100 blocks of mushroom. How it will be executed:
- Spawn some huge brown mushroom
- See number of mushroom in inventory : each 100 block Control variable(s):
- Kind of mushroom : Brown
- Broke whith hand Non-control variable(s):
- When a block is broke, 1 or 2 mushrooms are dropped
- Number of mushroom dropped Result(s):
24 mushrooms for 100 blocks
25 mushrooms for 100 blocks
29 mushrooms for 100 blocks
22 mushrooms for 100 blocks
28 mushrooms for 100 blocks
Average is 26 mushrooms Conclusion:You should receive around 26 mushroom per 100 blocks of huge brown mushroom you hit with your hands.
We could suppose the true average is 25 : the probability that a mushroom appear when you break a block is : 1/4
Grass growing in redstone LightMade by raptor777777
Spoiler
What it is about:Will grass spread in redstone light? How it will be executed:
I will place a grass block next to a dirt block. I will perform the tests 3 times:
1: In a darkened room
2: In a darkened room with redstone torches
3: In sunlight Control variable(s):Lighting, size and shape of the testing room Non-control variable(s):The growth behaviour of the grass, mobs spawning Result(s):
No mobs spawned and the grass: In darkness:
Didn't spread In redstone light:
Didn't spread In sunlight:
Spread Conclusion:Grass doesn't spread in redstone light and neither in darkness.
Trees growing in redstone lightMade by raptor777777
Spoiler
What it is about:Will trees grow in redstone light? How it will be executed:
I will attempt to grow trees:
-in total darkness, without bone meal
-in redstone light, without bone meal
-in full sunlight, without bone meal
-in total darkness, with bone meal
-in redstone light, with bone meal
-in full sunlight, with bone meal
This will be done in a big square room large enough to support a tree, with dirt on the bottom Control variable(s):Bone meal used, lighting, growing space Non-control variable(s):The tree's growing behaviour, possible enemy mobs spawning inside Result(s):No mobs spawned, and what happened to the saplings is:
Without bone meal: In Darkness:
The sapling popped off In redstone light:
The sapling popped off In sunlight:
The tree grew
With bone meal: In darkness:
An invisible tree grew* In redstone light:
The tree grew In sunlight:
The tree grew
*An invisible tree grew: The tree was entirely invisible, but you could still see the outline of the blocks when you held your cursor over it. The sapling was still visible even though the sapling itself didn't exist anymore. Whenever I placed or removed any block or item in the vicinity, the tree became visible. This includes removing parts of the invisible tree itself.
Picture:
Spoiler
Conclusion:Saplings cannot grow into trees by themselves in redstone light, but they can when using bone meal.
Using bone meal on saplings in total darkness will create an invisible tree.
Maximum length of growing vinesMade by raptor777777
Spoiler
What it is about:Studying how long vines will keep growing down from the base block when being suspended in the air How it will be executed:Empty a 2 * 3 space from sky level to bedrock, place 1 block on the maximum sky level, plant a vine on it and see how long it will grow and if there is a maximum length Control variable(s):Location, block interaction, amount of vine blocks to begin with (1) Non-control variable(s):The vine's growing behaviour Result(s):The vine kept growing right down to bedrock. Conclusion:There is no maximum length for vines.
How long it takes for tilled soil to turn into normal soilMade by raptor777777
Spoiler
What it is about:How long does it take for tilled soil to turn normal again after wheat has been removed? How it will be executed: Till some soil, plant wheat, remove the wheat and count the seconds until the tilled soil turns back into normal soil (with a stopwatch of course!) Control variable(s): Time of study: day, light level: sunlight, wheather: clear, soil is not moist, no elevation around the tilled soil. Non-control variable(s): Time it will take for the soil to turn normal again Result(s):
Test Number/time taken in minutes:seconds
01./1:37
02./0:18
03./3:12
04./2:05
05./0:17
06./1:40
07./0:47
08./1:20
09./4:20
10./1:21
On average (in minutes:seconds.milliseconds)
1:41.7
Conclusion: The time it takes for tilled soil to turn back into normal soil is varies greatly but the average of my tests was 1 minute, 41 seconds and 7 milliseconds.
How effective a tree plant is against using a dirt circleMade by Doomjaw
Spoiler
What it is about: Which is more efficient, a Automatic tree plant where you only need to plant saplings, or a 5x5x1 ring of dirt with saplings and torches How it will be executed:i will use the tree plant information from my last test, and make a 5x5x1 ring of dirt and use it for a day. Control variable(s):TMI, SPC, Zombes, Bonemeal Non-control variable(s):SHI, Tree size Result(s):
Tree Plant: 4 Stacks
(see resources from last experiment)
5x5x1 dirt thing
15 stacks of wood
7 stone axes Conclusion: making a dirt ring and putting saplings on it is far more efficient than using a tree plant.
Collecting logs by using a tree plant against using normal techniqueMade by Doomjaw
Spoiler
What it is about:is it practical to make an automatic tree processing plant? (survival) How it will be executed:i will build a tree processing plant, and operate it for a day, then spend a day cutting down trees and count the difference in logs Control variable(s):TMI, SPC, Zombes modpack Non-control variable(s):SHI, tree size and growth algorithms Result(s):
Processing Plant: 4 stacks of logs
126 redstone torches (20 went to redstone repeaters)
283 redstone dust (10 went to redstone repeaters)
66 glass
600 cobblestone
600 stone
400 coal
ended with 15 saplings
Cutting by hand: 13(rounded) stacks of logs
5 stone axes
2 wood axes
5 logs went towards tools.
Conclusion:The processing plant consumes far more resources, and although impressive, is not practical.
Probability of bone meal spawning tall grass and flowers on grassMade by raptor777777
Spoiler
What it is about: Bone Meal on grass probabiliy by hand How it will be executed: Using Bone Meal on a clear patch of grass and noting the amount of red flowers, yellow flowers and shrubs that appear
Testing ground, the small towers of dirt are used to see where the middle of the testing ground is.
Control variable(s): amount of bone meal used (1), placing of the bone meal Non-control variable(s): amount of red flowers, yellow flowers and shrubs that appear Result(s):
Tall Grass: 20
Dandelion: 1.1
Rose: 0.7
Total: 21.8 Conclusion: On average one bone meal, when used on grass in optimal conditions, will produce 20 pieces of tall grass, 1.1 dandelions, 0.7 roses and 21.8 plants in total.
Drop rate of seeds by destroying the block under the grassMade by Doomjaw
Spoiler
What it is about: drop rate when the block underneath tall grass is destroyed How it will be executed:i will use a 100 block space, cover it with tall grass, and remove the blocks under it Control variable(s):TMI, Singleplayer commands, flatgrass map Non-control variable(s):Software/Hardware issues Result(s): 13 seeds Conclusion:its faster to use tools.
Drop rate of seeds from tall grass by using toolsMade by Doomjaw
Spoiler
What it is about:What is the drop rate of seeds from tall grass with the 5 tools, Pickaxe, Hoe, Shovel, Axe, and Sword How it will be executed:i will destroy 10 tall grass with each tool. Control variable(s):Toomanyitems, Singleplayercommands. Non-control variable(s):Hardware/Software issues Result(s):
Sword: 0
Shovel: 1
Pickaxe: 0
Axe: 1
Hoe: 0 Conclusion:you will have to test with a lot more than 10 for accurate results.
REDO:
100TG per tool
Results:
Sword: 13
Shovel: 10
Pickaxe: 13
Axe: 14
Hoe: 13
AVERAGE: 12.6 Conclusion: No matter what tool you use the drop amount of seeds is the same.
Probability of getting red/yellow flowers and tall grassMade by Doomjaw
Spoiler
How it will be executed:10x10 square(100 blocks) surrounded by wood, 3 tests in total, bonemeal applied wherever possible Control variable(s):Toomanyitems, Flatgrass. Non-control variable(s):Weather Result(s):
Test 1: 11 Yellow,4 Red, 85 tall grass
Test 2: 8 Yellow,3 Red, 89 tall grass
Test 3: 6 Yellow,6 Red, 88 tall grass
Average Yellow, 8.3 (repeating of course)
Average Red, 4.3 (repeating of course)
Average Tall Grass 87.3 (repeating of course) Conclusion: on average, the 100 block space will be 12.6% taken up by flowers when using 70 bonemeal.
Tall Grass seed giving probability By handMade by sam123486(leader)
Spoiler
What it is about:What is the probability of finding a seed in tall grass using bare hands? How it will be executed: I will hit 100 tall grass sections, total up how many seeds I get, and Put it into a fraction out of 100. Example: 67/100 seeds found. Control variables:
-Biomes the grass is in
-How many grass I hit
-What block the grass is on
-How far they are from water Non-Controlled variables:
-How many seeds I receive Result:By the end of the experiment, I received 14/100 seeds. Conclusion:If the experiment is conducted properly, you should receive around 14 seeds per 100 tall grass you hit with your bare hands as long as you are in forest biomes.
Tall Grass seed giving probability By hand(when raining)Made by RoroZoro
Spoiler
What it is about:An expansion on the original experiment, exactly the same condition, except it was raining How it will be executed:100 tall grass were hit by hand and the seeds were collected Control variable(s):
-The Biome
-The Block the grass was on
-How far it was from the water Non-control variable(s):
The amount of seeds received Result(s):9/100 tall grasses gave seeds Conclusion:The drop rate of seeds is reduced whilst it is raining (Which makes sense IRL)
Mining Research studies
Ore Spawning Rates in different game modes, difference between ores spawning rate in 1.7.3 and 1.8.1Made by MarginallyDwarven
Spoiler
What it is about: Is there a difference in the ore-spawning rates between Survival Mode and Creative Mode (1.8.1), what is the NEW average ore spawning rates for Minecraft 1.8.1, and IS there a difference between the ore spawning rates of Minecraft 1.8.1 and 1.7.3. How it will be executed: I will strip-mine 4 chunks in each mode, record the ore results, average them, compare the two, see if there is a difference, see if there is a difference between them and the result from my earlier test, and report the averages. Control variables: My infinite-durability Gold and Diamond picks, what biome I excavate in (they will all be desert areas), the old ore spawning algorithms and TooManyItems. Non-Control Variables: Minecraft's ore spawning rates, caves generating where ore could be generated and the possible difference between the ore spawning rates of Creative and Survival modes. Result(s):
CREATIVE:
Chunk One:
Coal: 28
Iron: 16
Gold: 5
Lapis (In blocks): 4
Redstone (in blocks): 7
Diamond (in blocks): 0
Is there a difference between the ore spawning rates of Creative and Survival mode?: Yes. Survival mode spawns more of (every) ore than Creative mode based on the test results.
Is there a difference between these and the 1.7.3 test results?: Yes. My previous findings:
Iron: 78.5 blocks per chunk
Coal: 181 blocks per chunk
Gold: 8.5 blocks per chunk
Redstone: 35 dust per chunk (OR 8.75 blocks, based on PippinYankee's study on this)
Lapis Lazuli: 20.5 gems (I think they're classified as gems, but I'm not sure about that) per chunk (OR3.56491228070175 blocks per chunk on average, based on BestBest333's study about this)
Diamonds: 4.57 blocks per chunk
For Survival mode, ore spawning rates between 1.7.3 and 1.8.1 are up for Iron, down for Coal, down for Gold, down for Diamonds, up for Lapis Lazuli, and up for Redstone.
For Creative mode, the ore spawning rates have decreased dramatically on all ores since 1.7.3 with the exception of Redstone, which has gone up.
Amount of ores generating into chunksMade by MarginallyDwarven
Spoiler
What it is about: Determining the likelihood of an ore block spawning in a given chunk. How it will be executed: I will quarry-mine the entirety of 4 separate chunks, record the ore returns, post them here, calculate the average number of ore blocks per chunk, and post those here as well. Control variable(s): TMI, my infinite-durability gold pick, the durability of my diamond pick, and what biome I excavate in. Non-control variable(s): Minecraft's ore spawning algorithms, creeper explosions, and caves reducing the number of possible ore spawning locations.
Conclusion:Minecraft's ore spawning varies greatly, but the averages for this test were:
Iron: 78.5 blocks per chunk
Coal: 181 blocks per chunk
Gold: 8.5 blocks per chunk
Redstone: 35 dust per chunk
Lapis Lazuli: 20.5 gems (I think they're classified as gems, but I'm not sure about that) per chunk
Diamonds: 4.57 blocks per chunk.
Ammount of glowstone dust given by glowstone blocksMade by BlastFromHell
Spoiler
What it is about:How much Glowstone dust will you get in average. How it will be executed:5 tries of braking 10 glowstone. Control variable(s):How many glowstone is there. Non-control variable(s):How much glowstone dust il get. Results:
1# try: 29 glowstone dust.
2# try: 30 glowstone dust.
3# try: 33 glowstone dust.
4# try: 27 glowstone dust.
5# try: 33 glowstone dust.
In average: 30.4 glowstone dust per try.
3.04 glowstone dust. per glowstone.
Total: 152 glowstone dust from 50 glowstones. Conclusion:In average you will get 3 glowstone dust from each glowstone.
Ammount given from Lapis lazuli when mining itMade by PippinYankee
Spoiler
What it is about: The amount of lapis lazuli one is most likely to get after destroying a lapis lazuli ore block. How it will be executed: I will mine 100 blocks of lapis lazuli and count how many dye pieces I obtain. Control variable(s): Type of pick, type of ore Non-control variable(s): how much lapis lazuli I get Result(s): 570 dye came from 100 ore blocks, for an average of 5.7 per ore block. Conclusion: When destroying a lapis lazuli ore block, you will most likely obtain either five and six lapis lazuli dye.
Redstone dust giving probability from redstone ore by using a diamond pickaxeMade by bestbest333(co-leader)
Spoiler
What it is about:Mining a certain ammount of redstone ore and then checking how much redstone dust I get/ore(average redstone dust / redstone ore) by using a diamond pickaxe. How it will be executed:I will mine 50 redstone ore blocks, and then I will put the redstone in a fraction with 50, so I can find out the average redstone dust/ore block when I am mining redstone. Control variable(s):
-The Pickaxe I use(diamond);
-The weather(no rain/snow);
-The level the redstone is on(65) Non-control variable(s):
-How much redstone dust I get; Result(s):I got 222 redstone dust from 50 redstone ore blocks. Conclusions:If you mine 50 redstone blocks, you get 222 redstone dust(average) and if you mine a redstone ore block, you get 4 redstone dust (average).
Durability of stone pick while breaking stone/cobblestoneMade by PippinYankee
Spoiler
What it is about: The difference between the durability of a pick breaking stone and a pick breaking cobblestone How it will be executed: two equal picks (stone in this experiment) will break the two types of blocks. I will build stacks of these materials, then measure how many blocks of each material the picks can endure before they break. Control variable(s): Type of pick, type of material. Non-control variable(s): Pick durability, random Minecraft crashes/ Result(s): The stone pick that broke cobblestone could destroy 132 cobblestone blocks before breaking. The stone pick that broke stone could also destroy 132 blocks without breaking. Conclusion: Apart from appearance, cobblestone and stone blocks behave in the same way. They each degrade the durability of a pick equally.
Excavation Research studies
Tools affecting the number of flint dropped from gravelMade by Blockt
Spoiler
What it is about: Whether the tool you use to harvest gravel affects the amount of flint you get. How it will be executed: I will make a stack of 40 gravel, then harvest it all with one kind of tool. I will repeat this five times for each tool. Control variable(s): Amount of gravel, mods used (TooManyItems), approximate location Non-control variable(s): How much flint the gravel drops Result(s):
By hand:
Trial 1: 4
Trial 2: 3
Trial 3: 5
Trial 4: 3
Trial 5: 6
Average: 10.5% chance of flint
Wooden shovel:
Trial 1: 5
Trial 2: 1
Trial 3: 4
Trial 4: 2
Trial 5: 2
Average: 7% chance of flint
Stone shovel:
Trial 1: 5
Trial 2: 3
Trial 3: 7
Trial 4: 3
Trial 5: 6
Average: 12% chance of flint
Iron shovel:
Trial 1: 5
Trial 2: 3
Trial 3: 2
Trial 4: 6
Trial 5: 4
Average: 10% chance of flint
Gold shovel:
Trial 1: 5
Trial 2: 5
Trial 3: 3
Trial 4: 4
Trial 5: 8
Average: 12.5% chance of flint
Diamond shovel:
Trial 1: 4
Trial 2: 6
Trial 3: 6
Trial 4: 4
Trial 5: 2
Average: 11% chance of flint Conclusion: Tools make a negligible difference (Standard deviation is about 1.78).
Flint given from gravel by using hands and a shovelMade by talster
Spoiler
What it is about: Will a shovel give more Flint from Gravel rather than bare hands?How it will be executed: I will place 20 Gravel and punch it, then subtract the remaining number of Gravel from 40, my starting number. I will place the Gravel again and use a stone shovel to break it. Control variable(s): Rain and Snow (none), placed on Sand, Random chance, I am using IndustrialCraft, Zipline Mod, and that mod that lets Torches light up in hands and on the ground. Non-control variable(s):Game Errors, Result(s): I got no Flint with punching. I got 7 Flint from shovels. Conclusion: You will have a 35% of getting flint with a Stone Shovel,And you will get more flint from using a shovel than bare hands(further testing required).
Flint giving probability from gravel by using a golden shovelMade by bestbest333(co-leader)
Spoiler
]What it is about:About excavating gravel. How it will be executed:I will excavate 100 gravel with the golden shovel and find out how much flint I get; Control variable(s):
-How much gravel I excavate;
-What tool do I use;
-Weather(no rain/snow); Non-control variable(s):
-How much flint I get; Result(s): I got 8 flint from 100 gravel. Conclusion:If you excavate 100 gravel using a golden shovel, you get 8 flint(average)
Probability of Receiving Flint While Mining Gravel with Torches against Acquiring Flint from Gravel Using ShovelsMade by Smallest
Spoiler
What it is about:Probability of Receiving Flint While Mining Gravel with Torches against Acquiring Flint from Gravel Using Shovels How it will be executed: [indent][/indent]Using a 4 block by 10 block wall, 8 torches will be placed on the first two levels of the wall.
Above the second row of torches a column of gravel, 8 blocks high, will be placed. With four columns of gravel in place, the second row of torches will be removed.
Thus the columns will fall into the torches. Trials will consist of 32 blocks of gravel.
[indent][/indent]While using a shovel a 4 by 8 wall of gravel will be constructed and then cleared away using shovels. Each trial will consist of 32 blocks of gravel.
Controlled variable: Amount of gravel used in each trial of this experiment, 32 blocks.
Non-controlled variables: Ways in which the gravel is mined using different equipment, torch, and shovels. Results: Torches:
[indent]Trial 1: No Flint
Trial 2: No Flint
Trial 3: No Flint
Trial 4: No Flint
Average: No Flint per 32 = 0%[/indent] Wooden Shovel:
[indent]Trial 1: 3 Flint
Trial 2: 4 Flint
Trial 3: 6 Flint
Trial 4: 5 Flint
Average: 4.5 per 32 = 14.06%[/indent] Stone Shovel:
[indent]Trial 1: 5 Flint
Trial 2: 6 Flint
Trial 3: No Flint
Trial 4: 3 Flint
Average: 3.5 per 32 = 10.94%[/indent] Iron Shovel:
[indent]Trial 1: 4 Flint
Trial 2: 4 Flint
Trial 3: 4 Flint
Trial 4: 2 Flint
Average: 3.5 Flint per 32 = 10.94%[/indent] Golden Shovel:
[indent]Trial 1: 1 Flint
Trial 2: 4 Flint
Trial 3: 4 Flint
Trial 4: 7 Flint
Average: 4 Flint per 32 = 12.50%[/indent] Diamond Shovel:
[indent]Trial 1: 3
Trial 2: 3
Trial 3: No Flint
Trial 4: 3 Flint
Average: 2.25 Flint per 32 = 7.03% [/indent] Conclusion:
[indent][/indent]Represented by this example, the method that produces the highest yield of flint per gravel shoveled. This 14.06% yield is the better than the 12.50% provided by a golden shovel, the next highest yield. Further research is required to provide more evidence to this theory, that a wooden shovel provides more flint per 32 gravel, or 14 per 100 adjusted mathematically.
Redstone Research studies
Redstone Repeater delay time in a circuitMade by Doomjaw
Spoiler
What it is about:How much time does a 3rd setting redstone repeater add to a circuit? How it will be executed:i will add redstone repeaters to a circuit up to 100, and count the time it takes every time i add 10 more to the initial circuit. Control variable(s):Redstone repeaters, TMI,SinglePlayerCommands, Ipod stopwatch Non-control variable(s):Software/Hardware issues Result(s):
10: 3 seconds
20: 6 seconds
30: 9 seconds
40: 12 seconds
50: 15 seconds
60: 18 seconds
70: 21 seconds
80: 24 seconds
90: 27 seconds
100: 30 seconds Conclusion:for every ten redstone repeaters on 3rd setting you add, the circuit is delayed with 3 seconds.
How many inverters are needed to delay a redstone circuit the same as a redstone repeaterMade by Rockenez
Spoiler
What it is about: I will try to find out how many inverters you
will need to delay a redstone circuit the same amount as a
redstone repeater on the different settings. How it will be executed: I will create a simple circuit with a lever
connected to two redstone torches. One of the torches will be connected via
a redstone repeater, and the other one will be connected via X amount of redstone inverters.
I will try to adjust the amount of inverters until it fits the redstone repeater delay as best as possible. Control variable(s):
Number of inverters.
Delay of the redstone repeater. Non-control variable(s):
The delay of the inverters. Result(s):
5 inverters fits the delay of a redstone repeater on max.
4 inverters fits the delay of a redstone repeater on the second longest delay.
3 inverters fits the delay of a repeater on the second shortest delay.
2 inverters fits the delay of a repeater on the shortest delay. NOTE: The human eye cant see the excact time the light changes, so the results may not be perfect. It doesnt matter that much anyway since the difference is so very small. Conclusion:
Its possible to recreate the delay of a redstone repeater almost perfectly using
only redstone inverters.
TNT Research studies
Blast radius of TNT affected by the material of the blocksMade by Doomjaw
Spoiler
What it is about: is the Radius of a TNT blast affected by materials? How it will be executed: i will make 15x15x15 blocks of 5 materials, Stone, Cobblestone, Dirt, Sand, and Brick and use TNT, then measure the Length, Width, and depth of each blast. Control variable(s): TMI, SPC, Minecraft 1.7.3 Non-control variable(s): SHI, TNT's unpredictiballity. Result(s):
Stone:
Test 1: 6x7x1
Test 2: 6x7x1
Test 3: 6x7x1
Test 4: 6x7x1
Cobblestone:
Test 1: 6x6x1
Test 2: 6x7x1
Test 3: 6x7x1
Test 4: 6x7x1
Dirt:
Test 1: 9x9x3
Test 2: 9x8x3
Test 3: 9x9x3
Test 4: 9x9x3
Sand:
Test 1: 9x9x3
Test 2: 9x8x3
Test 3: 9x9x3
Test 4: 9x9x3
Brick
Test 1: 6x6x1
Test 2: 6x7x1
Test 3: 6x7x1
Test 4: 6x7x1
Conclusion: Stone, Cobblestone, and Brick have much smaller blast radius' than Dirt and Sand.
Average Blast radius of TNTMade by Doomjaw
Spoiler
What it is about:Average Blast radius of TNT How it will be executed: i will use one block of TNT and mesure how wide the resulting hole is using the farthest points of the hole, and the closest points in the hole. i will do this 3 times. Control variable(s): Flatgrass map, singleplayer commands, toomanyitems, 100% dirt area. Non-control variable(s):How big the hole is Result(s):
Farthest Points = FP
Closest Points = CP
Length = L
Width = W
Hole one
FP:
W:9
L:9
CP
W:7
L:4
Hole 2
FP
W:9
L:9
CP
W:7
L:6
HOLE 3
FP
W:9
L:9
CP
W:7
L:6
FARTHEST POINTS AVERAGE LENGTH: 9
FARTHEST POINTS AVERAGE WIDTH: 9
CLOSEST POINTS AVERAGE LENGTH: 7
CLOSEST POINTS AVERAGE WIDTH: 5.3(repeating of course) Conclusion:The dimensions of a TNT blast are almost always the same.
Size of TNT explosion in the center of a cube of one type of blockMade by Jptje
Spoiler
How it will be executed:I made a 11x11 obsidian platform to serve as ground (and to not blow up the dirt, which would be very annoying), then built cubes every time of different materials (dirt, cobblestone, stone, planks, iron/gold/diamond blocks, wool and bookshelves) by 3^3, 5^3, 7^3 or 9^3, starting with 3^3. Then, I put a TNT in the middle of the cube, ignited it, and quickly refilled the part of the cube I had to remove to get to the TNT. If the explosion blew up the edges, I rebuilt it 5x5x5 and so on. Controlled variables:How many blocks I place(yet there are controlled variables) Non-controlled variables: how resistant the blocks are to TNT Results:
With dirt it blows up (about) an 8x8x8 cube/sphere
With planks/cobblestone/stone/iron blocks/gold blocks/diamond blocks a 3x3x3 cube
With wool about a 7x7x7 sphere (I actually placed 728 wool for this xD)
With bookshelves a 5x5x5 sphere
Eight sheep blew up/got killed during placing 728 wool Conclusion:Planks are just as resistant to TNT as (cobble)stone and iron/diamond/gold blocks
Bookshelves are weaker than wood, wool is even weaker, and a house of dirt can be completely annihilated by using a single TNT.
Liquid Research studies
Slowsand affecting the movement of mobs while being pushed by waterMade by Omylepiaz
Spoiler
What it is about: Finding if slowsand affects the movement of hostile mobs when being pushed by water How it will be executed: Firstly, a flat pad of glowstone is constructed.
A tunnel of size 2x2x8 with a mob spawning area and pressure pads at the two ends
would then be constructed. Pressure pads before the tunnel starts leads to a redstone tick counter thing.
Then, at the end,
the pressure pads activate piston gates and light up the whole area, signalling the end so i can count the ticks easier.
The zombie and skeleton are the main mobs that are used in this experiment. Creepers are canceled due to their explosive reactions with humans, and spiders are too fat.
I made a awesome picture to help me explain better.
Control variable(s): Mobs used for the experiment, space for the experiment, length of the trench, surface of the experiment. Non-control variable(s): Numbers of tries i have to retry due to creeper attacks, speed of mobs, lag i have. Result(s):
Conclusion:Slowsand will slow the mobs when they being pushed by a water current.
Pistons affecting the speed of flowing waterMade by Omylepiaz
Spoiler
What it is about: How does moving pistons affect the speed of the flow of water? How it will be executed: Two trenches of size 1x8, one with pistons that move, the other as a control setup. A redstone torch is situated at the end to count when the water hit it. Control variable(s): How much trees i burnt to give space for the experiment, speed of the clock. Non-control variable(s):Speed of the flow of water, houses i burnt down. Result(s): The trench with moving pistons took 10 ticks, while the control setup was 8 ticks. Conclusion: A trench with moving pistons at its bottom takes longer for the water to reach the end.
Obsidian maker machine variablesMade by FigTheGreat
Spoiler
What it is about:An Obsidian Machine How it will be executed:I had 2 variations, which in turn created 4 Obsidian and 1 Obsidian. Control variable(s):Order of water/lava, Amount of obsidian Produced, movement of water & lava. Non-control variable(s):Game crashes, PC crashes,obsidian I get. Result(s):Variation 1 made more obsidian than variation 2, but used more lava. Conclusion:Use Variation 1 for normal use, and variation 2 for economic use.
Pics:
Variation 1 Before
Variation 1 After
Variation 2 Before
Variation 2 After
Mod Research studies
WW2Guns MP40 Clip size studyMade by boom491
Spoiler
What it is about: How many shots are fired from the MP40 from Flan's WW2Guns mod How it will be executed: I will fire one shot at a time, and count the tally marks. Control variable(s): SPC,TMI. Non-control variable(s): Accidentally firing two shots, other sounds messing up the count. Result(s):
Test 1: 33 rounds heard and fired.
Test 2: 33 rounds heard and fired. Conclusion:
Every MP40 clip holds approximately 33 rounds.
IndustrialCraft Solar Panels StudyMade by Doomjaw
Spoiler
What it is about: How much on average do industrialcraft 5 panel solar flowers (5PSF) collect in one day How it will be executed: I will set up 5 5PSF and at night, take average on how much energy each MFE (dont ask what it stands for) unit is storing. Control variable(s):TMI, Zombes modpack, SPC, Industrialcraft Non-control variable(s): SHI, industrialcraft bugs. Result(s):
1: 62705
2: 62705
3: 62705 Average: 62705 Conclusion:If you use a 5PSF you will get 62705 energy.
PortalCraft General StudyMade by Doomjaw
Spoiler
What it is about: Portalcraft general study
1: what happens when you place a portal as a block
2: what happens when you place the half AFP block
3: do heel springs completely negate fall damage?
4: will sentry turrets attack mobs and defective turrets? How it will be executed:
1: i will place the portal block
2: i will place the half AFP block
3: i will fall from the sky to bedrock with heel springs on hard difficulty
4: i will use mobspawners and risugami's mobspawnerGUI infront of turrets, and defective turrets. Control variable(s): TMI, singleplayer commands, risugami's mobspawner GUI, Flatgrass map Non-control variable(s): Hardware/Software issues Result(s):
1:The portal will not place, and stays as an item in your hand
2:Nothing happens.
3:Heel springs negate fall damage completely.
4:Sentry turrets will attack all mobs except defective turrets. Conclusion:tests 1&2 are redundant, heel springs = no fall damage, sentrys will kill you, and all mobs aside from defective turrets.
Mob Research studies
Endermen teleportation in a minecartMade by raptor777777
Spoiler
What it is about:Studying if endermen can teleport while sitting in a minecart, and if they can enter a minecart in the first place. How it will be executed:Roaming around at night with an infinite supply of minecart rails and minecarts, and trying to trap an endermen in one. Control variable(s):
Amount of minecarts and minecart tracks: infinite, Steve's health: infinite Non-control variable(s):Mob spawning behaviour, mob behaviour Result(s):Endermen will not teleport while in a minecart Conclusion:Endermen CAN be trapped in a minecart:
Spoiler
Endermen will not teleport while in a minecart, even if you look at them and look away.
Average ammount of gunpowder / GhastMade by Aziorin
Spoiler
What it is about: The average amount of Gunpowder dropped by Ghast(s) How it will be executed: I will spawn a Ghast one at a time and use FlyMod and a Diamond Sword to kill it and repeat this step 12 times. Control variable(s):
- FlyMod
- Number of Ghast(s) each Test Non-control variable(s):
- Droprate of Gunpowder from Ghast
- The direction where the Ghast flies Result(s): Test 1 : 1 Gunpowder Test 2 : 1 Gunpowder Test 3 : 2 Gunpowder Test 4: 1 Gunpowder Test 5 : 0 Gunpowder Test 6 : 2 Gunpowder Test 7 : 0 Gunpowder Test 8 : 2 Gunpowder Test 9: 2 Gunpowder Test 10 : 2 Gunpowder Test 11 : 2 Gunpowder Test 12: 2 Gunpowder
The average : 17 divided by 12 equals to 1.416 Gunpowder each Ghast Conclusion:
So, In an average you get about 1.416 Gunpowder each Ghast[/font]
Ammount of feathers given from zombies/chickensMade by BlastFromHell
Spoiler
What it is about:What is better, Getting feathers from zombies? or chieckens? How it will be executed:Il make 5 tries, For each try il spawn 10 zombies and 10 chieckens, KIll them and write the loot. Control variable(s):Number of zombies, Number of chickens, Number of tries. Non-control variable(s):Feathers droped. Result(s): Zombies:
1#: 7 feathers.
2#: 13 feathers.
3#: 7 feathers.
4#: 14 feathers.
5#: 9 feathers.
Average: 5 feathers per 10 zombies.
1 feather per 1 zombie.
Total: 50 feather from 50 zombies. Chickens:
1#:9 feathers.
2#:8 feathers.
3#:10 feathers.
4#:12 feathers.
5#:9 feathers.
Average: 4.8 feathers per 10 chickens.
0.96 feathers per 1 chicken.
Total: 48 feathers per 50 chickens. Conclusion:The feather drop average is higher at zombies than at chickens.
Average ammount of porkchops per pig by using a piston trapMade by Aziorin
Spoiler
What it is about: The average number of raw porkchop you can get by using a piston trap. How it will be executed: Using a piston trap that I built myself, I spawned a number of pigs inside the trap and launches it. Due to the small size of my piston trap I did this a few times to increase the accuracy of the research. Control variable(s):
- The Number of Pig Spawned.
- The Redstone Wirings and where the pistons are placed. Non-control variable(s):
- How many Pork will drop
- The function of Pistons Result(s): 18 Raw Porkchop from 20 Pigs 20 Raw Porkchop from 20 Pigs 9 Raw Porkchop from 10 Pigs
Using the formula (Total Amount of Raw Porkchop) divided by (Total of Pigs Killed) the average result would be 0.94 Porkchops each pig.
[b]Conclusion[/b]: Hunting pigs using Piston Traps will drop around [b]0.94 Porkchops[/b] each pig.
[b]Average ammount of wool per sheep[/b]Made by Aziorin
Spoiler
[b]What it is about[/b]: The average number of wool that you can obtain from a sheep by using shears.
[b]How it will be executed[/b]: I spawned 25 sheeps in an area where the sheep can't escape and used shears to gather their wools. I did this step four times and got my result.
[b]Control variable(s)[/b]:
- The Number of Sheeps Spawned
[b]Non-control variable(s)[/b]:
- How many wool the sheeps will give
[b]Result(s)[/b]:
[b]Test 1[/b] : 81 Wool from 25 Sheeps
[b]Test 2[/b] : 74 Wool from 25 Sheeps
[b]Test 3[/b] : 82 Wool from 25 Sheeps
[b]Test 4[/b] : 77 Wool from 25 Sheeps
So, using the average formula which is (81+74+82+77) divided by 100, the results would be exactly [b]3.14 wools[/b]
[b]Conclusion:[/b] By using shears to gather wool from a sheep you get about an average of 3.14 wool.
[b]Average ammount of wool per sheep[/b]Made by Doomjaw
Spoiler
[b]What it is about:[/b]What is the average amount of wool per sheep
[b]How it will be executed:[/b]10x10 square space (100 blocks), 2 block high wall, i will use shears on 10 sheep to get data
[b]Control variable(s):[/b]Flatgrass map, singleplayer commands, toomany items, containment chamber.
[b]Non-control variable(s):[/b]wool i've got.
[b]Result(s): [/b]
Sheep 1: 3
Sheep 2: 3
Sheep 3: 2
Sheep 4: 4
Sheep 5: 4
Sheep 6: 3
Sheep 7: 3
Sheep 8: 3
Sheep 9: 3
Sheep 10: 4
Sheep 1-2 added up equals 28. 28/10=2.8
[b]Conclusion:[/b]The average amount of wool you will get per sheep is 2.8
[b]Average ammount of wool per dyed sheep[/b]Made by Doomjaw
Spoiler
[b]What it is about:[/b] Do you get different amounts of wool if you add dye to sheep?
[b]How it will be executed:[/b] 10x10 block workspace, i will apply dye to sheep and use shears.
[b]Control variable(s):[/b]100 block workspace, singleplayer commands, toomanyitems, flatgrass map
[b]Non-control variable(s):[/b]wool I get.
[b]Result(s): [/b]
Orange: 4
LimeGreen:4
Pink: 2
Purple: 3
Red: 3
Cyan: 4
LightGrey: 3
Magenta: 2
LightBlue: 2
Yellow: 2
Average amount of wool collected: 2.9
[b]Conclusion:[/b] if you dye a sheep, you get roughly the same amount you would if you just sheared a regular sheep.
[b]Porkchops*bacon* giving probability by using hand[/b]Made by bestbest333(co-leader)
Spoiler
[b]What it is about:[/b]I will kill a certain ammount of pigs, and then I will observe the number of porkchops(bacon) I get from them.
How it will be executed:I will kill 30 pigs , and then observe how many porkchops(bacon) I get.
[b]Control variable(s):[/b]
-The biome they are in;
-What do I kill the pigs with(bare hands);
[b]Non-control variable(s):[/b]
-How many porkchops(bacon) I get;
[b]Result(s):[/b]I got 29 porkchops(bacon) when i killed 30 pigs.
[b]Conclusion:[/b]The average porkchop(or bacon) / pig is 1.So you usually get 1 porkchop(bacon) when you kill a pig with your bare hands.
[b]Pig-drops with diamond sword research[/b]Made by Rockenez
Spoiler
[b]What it is about:[/b] I am going to observe how many porkchops a pig drops in average when you kill them with a diamond sword.
[b]How it will be executed:[/b] I will kill 30 pigs with a diamond sword, and then see how many porkchops they drop. I will do this two times(double check).
[b]Control variables:[/b]
-Weapon
-Number of pigs killed
[b]Non-control variable:[/b]
-How many porkchops thats dropped.
[b]Result:[/b] I got 29 porkchops the first time, and 34 the second time.
[b]Conclusion:[/b]
Sum of all porkchops: 34+29=63
Average: 63/60 = 1,05
The average porkchops dropped is just a little bit over 1 when killing a pig with a diamond sword.
[b]Piston Research studies[/b]
[b]Reaction of tracks pushed and pulled by pistons[/b]Made by Rodgr999
Spoiler
[b]What is it about:[/b] How do pistons affect tracks when they are moved
[b]How it will be executed:[/b] I will create 4 scenarios. First, I will have a
Piston push, and pull the tracks. Second, I will place a piston facing upwards, and have it push a track on top of cobblestone upwards (since tracks cannot be placed on pistons). Third, I will have a sticky piston pull the track on cobble downwards. In the last scenario, I will PUSH the tracks downwards (not pull).
[b]Control variables:[/b] Piston type.Where I am Pushing/pulling from.
[b]Non-Control variables:[/b] How the tracks react to the movement.
[b]Results:[/b] Tracks can be pushed and pulled in any sideways direction with either a sticky piston, or a piston. A track can be pushed upwards, and the track will have no side effects. When the block holding the tracks was pulled down, the tracks pop off. But if you Push the tracks downward, then the tracks will act as a normal block and be pushed down.
[b]Conclusion:[/b] The tracks can be moved by pistons as long as it has a block to hold it up. If the block holding the tracks is moved or removed, then the tracks will pop off.
[b]Pistons updating water blocks[/b]Made by brz99
Spoiler
[b]What it is about:[/b] Will pistons update water blocks?
[b]How it will be executed:[/b] I will make a design so that the water is only flowing one way until it is updated. I will then extend pistons 1 and 2 blocks awawy from it to see if it updates.
[b]Control Variables:[/b] Piston type
[b]Non-control Variables:[/b] Any bugfixes that fixed this
Results: only the pistons/Sticky pistons That were placed and extended directly next to the water updated it.
[b]Conclusion:[/b] To update water, the pistons must be directly next to the water source block.
[b]Hostile Mobs spawning on piston heads[/b]Made by brz99
Spoiler
[b]What it is about:[/b] Will hostile Mobs spawn on piston heads?
[b]How it will be executed:[/b] I will create a floor of piston heads(extended) and get a spawner using TMI. I will then use Risugami's Spawner GUI to set it to the hostile mobs. I will then repeat with a floor of sticky piston heads.
[b]Control Variables:[/b] TMI, Spawner GUI, Piston type
[b]Non-Control Variables:[/b] POsition of spawn(If it spawns outside the room)
[b]Results:[/b] All mobs were able to spawn on both a floor of piston and sticky piston heads.
[b]Conclusion:[/b] Mobs can spawn on piston heads, which may make for some interesting traps.
[b]Pistons affecting blocks that fall(affected by gravity)[/b]Made by brz99
Spoiler
[b]What it is about:[/b] How do pistons affect Blocks than an be affected by gravity?
[b]How it will be executed:[/b] I will have a pit with sand and a piston in front of it. I will then have the piston push the block to see what happens. I will then repeat using Gravel and Sticky Pistons.
[b]Control variable(s):[/b]what piston I use,what blocks I use.
[b]Non-Control variable(s):[/b]what will happen to the block that is pushed.
[b]Results:[/b] Sand and Gravel were pushed and fell normally from both the sticky pistons and the regular pistons.
[b]Conclusion:[/b] Sticky pistons fail to hold on to gravity-affected blocks, as do Pistons.
[b]Pistons affecting light sources[/b]Made by brz99
Spoiler
[b]What it is about:[/b] Can Pistons affect Light sources?
[b]How it will be executed:[/b] I will have a row of pistons, and in front of each will be a light source. The Light sources are: Glowstone, Lava, Torch(Redstone/Normal) Jack-o-lantern, and Fire(Using Netherrack both where the fire was originally and where it will go.) I will then repeat with sticky pistons.
[b]Control Variables:[/b] Type of piston, type of light source
[b]Non-control Variables:[/b] Any bugs with pistons that I am currently unaware of
[b]Results:[/b] Pistons: Fire was extinguished(Except when I had it in a row, then the first fire only was put out), the Lava was put out, and all the rest except for glowstone broke and dropped into item form. Sticky Pistons: Same as Pistons
[b]Conclusion:[/b] If you would like to make a light that can be pushed around, use glowstone only.
[b]Pistons affecting a sailing boat[/b]Made by brz99
Spoiler
[b]What it is about:[/b] Will the extended head of a piston allow a boat to travel over it with water/lava?
[b]How it will be executed:[/b] I will make a 2 by 10 trench , have pistons on the sides to make the bottom out of piston heads, and fill it with water. I will then spawn a boat on it and see if it works any differently. I wll then repeat the study using lava and sticky pistons
[b]Control variables:[/b] Type of piston, Type of liquid, TMI, Stone to create trench
[b]Non- Control variables:[/b]PC Crashes,Minecraft Errors, Final result.
[b]Result(s):[/b]Boats worked exactly the same in this study as they would have worked on regular water/lava
[b]Conclusion:[/b]Pistons do not affect a boat passing over them when liquid is on top.
[b]Piston Elevators using Sticky/Nonsticky interaction[/b]Made By EyeOfTheDaev
Spoiler
[b]What it is about:[/b] Piston Elevators using Sticky/Nonsticky interaction
[b]How it will be executed:[/b] Build a piston elevator designed around the sticky/nonsticky interaction described earlier in this thread:
[b]Control variable(s):[/b] Design of the elevator
[b]Non-control variable(s):[/b] How pistons work, redstone circuitry, server issues (explained later)
[b]Result(s):[/b] The wiring is a pain to make, but pretty simple to keep duplicating once you figure it out. Unfortunately due to either server lag or simply issues with pistons, half the time I fell right through the elevator as it was moving up. Then the guy running the server (good friend of mine, it's a small private server) told me I had a bunch of violations for illegal movement (such as those one might get for using a flying mod). I explained what I was doing and he was okay with it though.
[b]Conclusion:[/b] Don't make piston elevators on servers. I'm not sure how they act in single player, as I don't really have a single player game I can get that stuff in easily (though if Too Many Items updates I may try it again).
[b]The effectiveness of Pistons on Mining ores[/b]Made by radiowave24
Spoiler
[b]What it is about:[/b]The effectiveness of Pistons on Mining ores. (I am not able to upload pictures now, I will try too later)
[b]How it will be executed:[/b]To set up the pistons, I used a regular piston to push a sticky piston in place 1 block or next to the ore (presuming the ore is out of reach)
I tested many types of Redstone and ores in this order:
1) Redstone Torch [sticky piston] Gold Ore
2) Lever [] Iron Ore
3) Button on Stone [] Lapis Ore
4) Wood Pressure Plate [] Coal Ore and Stone Pressure Plate [] Redstone Ore
5) Long Distance Redstone (Redstone connected with wire and repeater) [] Diamond Ore
[b]Control variable(s):[/b] Redstone Device, Ore (Which really didn't matter),Pistons used
[b]Non-control variable(s):[/b]Behavior of the pistons,ores and items used.
[b]Result(s):[/b]
1) [This was successful, but impractical as the piston would not retract without breaking the torch]
2) [This was successful, as predicted]
3) [Successful, but impractical due to the need of having to have a button on a block, but this could be useful for getting ores blocked by Bedrock...]
4) [These both acted the same. Useful if all you have is wood for beginners]
5)[This worked successfully, but needed a input (Like the ones above)]
[b]Conclusion:[/b] Pistons can be useful for mining ores in tough places, and all redstone inputs work.
[b]Physics Research studies[/b]
[b]Constant Gravity[/b]Made by The Nturtanyr
Spoiler
[b]What it is about:[/b] Is Gravity constant?
[b]How it will be executed:[/b] By use of Galileo's experiment; dropping a selection of objects off a ledge and measuring when they land.
[b]Control variable(s):[/b] The height of the ledge; time of dropping; type of material between the ledge and the floor (air); control result (block of dirt)
[b]Non-control variable(s):[/b] Objects' falling rate; day/night cycle; weather (variable); fps
[b]Result(s):[/b]
'ps' here refers to 'Pixels per Second' where a pixel is a sixteenth of a block.
Margin of error: +/-0.3 secs
Dirt (Control)
Average time to fall 10 block (secs): Inf
Falling rate = 0ps
Gravel & Sand (results were too similar)
Average time to fall 10 block (secs): 1.235s
Falling rate = 1.296ps
Item
Average time to fall 10 block (secs): 1.12s
Falling rate = 1.43ps
Water
Average time to fall 10 block (secs): 2.7s
Falling rate = 0.59ps
Lava
Average time to fall 10 block (secs): 16.08s
Falling rate = 0.099ps
Chicken
Average time to fall 10 block (secs): 4.62s
Falling rate = 0.35ps
Sheep
Average time to fall 10 block (secs): 0.73s
Falling rate = 2.19ps
User
Average time to fall 10 block (secs): 1.34s
Falling rate = 1.19ps
[b]Conclusion: [/b]
From these results, we get some very approximate falling rates for all this objects, but considering surface area constants and Minecraft's world as we SEE it, air resistance is not the likely cause of these variable results (sheep, with the largest visible surface area, fall faster than items, with the smallest VSA).
The conclusion is that either there is a separate factor that affects the gravity in Minecraft or it is variable to separate materials and is not a constant force.
[b]Conservation of momentum[/b]Made by HQEntity
Spoiler
[b]What it is about:[/b] Conservation of momentum in minecraft.
[b]How it will be executed:[/b] Launching a minecart at another minecart; launching a minecart down a track on its own; comparing the results.
[b]Control variable(s):[/b] Distance between carts, track used, carts used, speed of carts, lack of passengers, time, conditions.
[b]Non-control variable(s):[/b] number of carts (1 or 2)
[b]Result(s):[/b]
Distance single cart travels from maximum speed: 19 blocks
Distance carts travel when collision occurs: 0 blocks - initial cart travels back 1 block, stationary cart moves forward one block.
[b]Conclusion:[/b] All energy disappears upon collision between minecarts. No energy is given off (sound, light, heat etc) so logically both minecarts should maintain momentum and move off together at half the original speed. This does not follow the laws of physics.
Conservation of energy and Conservation of momentum physics laws are not obeyed in minecraft.
[b]Atmospherics and Terminal Velocity in Air[/b]Made by HQentity
Spoiler
[b]What it is about:[/b] Atmospherics and terminal velocity in air [Minecraft]
[b]How it will be executed:[/b] Timing how long it takes to fall set distances in creative. 3 averaged times per distance, increasing the distance to see if you stop accelerating as you fall.
[b]Control variable(s):[/b] Location, weather conditions (dry), time of day (daytime, midday), mode (creative), map, timer (iPod stopwatch), launch technique (stepping forward as opposed to jumping).
[b]Non-control variable(s):[/b] Height/distance of fall.
[b]Result(s):[/b]
Spoiler
[b]Conclusion : [/b]
These results are very significant because they prove there is terminal velocity in minecraft. This proves the existance of an atmosphere. Terminal velocity is approximately 80ms-1. The results also show that the player accelerates at a rate of around 20ms-2, defining gravity.
[b]Sand recycling using pistons[/b]Made by Doomjaw
Spoiler
[b]What it is about:[/b]Can sand be recycled easily using pistons?
[b]How it will be executed:[/b]i will have a rectangle of sand, and using pistons, i will attempt to have the sand move in a circular motion
[b]Control variable(s):[/b]TMI SPC Zombes modpack MC1.7.3
[b]Non-control variable(s):[/b]SHI
[b]Result(s):[/b] the sand cycled well untill forced to move up, if you dont match the sand's fall speed exactly using redstone repeaters the piston will come up too early and turn the sand into item form
[b]Conclusion:[/b]it takes time, and a lot of guessing to get sand to cycle properly.
[b]Other types of studies[/b]
[b]Two Nether portals intersecting each other[/b]Made by raptor777777
Spoiler
[b]What it is about:[/b] What happens when two obsidian portals are built so that they intersect eachother?
How it will be executed: Build two obsidian portals. Then use flint nad steel to light the intersection and use flint and steel to light the places where they do not intersect
[b]Control variable(s):[/b] Portal design, where to use flint and steel
[b]Non-control variable(s):[/b] Portal behaviour after lighting it
[b]Result(s):[/b] When lighting the spot where the portals intersect it will simply catch fire. When one of the other spots is lit the obsidian frame will create a working portal
Spoiler
[b]Conclusion:[/b]You cannot light two portals by lighting the same block of obsidian
[b]Falling through sand[/b]Made by Blockt
Spoiler
[b]What it is about:[/b] What happens when you stand on sand when it falls.
[b]How it will be executed:[/b] I will dig a pit to bedrock and put a tower to the top of the world next to it. I will then put a torch on the tower, put sand on the torch, stand on it, and break the block the torch is on.
[b]Control variable(s):[/b] TMI, height of fall, location.
[b]Non-control variable(s):[/b] The outcome.
[b]Result(s):[/b] I fell through the sand and died.
[b]Conclusion:[/b] Humans fall faster than sand, and standing on sand will not save you from a fall.
[b]Behaviour of trees growing in a 1 block wide space[/b]Made by raptor777777
Spoiler
[b]What it is about:[/b] The behaviour of tree growth in a 1-wide space
[b]How it will be executed:[/b] I will make a 1 * 5 * 7 area for the *flat* trees to grwon in and a 5 * 5 * 7 area for the the *non-flat* trees to grow in. I will use 1 bone meal on every tree and I will conduct all experiments in the same area. I will note down the size and shape of the tree and I will grow 10 flat trees and 10 normal trees. All trees will be grown with normal saplings.
[b]Control variable(s):[/b]
Type of sapling: normal.
space for the tree to grow: 5 * 5 * 7 or 1 * 5 * 7.
Amount of bone meal used every tree: 1.
Amount of trees grown from each type: 10.
Time of test: Mid day.
Weather when testing: Sunny
[b]Non-control variable(s):[/b]
The tree's growing behaviour
[b]Result(s): [/b]
*3d* trees:
Average wood height: 5
Average leaf height: 6
Average minimum leaf width: 5
Leaves started at height: 3 (on average)
*2d* trees:
Average wood height: 5
Average leaf height: 6
Average minimum leave width: 3
Leaves started at height: 3 (on average)
note: the difference in minimum leave width is because of the walls blocking the tree, but it is NOT 1 like I expected it to be, but 3 because all leaves seemed to grow seemlessly through walls:
[b]Conclusion:[/b] Trees will grow like normal trees when growing in flat areas, provided that the conditions for tree growth are met. Trees will grow through walls and will take the shape of a normal tree for as far as walls aren't blocking it.
[b]Trees growing in a 8 block tall and 1x1 block wide channels[/b]Made by robly18
Spoiler
[b]What it is about:[/b]Finding the ods of trees growing into heights of 8 or under AND not branching.
[b]How it will be executed:[/b]Making a house-like thingy with a height of 8(9 with the roof) and only 1x1 wide. Using bonemeal to make them grow, count the times the trees grown and the times it failed
[b]Control variable(s):[/b]Number of bonemeal used. Height of the trees
[b]Non-control variable(s):[/b]Ods of the trees growing.
[b]Result(s):[/b]Out of 100 saplings only 11 grew after a dose of bonemeal.
[b]Conclusion:[/b]The ods of a tree growing into a tree with a height of under 8 with no branches is about 11%.
[b]How much fall damage you get from different heights[/b]Made by Kikki118
Spoiler
[b]What it is about:[/b] How fall height affects your fall damage.
[b]How it will be executed:[/b] I will set up several platforms to simulate fall heights, and walk off them.
[b]Control variable(s):[/b] Fall height.
[b]Non-control variable(s):[/b] None known.
[b]Result(s):[/b]
(numbers refering to fall height)
1: 0 Damage
2: 0 Damage
3: 0 Damage
4: 1/2 Damage
5: 1 Damage
6: 1 1/2 Damage
7: 2 Damage
8: 2 1/2 Damage
... etc...
[b]Conclusion:[/b]Fall damage is linear from drop height 4+
[b]Change of getting a certain painting[/b]Made by Doomjaw
Spoiler
[b]What it is about:[/b]Chance of getting a certain painting
[b]How it will be executed:[/b] i will have 5 6x6 walls made of smoot stone, i will apply paintings untill i get the 2x4 kung fu painting.
[b]Control variable(s):[/b]singleplayer commands, toomany items, flatgrass map, zombe flymod
[b]Non-control variable(s):[/b]ammount of tries.
[b]Result(s): [/b]
wall 1: 39 tries
wall 2: 67 tries
wall 3: 16 tries
wall 4: 58 tries
wall 5: 15 tries
Average tries: 39
[b]Conclusion: [/b]on average it will take you 39 tries to get the 2x4 kung fu painting.
[b]The maximum range of a bow on flat terrain (and angle required to achieve it)[/b]Made by EyeOfTheDaev
Spoiler
[b]What it is about:[/b] The maximum range of a bow on flat terrain (and angle required to achieve it)
[b]How it will be executed:[/b] I set up a little firing station in the middle of a flat area in a desert. I used a block placed directly in front of me to line myself up with the edge of the block I was standing on for precision. I then held down the right mouse button while panning up and down in order to fire arrows at various angles. This was done twice, in different directions, to check to see if the southwest rule applied.
[b]Control variable(s):[/b] Angle of the bow
[b]Non-control variable(s):[/b] Distance traveled by arrow
[b]Result(s):[/b] Both times the farthest arrow hit the edge of a block 53 blocks away from the firing position. I did a little more testing after this to see if I could find the actual angle for maximum distance, and it appeared to be at about 45 degrees (as would be expected).
[b]Conclusion:[/b] An arrow can be fired a maximum distance of 53 blocks over flat terrain by aiming at about a 45 degree angle.
[b]OTHER[/b]
-Press the reputation button, it helps(in case you do not know, it is a small + green button in the right bottom corner of this post);
-If anyone is kind enough(members) to make videos of when they make the studies, it would be great;
-Vote on the polls if I add any;it helps me to decide on what to add next to this group;
-This is the Official topic, managed by the co-leader(me);
-DO NOT say this must belong to "Clans" section.UTD main topic is also here, in Discussion section.This was firstly made on the "Beta-Survival Mode" section, and was moved here by a MODERATOR. So stop complaining about this being in the wrong section;
-The main image at the top of this post is made by radiowave24,so let's give him credits for it;
[b]MEMBER APPLICATION FORM AND CONDITIONS TO JOIN[/b]
Name(FORUM NAME):
Why do you want to join:
What division do you want to join(leave blank if General Research):
Will you start studying:
Will you be active:
Have you read the original post fully:
Have you read the member conditions:
Fill this application form, and then make a post, and I will read it , and then add you to the members list , if you DESERVE it.
[b]Conditions to join:[/b]
-Never Swear
-Be Active
-Respect the other members
-If someone higher in rank orders you something, agree
Note #1:Respect these conditions when you make fill the application form, if you want to join.These conditions apply to the members that have already joined too.
[b]CHANGE LOG[/b]
Spoiler
13.06.2011 - This topic was created;
26.06.2011 - Added Conditions for joining;
- Member Application Form added;
- Inactive members deleted(have I made a mistake when I deleted inactive members and deleted a active member?tell me , and I will add you back);
1.07.2011 - Added "Piston Division";
2.07.2011 - Deleted more inactive members;
3.07.2011 - Improved member application form;
4.07.2011 - Added main group image;
10.07.2011- Reached 40 members;
16.07.2011- Allied with UTD;
5.08.2011 - Reached 50 members;
Click the image above for the Minecraft Science Group
Aren't the TNT division and the Cannon division kind of the same thing? Seems kind of redundant...
I'd be willing to help with some research with whatever department needs help. I know a little about redstone (not enough to make a computer or anything major, but I'd be more than happy to learn more), basic TNT cannon stuff, liquid mechanics, etc. Once 1.7 comes out I'd love to do some experimenting with pistons especially. Just need to find some pesky slimes...
Aren't the TNT division and the Cannon division kind of the same thing? Seems kind of redundant...
I'd be willing to help with some research with whatever department needs help. I know a little about redstone (not enough to make a computer or anything major, but I'd be more than happy to learn more), basic TNT cannon stuff, liquid mechanics, etc. Once 1.7 comes out I'd love to do some experimenting with pistons especially. Just need to find some pesky slimes...
TNT and cannon divisions are different in some ways. TNT division researches all about TNT, not cannons. cannon division includes everything cannon such as animal cannons, creeper launcher, and human slingshots. TNT is just TNT reactions and effects of TNT.
"It's not nice to hate anybody, unless the person you hate is a complete idiot."
TNT and cannon divisions are different in some ways. TNT division researches all about TNT, not cannons. cannon division includes everything cannon such as animal cannons, creeper launcher, and human slingshots. TNT is just TNT reactions and effects of TNT.
Oh, I see what you mean now. Thanks for clearing that up.
Also, lol on the bolded part. Great idea, there's nothing like firing a hissing green thing at your enemies.
Oh, I see what you mean now. Thanks for clearing that up.
Also, lol on the bolded part. Great idea, there's nothing like firing a hissing green thing at your enemies.
Creeper launchers are very hard, and to make it very good you need mods. I got 8 creepers in a shotgun cannon and made them all angered at once, then shot the cannon. I walked about 20 chunks to find the last few craters.
On topic: Hey bestbest333, what do you want on the banner?
"It's not nice to hate anybody, unless the person you hate is a complete idiot."
May I please join? Since I've started playing Minecraft, I've been very intrigued by mining and the probability of getting a certain type of ore and things such as that. So I'd be willing and able do do research in the mining division. c:
Also, I have an idea for a new division; What about hunting? Meaning, the average number of items dropped from a creeper, spider, sheep, cow, etc.?
We should add Mod Research to the list, as previously stated. Also, I volunteer to take leadership of any of the following:
Agriculture Research Leader
Mining Research Leader
Excavation Research Leader
Liquid Research
Mod Research (if that gets added)
As much as I am fascinated by redstone I SUCK at it.
Also: I shall start forming the Portal mod research, with your permission.
EDIT: To hell with all that, just put me in charge of mod research. I just realised what a prospective that has. Some mods have more science in them than we have IRL XD
EDIT: I think running all this sh*t from 1 thread might be hard. What if we make a free forum somewhere where we hold all the discussions and keep our thread on minecraftforum for the result papers?
EDIT: Sorry, lots of edits, lots of questions. This group is big enough to have players from all over the world. How about we hold donations so we can host 2 servers when we get to that? 1 in USA 1 in Europe?
We should add Mod Research to the list, as previously stated. Also, I volunteer to take leadership of any of the following:
Agriculture Research Leader
Mining Research Leader
Excavation Research Leader
Liquid Research
Mod Research (if that gets added)
As much as I am fascinated by redstone I SUCK at it.
Also: I shall start forming the Portal mod research, with your permission.
EDIT: To hell with all that, just put me in charge of mod research. I just realised what a prospective that has. Some mods have more science in them than we have IRL XD
EDIT: I think running all this sh*t from 1 thread might be hard. What if we make a free forum somewhere where we hold all the discussions and keep our thread on minecraftforum for the result papers?
EDIT: Sorry, lots of edits, lots of questions. This group is big enough to have players from all over the world. How about we hold donations so we can host 2 servers when we get to that? 1 in USA 1 in Europe?
I'll hold donations for US.
Edit: here is the plain donation button!
Click that button to donate to the Minecraft Science Group, or MSG!
Oh, and bestbest, put that in the main topic.
"It's not nice to hate anybody, unless the person you hate is a complete idiot."
Hunting Research What it is about: I am going to observe how many porkchops a pig drops in average when you kill them with a diamond sword. How it will be executed: I will kill 30 pigs with a diamond sword, and then see how many porkchops they drop. I will do this two times(double check). Control variables:
-Weapon
-Number of pigs killed Non-control variable:
-How many porkchops thats dropped. Result: I got 29 porkchops the first time, and 34 the second time. Conclusion:
Sum of all porkchops: 34+29=63
Average: 63/60 = 1,05
The average porkchops dropped is just a little bit over 1 when killing a pig with a diamond sword.
Redstone Research
NEW What it is about: I will try to find out how many inverters you
will need to delay a redstone circuit the same amount as a
redstone repeater on the different settings. How it will be executed: I will create a simple circuit with a lever
connected to two redstone torches. One of the torches will be connected via
a redstone repeater, and the other one will be connected via X amount of redstone inverters.
I will try to adjust the amount of inverters until it fits the redstone repeater delay as best as possible.
An inverter looks like this: Control variable(s):
Number of inverters.
Delay of the redstone repeater. Non-control variable(s):
The delay of the inverters. Result(s):
5 inverters fits the delay of a redstone repeater on max.
4 inverters fits the delay of a redstone repeater on the second longest delay.
3 inverters fits the delay of a repeater on the second shortest delay.
2 inverters fits the delay of a repeater on the shortest delay. NOTE: The human eye cant see the excact time the light changes, so the results may not
be perfect. It doesnt matter that much anyway since the difference is so very small. Conclusion:
Its possible to recreate the delay of a redstone repeater almost perfectly using
only redstone inverters.
Sam, that donation link should be the Groups global budget, and it will go to keeping both servers.
Okay, but I don't know how to convert to Euro.
Also, I won't be able to get on often as I have family issues going on. That is why I gave bestbest control over the thread/co-leadership over the group.
"It's not nice to hate anybody, unless the person you hate is a complete idiot."
Rockenez: Piston is being implemented but without launching capability. I say regular pistons go into "general research" department, aka assigned to none, employing people from all departments. A Piston that WILL launch will be a mod, falling into the purview of the Mod Research.
Hm... while I approve of this, I think "Minecraft Science Goup" is just a bit cliché... the minute I saw "MSG" I thought monosodium glutamate, as previously acknowledged.
Perhaps something like, the "Minecraftian Association of Scienitific Analysis" ---> MASA! Just an idea.
EDIT: I would like to join, please!
EDIT (2): Here's a signature/banner I made (links to this thread when clicked, so as to explain 'M.A.S.A.'):
i know a good bit of knowledge on liquids put me in that department. and you only need 2 buckets to fill a 2x2x2 btw
"You can't be a real country unless you have a beer and airline - it helps if you have some kind of football team, or some nuclear weapons, but at the very least you need beer." - Frank Zappa