That wasn't what I meant. I mean they are an essential part of our world, but we aren't prepared to make theories on them. As far as I know, you can use them as tools. I will be using them to calculate Pondity values of different kinds of objects.
That wasn't what I meant. I mean they are an essential part of our world, but we aren't prepared to make theories on them. As far as I know, you can use them as tools. I will be using them to calculate Pondity values of different kinds of objects.
I won't claim it as an original idea, but I think we may be able to apply what scientists have theorized about black holes, singularity, event horizons and the effects on time, relativity in these types of environments.
Overworld
The overworld seems to exist very close to the event horizon, with the void being just below the bedrock. It is, of course, a flat world spread infiniteIy across from the gravitation forces from its proximity to the singularity. I don't think that the sun and moon are in any type of orbit with the overworld. I do believe the moon is a tidal-locked planet to a very large sun in somewhat close proximity to the overworld. The overworld can observe the phases of the moon(planet) as it orbits around its sun. The day and night cycles are causes by a wobble and rotation on a axis similiar to the Earth's.
Nether
I think the nether exist on the moon as a planet that is tidal-locked to the observable sun. Movement in the nether is 1 block for every 8 in the overworld(close to the event horizon). This would lead me to believe that the nether is much further from the event horizon because of the difference in time relativity between the nether and the overworld.
Edit: Well, maybe it doesn't have to be tidal-locked.
End
The end is beyond the event horizon within the singularity. Movement in this realm is not relevant to the nether or the overworld. Access is granted using an item(Eye of Ender) crafted from another item(Ender pearl) that's specific use is to bend space-time. And who drops these pearls? Well, those Alien-looking enderman, that's who.
I won't claim it as an original idea, but I think we may be able to apply what scientists have theorized about black holes, singularity, event horizons and the effects on time, relativity in these types of environments.
Overworld
The overworld seems to exist very close to the event horizon, with the void being just below the bedrock. It is, of course, a flat world spread infiniteIy across from the gravitation forces from its proximity to the singularity. I don't think that the sun and moon are in any type of orbit with the overworld. I do believe the moon is a tidal-locked planet to a very large sun in somewhat close proximity to the overworld. The overworld can observe the phases of the moon(planet) as it orbits around its sun. The day and night cycles are causes by a wobble and rotation on a axis similiar to the Earth's.
Nether
I think the nether exist on the moon as a planet that is tidal-locked to the observable sun. Movement in the nether is 1 block for every 8 in the overworld(close to the event horizon). This would lead me to believe that the nether is much further from the event horizon because of the difference in time relativity between the nether and the overworld.
Edit: Well, maybe it doesn't have to be tidal-locked.
End
The end is beyond the event horizon within the singularity. Movement in this realm is not relevant to the nether or the overworld. Access is granted using an item(Eye of Ender) crafted from another item(Ender pearl) that's specific use is to bend space-time. And who drops these pearls? Well, those Alien-looking enderman, that's who.
How can the moon orbit the sun with the overworld inbetween without the overworld being involved in the orbiting?
We don't see gravity spreading things out perpendicular to it unless they are being pushed against a solid surface.
Quite the opposite in fact the moons gravitational pull causes high tides on the sides of the earth that are closest and furthest away from the moon.
And falling into a black hole is supposed to rip you apart because the difference in the strength of the gravitational field would cause you feet to fall faster than your head (assuming you fell feet first).
What causes the phases of the moon when the overworld is always inbetween the sun and the moon?
The side of the moon facing the overworld should always be fully lit by the sun (unless there were an eclipse.)
Shouldn't any wobbling of the overworld be noticeable in a wobble in the path of the sun and moon across the sky?
I believe they always follow the same path.
--
Where do you see a difference in time between the Nether and the Overworld?
I expect that a player in the Nether and one in the Overworld comparing their watches would find that time passed at the same speed,. (Chat does work between dimensions doesn't it?)
I expect that a player in the Nether and one in the Overworld comparing their watches would find that time passed at the same speed,.
Clocks in the Nether actually spin around randomly, so they actually wouldn't go at the same speed.
It only affects clocks however, if you tried this with other time keeping devices (such as a redstone clock), then time should pass at the same speed if such devices were used.
(Image is a small sequence of Earth orbiting a black hole)
Concerning the time difference in the overworld and the nether, we have to understand time as a relative construct that is directly linked to a location. Time is observably the same in both dimensions under certain criteria(redstone clocks(timely relative to location, chat(magic, doesn't apply to SSP)), but is observably different while travel greater distances via the nether(8:1). I greatly depend on the change in distance traveled over the same amount of time via nether to hold the theory together. Traveling the same distance in the overworld as you would in the nether in less time(1/8th) gives the suggestion of some sort of time-travel because you can move a greater distance in the same time.
The moon(planet/nether) orbits the Sun. Its phases come from this orbit and the procession is observable from overworld because both Sun/Nether and overworld are in orbit around the singularity. Hard to describe why sun/moon follow the same path. We'll just have to depend on exceptionally coincidental math in the related orbits. ;D
Does Steve no longer die and get ripped apart by falling into the void? Thus the need for a portal to get through the event horizon into the singularity(The End.)
The moon(planet/nether) orbits the Sun. Its phases come from this orbit and the procession is observable from overworld because both Sun/Nether and overworld are in orbit around the singularity. Hard to describe why sun/moon follow the same path. We'll just have to depend on exceptionally coincidental math in the related orbits. ;D
Interesting reasoning. The Overworld merely rotates, while the sun and moon operate on a semi-independent system. But what about when we go high enough or far enough to see the sun and moon pass underneath the Overworld? What explains that?
I'm thinking that the world itself may be dependent on observation, somehow. Some kind of quantum-based system where observing it causes it to change? Thus the Overworld is not infinite since only parts of it exist at any given observed time.
(Image is a small sequence of Earth orbiting a black hole)
Since you only link to the image and not the article/description I can't be absolutely certain but that would appear to be an example of gravitational lensing, ie the gravitational field of the black hole bends the light from the earth so that a distorted image is seen even though the earth is behind it.
It's merely an optical effect, note how the earth seems perfectly normal when it comes back to our side of the black hole again.
The moon(planet/nether) orbits the Sun. Its phases come from this orbit and the procession is observable from overworld because both Sun/Nether and overworld are in orbit around the singularity. Hard to describe why sun/moon follow the same path. We'll just have to depend on exceptionally coincidental math in the related orbits. ;D
What orbits what is irrelevant to the phases of the moon, what matters, at least IRL is the way the sun moon and observer are arranged in space.
IRL the side of the moon that faces the sun is lit up and the opposite side is dark, how we see the moon depends on from which direction we are viewing it.
That is not how moon phases work in Minecraftia, the side of the moon that faces us on the overworld is always the same side that faces the sun so the moon would be expected to always be full, why it isn't is a mystery. Just saying "The moon(planet/nether) orbits the Sun. Its phases come from this orbit" tells us nothing.
Traveling the same distance in the overworld as you would in the nether in less time(1/8th) gives the suggestion of some sort of time-travel because you can move a greater distance in the same time.
No it doesn't, it gives the suggestion that the way the portals are connected between the overworld and the nether allows us to somehow take a shortcut.
The image was more just to illustrate what a flatten surface could look like close to a event horizon. I may have erred and grabbed an image from google that represents lensing. My apologies.
Here is my theory on Moon Phases: Perhaps the moon, if it is some sort of celestial body, has a dark side and a light one (Maybe something happened in its past like a large collision that darkened half the body), so as it rotates on its 8 day cycle, we see alternating colors. It has nothing to do with light hitting one surface or another, its simply the color of that surface.
The idea with spacetime contraction in the nether is interesting, but unfounded. Its a huge leap to assume that general relativity works in Minecraft like it does IRL. We've already established pretty well that time dilation doesn't work, but distance dilation is more plausible.
I'm still confused how daylight works though. I suppose we can assume that by some coincidence the sun rises at the same time as the light comes, but where does that light come from? Why does the sky turn blue (IRL it would be because of the Rayleigh Effect, light scattering off the particles in our atmosphere, but so far we have no proof of atmosphere, or that light would scatter in it for that matter).
Another interesting idea would be that the overworld doesn't really interact with the sun and moon, but that they interact with each other and the overworld is coincidentally in the middle? A bit of a stretch, but I'm just throwing ideas out there.
I completely agree with the observer dependent universe. Time doesn't pass unless a player is nearby, as well as other effects.
Interesting reasoning. The Overworld merely rotates, while the sun and moon operate on a semi-independent system. But what about when we go high enough or far enough to see the sun and moon pass underneath the Overworld? What explains that?
I'm thinking that the world itself may be dependent on observation, somehow. Some kind of quantum-based system where observing it causes it to change? Thus the Overworld is not infinite since only parts of it exist at any given observed time.
The bold text: If that were the case, that would actually explain chunk loading, mob despawning and stuff like that... Hm!
I wanted to add: I am pretty sure I have proven sufflaism (Kinda)
So, from what I recall, Evatism keeps you from getting inside blocks, but if you do, sufflaism takes over while you're inside of the block. I have also understood that sufflaism is stronger when ontop of a block, or that sufflaism only acted ontop of the block, keeping you from falling in it.
So, I was once parkouring in a map, and I jumped early and hit the block infront perfectly diagonally. I thought I was gonna fall, but something really interesting happened. I went a little ways inside the block, and got pushed upwards on it. All of my momentum and speed was mantained, and I could make the next jump. I have seen this happen many times, actually. So my guess is, that the top corners of the block are evatism's borders, or the line between evatism and sufflaism, and as sufflaism is stronger than evatism, it pushed me upward.
The bold text: If that were the case, that would actually explain chunk loading, mob despawning and stuff like that... Hm!
I'm going to have to think about this one for a bit. I don't want a theory that works due to subjectivity. It'd be impossible to prove. However, it does seem like a lot of things do fall under this kind of idea. I think what will help me find evidence for this is finding the exceptions to the idea rather than things that follow it.
I wanted to add: I am pretty sure I have proven sufflaism (Kinda)
So, from what I recall, Evatism keeps you from getting inside blocks, but if you do, sufflaism takes over while you're inside of the block. I have also understood that sufflaism is stronger when ontop of a block, or that sufflaism only acted ontop of the block, keeping you from falling in it.
So, I was once parkouring in a map, and I jumped early and hit the block infront perfectly diagonally. I thought I was gonna fall, but something really interesting happened. I went a little ways inside the block, and got pushed upwards on it. All of my momentum and speed was mantained, and I could make the next jump. I have seen this happen many times, actually. So my guess is, that the top corners of the block are evatism's borders, or the line between evatism and sufflaism, and as sufflaism is stronger than evatism, it pushed me upward.
Great, huh?
Right idea, but a bit off on the terminology. Evasitism (coming from the same latin root as "evict") is a force that acts on objects inside of blocks, pushing them in horizontal directions toward the outside of the block. Sufflamism works in full 3d, not just horizontally, and is much stronger than evasitism, stopping anything from entering in the first place.
So new theory on blocks and the "grid": its a bit of a cop out I guess, but I think it could work. Most blocks in the game have only two values to them, an id and a damage value (damage does things like changing the color of wool, weird term, but it is also used for durability on tools, so thats why its called that).
So my idea is that the universe, or at least from y=0 to 255, there is a sort of grid that is able to have these properties. Basically, at each location, there is a quantum of space, one singular unit where something can exist. Its a similar concept to the Planck length IRL (yes, I know we have already talked about that, but bear with me here). Previously, we tried to debunk the idea of a "Notch length" being one block, but here is my idea. Blocks and Entities are two completely different things, and many rules that apply to one, don't apply to the other. I don't yet know why that is, but it has to work that way. Another problem we had with the one block "Notch length" was the existence of partial blocks like slabs and torches. However, I think that these properties could be explained by the "energy levels" of "id" and "damage". You never see a brick slab and a stone one inhabiting the same Notch length, do you? So the different sizes and positions of slab like blocks could simply be a manifestation of these two properties.
Now, keep in mind that of course the wiki is banned, so we have no way of knowing what these "id's" actually are, but we can find that out experimentally (they don't need to be the actual id values). My question now is if there are any interesting interactions between the id's. For instance, if you combine two blocks, do the id's add up?
This theory would basically replace Tritron theory.
About the new grid:
The new grid, which rather than being a grid in which certain objects conform to, is a grid containing id's, which may explain why we can't have a vertical slab, despite it having faces that touch the grid, because vertical slabs don't have an id:damage value.
About Evasitism/Sufflamism:
Interestingly, at the center of a mob, there is a spot where Evasitism does not apply. Evasitism also does not apply near the surface of a block, leaving a border where neither Sufflamism, nor Evasitism, apply.
Also, if blocks and entities are completely separate, then block evasity may be different from entity evasity. This allows for differences between block evasity and entity evasity. Block evasity has a peculiar push pattern and only applies to players, items and XP orbs. Entity evasity has an area in the middle where it doesn't apply.
About Ponditism:
I got these results from dropping a Pig from a certain height. The left column is the time it takes, the right column is the height. You might want to subtract 2 from the time before using it. Note that other entities may differ as they have different pondity values. Also, like with Evasitism, there might be more than one type of Ponditism for certain types of Ponditism affected entities. Blocks do not seem to be able to leave the grid on their own, so I think Ponditism is an entity only thing.
About "signals":
Looking at sand and gravel, they seem to align to the grid sometimes, and not align at other times. It may be possible that we are looking at two different things, sand, and "falling sand", where falling sand is an entity. TNT works in a similar fashion, where it acts like a block, until it gets a redstone signal, and then it becomes an entity. It is possible that sand also acts the same way, receiving a signal. Bits of floating sand can sometimes spawn, and when they are given a block update, they fall, so block updates are that signal.
I decided to generalise both redstone signals and block updates into a single "signal", based on how pistons behave.
Most of the times when a block location in the grid changes it's id:damage value, it will send a signal to it's 6 immediate neighbours. The blocks at those locations react to this signal in various ways. Redstone activated blocks somehow "check" to see if, at certain locations, a certain amount of redstone power exists. If this check is successful, the block will turn on, otherwise it will turn off. Redstone wire "conducts" this signal by changing the id:damage at it's location when it receives the signal, which causes the grid to send a signal to it's neighbours, propagating the signal. Essentially, when a redstone signal changes, a new "signal" propagates from the source of the change to the destination.
About the new grid:
The new grid, which rather than being a grid in which certain objects conform to, is a grid containing id's, which may explain why we can't have a vertical slab, despite it having faces that touch the grid, because vertical slabs don't have an id:damage value.
About Evasitism/Sufflamism:
Interestingly, at the center of a mob, there is a spot where Evasitism does not apply. Evasitism also does not apply near the surface of a block, leaving a border where neither Sufflamism, nor Evasitism, apply.
Also, if blocks and entities are completely separate, then block evasity may be different from entity evasity. This allows for differences between block evasity and entity evasity. Block evasity has a peculiar push pattern and only applies to players, items and XP orbs. Entity evasity has an area in the middle where it doesn't apply.
About Ponditism:
I got these results from dropping a Pig from a certain height. The left column is the time it takes, the right column is the height. You might want to subtract 2 from the time before using it. Note that other entities may differ as they have different pondity values. Also, like with Evasitism, there might be more than one type of Ponditism for certain types of Ponditism affected entities. Blocks do not seem to be able to leave the grid on their own, so I think Ponditism is an entity only thing.
About "signals":
Looking at sand and gravel, they seem to align to the grid sometimes, and not align at other times. It may be possible that we are looking at two different things, sand, and "falling sand", where falling sand is an entity. TNT works in a similar fashion, where it acts like a block, until it gets a redstone signal, and then it becomes an entity. It is possible that sand also acts the same way, receiving a signal. Bits of floating sand can sometimes spawn, and when they are given a block update, they fall, so block updates are that signal.
I decided to generalise both redstone signals and block updates into a single "signal", based on how pistons behave.
Most of the times when a block location in the grid changes it's id:damage value, it will send a signal to it's 6 immediate neighbours. The blocks at those locations react to this signal in various ways. Redstone activated blocks somehow "check" to see if, at certain locations, a certain amount of redstone power exists. If this check is successful, the block will turn on, otherwise it will turn off. Redstone wire "conducts" this signal by changing the id:damage at it's location when it receives the signal, which causes the grid to send a signal to it's neighbours, propagating the signal. Essentially, when a redstone signal changes, a new "signal" propagates from the source of the change to the destination.
Yeah, that was my idea with the grid. Thanks for clarifying.
I'm interested in what kind of setup you used to find those values. Also, I'm assuming time is in seconds and distance in meters (blocks) correct? I plugged the values (subtracting two from the times) into a graphing calculator and got a quadratic regression, but the results are little weird. According to those values, entities (or at least pigs), should accelerate at a rate of one hundredth (0.013938, to be more precise) of a meter per second per second downward. However, it also said that the pig basically started with a velocity of 0.947207 m/s downward, so that's weird. Could you maybe repeat the test a couple of times to see if you get the same answer? I'm not sure what setup you're using, but that doesn't seem to make a ton of sense.
I like the idea of signals. Perhaps time works a bit strangely in the Minecraft universe, and time only ticks for certain things under certain conditions. For instance, when some blocks are updated. Perhaps this "signal" is a sort of wave that goes through the grid? I couldn't think of any instances when a "signal" affects an entity, so that's where that idea comes from. Also, I guess entities would have to interact with the grid to some degree, but only under very specific circumstances like the sand/gravel thing or pressureplates.
I plugged the values (subtracting two from the times) into a graphing calculator and got a quadratic regression, but the results are little weird. According to those values, entities (or at least pigs), should accelerate at a rate of one hundredth (0.013938, to be more precise) of a meter per second per second downward. However, it also said that the pig basically started with a velocity of 0.947207 m/s downward, so that's weird.
I think you've made a mistake somewhere,
how can it start with a speed of nearly 1 m/s when it takes 4 seconds to get the first meter? That's 0.25 m/s.
Even at 10 seconds the velocity is only 0.5 m/s or so.
With your values it should take more than 72 seconds to reach a velocity of 2 m/s but the table shows a terminal velocity of 3.33 m/s after 60 seconds or so.
That wasn't what I meant. I mean they are an essential part of our world, but we aren't prepared to make theories on them. As far as I know, you can use them as tools. I will be using them to calculate Pondity values of different kinds of objects.
How would that work? How is it going?
Gotta get the thread going!
EDIT: Plyb don't you DARE kill the thread!
My Scroll.
Sorry! I've been pretty busy lately. I'll try to get things going here.
I won't claim it as an original idea, but I think we may be able to apply what scientists have theorized about black holes, singularity, event horizons and the effects on time, relativity in these types of environments.
Overworld
The overworld seems to exist very close to the event horizon, with the void being just below the bedrock. It is, of course, a flat world spread infiniteIy across from the gravitation forces from its proximity to the singularity. I don't think that the sun and moon are in any type of orbit with the overworld. I do believe the moon is a tidal-locked planet to a very large sun in somewhat close proximity to the overworld. The overworld can observe the phases of the moon(planet) as it orbits around its sun. The day and night cycles are causes by a wobble and rotation on a axis similiar to the Earth's.
Nether
I think the nether exist on the moon as a planet that is tidal-locked to the observable sun. Movement in the nether is 1 block for every 8 in the overworld(close to the event horizon). This would lead me to believe that the nether is much further from the event horizon because of the difference in time relativity between the nether and the overworld.
Edit: Well, maybe it doesn't have to be tidal-locked.
End
The end is beyond the event horizon within the singularity. Movement in this realm is not relevant to the nether or the overworld. Access is granted using an item(Eye of Ender) crafted from another item(Ender pearl) that's specific use is to bend space-time. And who drops these pearls? Well, those Alien-looking enderman, that's who.
How can the moon orbit the sun with the overworld inbetween without the overworld being involved in the orbiting?
We don't see gravity spreading things out perpendicular to it unless they are being pushed against a solid surface.
Quite the opposite in fact the moons gravitational pull causes high tides on the sides of the earth that are closest and furthest away from the moon.
And falling into a black hole is supposed to rip you apart because the difference in the strength of the gravitational field would cause you feet to fall faster than your head (assuming you fell feet first).
What causes the phases of the moon when the overworld is always inbetween the sun and the moon?
The side of the moon facing the overworld should always be fully lit by the sun (unless there were an eclipse.)
Shouldn't any wobbling of the overworld be noticeable in a wobble in the path of the sun and moon across the sky?
I believe they always follow the same path.
--
Where do you see a difference in time between the Nether and the Overworld?
I expect that a player in the Nether and one in the Overworld comparing their watches would find that time passed at the same speed,. (Chat does work between dimensions doesn't it?)
Just testing.
Clocks in the Nether actually spin around randomly, so they actually wouldn't go at the same speed.
It only affects clocks however, if you tried this with other time keeping devices (such as a redstone clock), then time should pass at the same speed if such devices were used.
Re: Overworld spreading out closer to the event horizon. The wobble being more akin to a Euler disc.
My reference is something like this: http://i.imgur.com/qSmnvXU.webm
(Image is a small sequence of Earth orbiting a black hole)
Concerning the time difference in the overworld and the nether, we have to understand time as a relative construct that is directly linked to a location. Time is observably the same in both dimensions under certain criteria(redstone clocks(timely relative to location, chat(magic, doesn't apply to SSP)), but is observably different while travel greater distances via the nether(8:1). I greatly depend on the change in distance traveled over the same amount of time via nether to hold the theory together. Traveling the same distance in the overworld as you would in the nether in less time(1/8th) gives the suggestion of some sort of time-travel because you can move a greater distance in the same time.
The moon(planet/nether) orbits the Sun. Its phases come from this orbit and the procession is observable from overworld because both Sun/Nether and overworld are in orbit around the singularity. Hard to describe why sun/moon follow the same path. We'll just have to depend on exceptionally coincidental math in the related orbits. ;D
Does Steve no longer die and get ripped apart by falling into the void? Thus the need for a portal to get through the event horizon into the singularity(The End.)
Interesting reasoning. The Overworld merely rotates, while the sun and moon operate on a semi-independent system. But what about when we go high enough or far enough to see the sun and moon pass underneath the Overworld? What explains that?
I'm thinking that the world itself may be dependent on observation, somehow. Some kind of quantum-based system where observing it causes it to change? Thus the Overworld is not infinite since only parts of it exist at any given observed time.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Since you only link to the image and not the article/description I can't be absolutely certain but that would appear to be an example of gravitational lensing, ie the gravitational field of the black hole bends the light from the earth so that a distorted image is seen even though the earth is behind it.
It's merely an optical effect, note how the earth seems perfectly normal when it comes back to our side of the black hole again.
Just testing.
What orbits what is irrelevant to the phases of the moon, what matters, at least IRL is the way the sun moon and observer are arranged in space.
IRL the side of the moon that faces the sun is lit up and the opposite side is dark, how we see the moon depends on from which direction we are viewing it.
That is not how moon phases work in Minecraftia, the side of the moon that faces us on the overworld is always the same side that faces the sun so the moon would be expected to always be full, why it isn't is a mystery. Just saying "The moon(planet/nether) orbits the Sun. Its phases come from this orbit" tells us nothing.
No it doesn't, it gives the suggestion that the way the portals are connected between the overworld and the nether allows us to somehow take a shortcut.
Just testing.
The image was more just to illustrate what a flatten surface could look like close to a event horizon. I may have erred and grabbed an image from google that represents lensing. My apologies.
Here is my theory on Moon Phases: Perhaps the moon, if it is some sort of celestial body, has a dark side and a light one (Maybe something happened in its past like a large collision that darkened half the body), so as it rotates on its 8 day cycle, we see alternating colors. It has nothing to do with light hitting one surface or another, its simply the color of that surface.
The idea with spacetime contraction in the nether is interesting, but unfounded. Its a huge leap to assume that general relativity works in Minecraft like it does IRL. We've already established pretty well that time dilation doesn't work, but distance dilation is more plausible.
I'm still confused how daylight works though. I suppose we can assume that by some coincidence the sun rises at the same time as the light comes, but where does that light come from? Why does the sky turn blue (IRL it would be because of the Rayleigh Effect, light scattering off the particles in our atmosphere, but so far we have no proof of atmosphere, or that light would scatter in it for that matter).
Another interesting idea would be that the overworld doesn't really interact with the sun and moon, but that they interact with each other and the overworld is coincidentally in the middle? A bit of a stretch, but I'm just throwing ideas out there.
I completely agree with the observer dependent universe. Time doesn't pass unless a player is nearby, as well as other effects.
The bold text: If that were the case, that would actually explain chunk loading, mob despawning and stuff like that... Hm!
My Scroll.
I wanted to add: I am pretty sure I have proven sufflaism (Kinda)
So, from what I recall, Evatism keeps you from getting inside blocks, but if you do, sufflaism takes over while you're inside of the block. I have also understood that sufflaism is stronger when ontop of a block, or that sufflaism only acted ontop of the block, keeping you from falling in it.
So, I was once parkouring in a map, and I jumped early and hit the block infront perfectly diagonally. I thought I was gonna fall, but something really interesting happened. I went a little ways inside the block, and got pushed upwards on it. All of my momentum and speed was mantained, and I could make the next jump. I have seen this happen many times, actually. So my guess is, that the top corners of the block are evatism's borders, or the line between evatism and sufflaism, and as sufflaism is stronger than evatism, it pushed me upward.
Great, huh?
My Scroll.
I'm going to have to think about this one for a bit. I don't want a theory that works due to subjectivity. It'd be impossible to prove. However, it does seem like a lot of things do fall under this kind of idea. I think what will help me find evidence for this is finding the exceptions to the idea rather than things that follow it.
If you are planning to make a suggestion, please read this.
If you want to know more, you can read this.
For those who complain about post-Beta generation, you might want to see this.
Right idea, but a bit off on the terminology. Evasitism (coming from the same latin root as "evict") is a force that acts on objects inside of blocks, pushing them in horizontal directions toward the outside of the block. Sufflamism works in full 3d, not just horizontally, and is much stronger than evasitism, stopping anything from entering in the first place.
So new theory on blocks and the "grid": its a bit of a cop out I guess, but I think it could work. Most blocks in the game have only two values to them, an id and a damage value (damage does things like changing the color of wool, weird term, but it is also used for durability on tools, so thats why its called that).
So my idea is that the universe, or at least from y=0 to 255, there is a sort of grid that is able to have these properties. Basically, at each location, there is a quantum of space, one singular unit where something can exist. Its a similar concept to the Planck length IRL (yes, I know we have already talked about that, but bear with me here). Previously, we tried to debunk the idea of a "Notch length" being one block, but here is my idea. Blocks and Entities are two completely different things, and many rules that apply to one, don't apply to the other. I don't yet know why that is, but it has to work that way. Another problem we had with the one block "Notch length" was the existence of partial blocks like slabs and torches. However, I think that these properties could be explained by the "energy levels" of "id" and "damage". You never see a brick slab and a stone one inhabiting the same Notch length, do you? So the different sizes and positions of slab like blocks could simply be a manifestation of these two properties.
Now, keep in mind that of course the wiki is banned, so we have no way of knowing what these "id's" actually are, but we can find that out experimentally (they don't need to be the actual id values). My question now is if there are any interesting interactions between the id's. For instance, if you combine two blocks, do the id's add up?
This theory would basically replace Tritron theory.
Just some random ideas.
About the new grid:
The new grid, which rather than being a grid in which certain objects conform to, is a grid containing id's, which may explain why we can't have a vertical slab, despite it having faces that touch the grid, because vertical slabs don't have an id:damage value.
About Evasitism/Sufflamism:
Interestingly, at the center of a mob, there is a spot where Evasitism does not apply. Evasitism also does not apply near the surface of a block, leaving a border where neither Sufflamism, nor Evasitism, apply.
Also, if blocks and entities are completely separate, then block evasity may be different from entity evasity. This allows for differences between block evasity and entity evasity. Block evasity has a peculiar push pattern and only applies to players, items and XP orbs. Entity evasity has an area in the middle where it doesn't apply.
About Ponditism:
I got these results from dropping a Pig from a certain height. The left column is the time it takes, the right column is the height. You might want to subtract 2 from the time before using it. Note that other entities may differ as they have different pondity values. Also, like with Evasitism, there might be more than one type of Ponditism for certain types of Ponditism affected entities. Blocks do not seem to be able to leave the grid on their own, so I think Ponditism is an entity only thing.
109 250
106 240
103 230
100 220
97 210
94 200
91 190
88 180
85 170
82 160
78 150
75 140
72 130
68 120
65 110
61 100
58 90
54 80
50 70
46 60
41 50
37 40
31 30
25 20
18 10
17 9
16 8
15 7
14 6
13 5
11 4
10 3
8 2
6 1
2 0
About "signals":
Looking at sand and gravel, they seem to align to the grid sometimes, and not align at other times. It may be possible that we are looking at two different things, sand, and "falling sand", where falling sand is an entity. TNT works in a similar fashion, where it acts like a block, until it gets a redstone signal, and then it becomes an entity. It is possible that sand also acts the same way, receiving a signal. Bits of floating sand can sometimes spawn, and when they are given a block update, they fall, so block updates are that signal.
I decided to generalise both redstone signals and block updates into a single "signal", based on how pistons behave.
Most of the times when a block location in the grid changes it's id:damage value, it will send a signal to it's 6 immediate neighbours. The blocks at those locations react to this signal in various ways. Redstone activated blocks somehow "check" to see if, at certain locations, a certain amount of redstone power exists. If this check is successful, the block will turn on, otherwise it will turn off. Redstone wire "conducts" this signal by changing the id:damage at it's location when it receives the signal, which causes the grid to send a signal to it's neighbours, propagating the signal. Essentially, when a redstone signal changes, a new "signal" propagates from the source of the change to the destination.
Yeah, that was my idea with the grid. Thanks for clarifying.
I'm interested in what kind of setup you used to find those values. Also, I'm assuming time is in seconds and distance in meters (blocks) correct? I plugged the values (subtracting two from the times) into a graphing calculator and got a quadratic regression, but the results are little weird. According to those values, entities (or at least pigs), should accelerate at a rate of one hundredth (0.013938, to be more precise) of a meter per second per second downward. However, it also said that the pig basically started with a velocity of 0.947207 m/s downward, so that's weird. Could you maybe repeat the test a couple of times to see if you get the same answer? I'm not sure what setup you're using, but that doesn't seem to make a ton of sense.
I like the idea of signals. Perhaps time works a bit strangely in the Minecraft universe, and time only ticks for certain things under certain conditions. For instance, when some blocks are updated. Perhaps this "signal" is a sort of wave that goes through the grid? I couldn't think of any instances when a "signal" affects an entity, so that's where that idea comes from. Also, I guess entities would have to interact with the grid to some degree, but only under very specific circumstances like the sand/gravel thing or pressureplates.
I think you've made a mistake somewhere,
how can it start with a speed of nearly 1 m/s when it takes 4 seconds to get the first meter? That's 0.25 m/s.
Even at 10 seconds the velocity is only 0.5 m/s or so.
With your values it should take more than 72 seconds to reach a velocity of 2 m/s but the table shows a terminal velocity of 3.33 m/s after 60 seconds or so.
Just testing.