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.
All I did was plug his values into my calculator (subtracting two from the time, and reversing the distances to get distance from ground level as opposed to distance from drop height) and run a QuadReg. The position time graph it gives you is roughly y=-0.1
3938x^2+-0.947207x=256.280767. It fits the plot points pretty well, so I'm not sure. I agree something is off here, am I interpretting the data wrong? does it take 109 seconds to get to a height of 250? that would seem strange to me.
All I did was plug his values into my calculator (subtracting two from the time, and reversing the distances to get distance from ground level as opposed to distance from drop height) and run a QuadReg. The position time graph it gives you is roughly y=-0.1
3938x^2+-0.947207x=256.280767. It fits the plot points pretty well, so I'm not sure. I agree something is off here, am I interpretting the data wrong? does it take 109 seconds to get to a height of 250? that would seem strange to me.
That is little more than gobbledygook to me
I just see that the velocities and accelerations don't add up.
By the way, I think the left column in PisuCat's table must be ticks, not seconds, you're right that 109 seconds is way too long.
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).
Biomes are listed as having certain temperatures, and if we assume Minecraft cactus grows under similar conditions as real cactus (not a huge leap, imo, or they would've named it something besides "cactus"), then those temperatures would need an atmosphere to exist in. Also, rain and water suggest an atmosphere, since it doesn't all evaporate into space.
Then again, water doesn't evaporate even if it's in a metal cauldron in the desert sun, so who knows?
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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.
The time is in ticks, actually.
And I have repeated it, but this time using different values, and calibrating the setup so it starts counting from -2, rather than 0. (And the test has been repeated three times with the same height, and it always produced the same result. Also, these results match what I had earlier in the other list).
Just to confuse you, the columns are swapped on this one (you are literally looking at a copy and paste from notepad when you look that these):
Biomes are listed as having certain temperatures, and if we assume Minecraft cactus grows under similar conditions as real cactus (not a huge leap, imo, or they would've named it something besides "cactus"), then those temperatures would need an atmosphere to exist in. Also, rain and water suggest an atmosphere, since it doesn't all evaporate into space.
Then again, water doesn't evaporate even if it's in a metal cauldron in the desert sun, so who knows?
I'll have to disagree there. We call it a cactus because it looks similar to one. But they really don't behave similar to real cacti as they need know water and they grow a meter in an instant. Also, where are you getting these "temperatures". Using the wiki is not scientific.
I'll have to disagree there. We call it a cactus because it looks similar to one. But they really don't behave similar to real cacti as they need know water and they grow a meter in an instant. Also, where are you getting these "temperatures". Using the wiki is not scientific.
We could get temperature (or something like it) by seeing at what height falling snow turns to rain.
(Though, if we disallow flying, the transition height is only accessible in a few biomes.)
We could get temperature (or something like it) by seeing at what height falling snow turns to rain.
(Though, if we disallow flying, the transition height is only accessible in a few biomes.)
Could be due to a biome's 'aura' or special properties. I mean, grass and leaves change color according to biome, but otherwise function normally. Snow golems are only able to leave snow behind in certain biomes. These aren't necessarily functions of temperature, which implies heat, which doesn't exist in Minecraft.
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.
See? I told you someone would get something wrong, build up with that and make mistakes! Anyways, my theory still works I think. Because if sufflaism doesn't let you inside blocks... And it is stronger than evatism... really hope you are working on the thread!
So new theory on blocks and the "grid"The pondity grid or the grid they follow?: 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 woolActually, this is the wool's mettadata, The thing is, the metadata for wool is different from the tool, for example, giving yourself a tool with x mettadata gives you a tool with x damage, while in wool, it gives you different colors. You can clearly see the mettadatta diference by pressing F3+H in-game. Wool has an id, and the mettadata beside it, while the tools don't., 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.So a vertical grid..? 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?That is pretty good, but Wouldn't this mean that each seperate grid thingie has a special mettadata? This isn't true, because if I place a oak log it doesn't turn into an birch log... But I get your idea. But slabs and stuff are completely different ids, so I don't get this: Are you talking of mettadata or id? When you place a block, does it "Claim" the space until removed? 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 areF3+H. We are not supposed to use the wiki, only experiment, but stuff that can't be experimented or would be extremely hard to and would require knowledge in how the game works, I would prefer to use the wiki..., 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? No. Wood log block is id 17 Plank log block is 5, as one log makes 4 planks, and 17/4 isn't 5, instead 4.25 (pretty close).
This theory would basically replace Tritron theory.Why?
I want to analyze this closely, So I have my answers in bold.
Overall a good idea, and explains stuff pretty well. How is it called?
I want to analyze this closely, So I have my answers in bold.
Overall a good idea, and explains stuff pretty well. How is it called?
I'll just answer your questions in order:
I'm not really sure how to answer this question. If we accept Notch Grid Theory, then it kind of upends a lot of things, including pondity to a degree. The grid I'm talking about is based off of grids we've talked about before, but its kind of a different idea than the others.
Thanks for the correction there. Metadata or just data can replace the term damage. I'm not sure I understand what you're talking about with the logs. I like the term "claim", as it pretty intuitively describes what is happening. Basically, at each position where a block can exist, there is an ID:data value, so two blocks can't exist in the same space because blocks are simply a feature of the grid, not separate objects. This is actually pretty convenient, because the term "entity" (basically anything that's not a block) means a thing with a distinct and independent existence. I think the devs were in line with our thinking.
F3+H... yeah, didn't think about that. Things get a bit sticky here, because if we accept F3+H, then we have to accept all other debug tools, as well as chat, which has already come under scrutiny. My idea here was that the ID's that exist in the game code don't necessarily need to be the same as the ones we come up with. Because of this, I suggest we disambiguate the two by renaming our "Id's" to "Types" and "data" to... "sub-type"? I have no idea, does anyone have better ideas for names?
The adding things up was just to clarify what I was talking about, not to actually suggest that adding works. Although, it might if we uses the type system.
Because Tritron theory was a theory to describe the behavior of blocks, which Notch Grid Theory also tries to do.
Notch Grid Theory for now. "Notch" referring to the "Notch length", "Grid" referring to... well, I bet you can't guess that one.
The first column is time, the second is distance. I should remember to put headings next time I make a table like this.
Note that the results aren't exactly precise, as I don't have all day to test different values to see how long it takes for it to go to the ground (given only a whole number of ticks).
I'm not really sure how to answer this question. If we accept Notch Grid Theory, then it kind of upends a lot of things, including pondity to a degree. The grid I'm talking about is based off of grids we've talked about before, but its kind of a different idea than the others.
Thanks for the correction there. Metadata or just data can replace the term damage. I'm not sure I understand what you're talking about with the logs. I like the term "claim", as it pretty intuitively describes what is happening. Basically, at each position where a block can exist, there is an ID:data value, so two blocks can't exist in the same space because blocks are simply a feature of the grid, not separate objects. This is actually pretty convenient, because the term "entity" (basically anything that's not a block) means a thing with a distinct and independent existence. I think the devs were in line with our thinking.
F3+H... yeah, didn't think about that. Things get a bit sticky here, because if we accept F3+H, then we have to accept all other debug tools, as well as chat, which has already come under scrutiny. My idea here was that the ID's that exist in the game code don't necessarily need to be the same as the ones we come up with. Because of this, I suggest we disambiguate the two by renaming our "Id's" to "Types" and "data" to... "sub-type"? I have no idea, does anyone have better ideas for names?
The adding things up was just to clarify what I was talking about, not to actually suggest that adding works. Although, it might if we uses the type system.
Because Tritron theory was a theory to describe the behavior of blocks, which Notch Grid Theory also tries to do.
Notch Grid Theory for now. "Notch" referring to the "Notch length", "Grid" referring to... well, I bet you can't guess that one.
Well at the moment we really have no basis for the existence of separate "id" and "other" (for lack of a better term) numbers. Until it becomes important to actually distinguish the two, I think we should just refer to them as a single "Type".
Now for some more ideas:
Some basic properties for blocks that I propose are:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
The Agocube - An area within the block's grid location where when an entity enters, it reacts.
The Pellocube - An area within the block's grid location that reacts to a player breaking or using it.
The Oculocube - The appearance of a block.
The Evasocube - An area within the block's grid location that entities will evade from when they enter.
On simple blocks, the Sufflocube, Pellocube and Oculocube may be identical, and the Agocube may also be identical. The Evasocube is typically slightly smaller than the Sufflocube. Some of these properties may be "null" or empty. Torches have a null Sufflocube, Agocube, and Evasocube, for example.
Entities also have properties of their own, the ones I propose are:
X, Y and Z - Three coordinates that locate the entity. Blocks do not need this as the locations are represented as grid locations.
X motion, Y motion and Z motion - Three values that contain an entities current velocity. These may not exist.
The Cessocube - A cube that interacts with the Sufflocube of blocks.
The Pellocube - The part of an entity that reacts to a player breaking or using it.
The Oculocube - The appearance of the entity.
The Evictocube - A cube that defines the edge of that entities Evictism.
Also, to help distinguish between block Evasitism and entity Evasitism, I decided to rename entity Evasitism "Evictism" (I think that entities evict other entities from their Evictocubes, rather than entities evading other entities' Evictocubes, but block Evasitism seems more like entities evading the Evasocube of a block.
Also, blocks and entities may contain additional properties. Some I thought of:
Collectio - The inventory of a block or entity (most notably players, chests, minecarts with chests, horses). Due to the potentially large amount of information needed for these, these may not be stored in the grid in the case of blocks.
Also, I kind of made a mistake by calling the block updates "signals", as it is very likely not the only type of signal there is. So, they are now called "Update signals"
Well at the moment we really have no basis for the existence of separate "id" and "other" (for lack of a better term) numbers. Until it becomes important to actually distinguish the two, I think we should just refer to them as a single "Type". That crossed my mind as well. Perhaps what I've been calling "data" is actually a non integer value, so while white wool might have a type 17, blue might be 17.1.
Now for some more ideas:
Some basic properties for blocks that I propose are:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
The Agocube - An area within the block's grid location where when an entity enters, it reacts. What do you mean by "reacts"? Like pressure plates?
The Pellocube - An area within the block's grid location that reacts to a player breaking or using it.
The Oculocube - The appearance of a block.
The Evasocube - An area within the block's grid location that entities will evade from when they enter. Evade? Evasitism comes from the latin root to evict.
On simple blocks, the Sufflocube, Pellocube and Oculocube may be identical, and the Agocube may also be identical. The Evasocube is typically slightly smaller than the Sufflocube. Not necessarily true. I don't see any reason why Evasitism can't reach to the surface of a block. In that case you would just have Sufflamism and Evasitism both acting on the entity. Some of these properties may be "null" or empty. Torches have a null Sufflocube, Agocube, and Evasocube, for example.
Entities also have properties of their own, the ones I propose are:
X, Y and Z - Three coordinates that locate the entity. Blocks do not need this as the locations are represented as grid locations.
X motion, Y motion and Z motion - Three values that contain an entities current velocity. These may not exist.
The Cessocube - A cube that interacts with the Sufflocube of blocks. Wouldn't this be identical to the Evictocube? And the Pellocube for that matter? I don't think we need to differenciate them.
The Pellocube - The part of an entity that reacts to a player breaking or using it.
The Oculocube - The appearance of the entity.
The Evictocube - A cube that defines the edge of that entities Evictism.
Also, to help distinguish between block Evasitism and entity Evasitism, I decided to rename entity Evasitism "Evictism" (I think that entities evict other entities from their Evictocubes, rather than entities evading other entities' Evictocubes, but block Evasitism seems more like entities evading the Evasocube of a block. I agree that entities and blocks "evasitism" works slightly differently. For now, until we can reconcile those differences, I agree that they should be seperated. But come on! You broke the latin naming scheme! For shame! Jk. On a more serious note though, since both evasitim and evictism both basically mean a property that evicts, can I suggest changing evictism Trudism (coming from Latin "trudo" meaning "to push out, to shove")?
Also, blocks and entities may contain additional properties. Some I thought of:
Collectio - The inventory of a block or entity (most notably players, chests, minecarts with chests, horses). Due to the potentially large amount of information needed for these, these may not be stored in the grid in the case of blocks. I suppose they're called "block entities" for a reason.
Also, I kind of made a mistake by calling the block updates "signals", as it is very likely not the only type of signal there is. So, they are now called "Update signals"
Evade? Evasitism comes from the latin root to evict. Did you name Evasitism?
Wouldn't this be identical to the Evictocube? And the Pellocube for that matter? I don't think we need to differenciate them. It turns out that Mojang have decided to change things again, and remove the 0.2 "skirt". I haven't heard of a case where the Pellocube is different from the Cessocube, aside from a lot of entities, where the Pellocube is null, which may be explainable in a different way.
can I suggest changing evictism Trudism (coming from Latin "trudo" meaning "to push out, to shove")? When I named evictism, I felt I spent too long trying to make it sound good. Trudism definitely sounds better as a word in general than "Evictism". The Evadocube should be renamed to Evictocube (I like that name better however), and the old Evictocube should be renamed to Trudocube.
Not necessarily true. I don't see any reason why Evasitism can't reach to the surface of a block. In that case you would just have Sufflamism and Evasitism both acting on the entity. If you are pushed out of a block by Trudism, it doesn't take you all the way out to the surface, it will stop just before the surface, and Sufflamism doesn't stop you from going back in.
those of you wondering why i don't have an active RP (so far none). i try. but whenever i get to the rules section of it my computer restarts. computer: i realise what your telling me and i give up.
Hm... I have a new theory. It's called the "Living World Theory," and it is exactly what it sounds like. The world itself is a living entity.
First off, the entire world is made up of basic components. Dirt, grass, and the like. These will be our 'cells.' These appear in particular patterns that we call biomes. Each biome has its own properties, despite the fact that the vast majority of them are made of the same kinds of cells. This is because the world itself is using each biome for different functions, like organs. I'm not precisely sure what the functions are. I believe some of them have to do with water and snow, which are somehow related to the survival or utility of the world in some way, else why accumulate or get rid of it in certain places? Others, like mushroom biomes, are a bit more confusing.
The sun and moon do not send out light, not as how we think of it. Rather, they are indicative of some natural biological process that occurs every once in a while. Perhaps something like a heartbeat, or digestive process that sends energy to the ground. This makes light something like an indication of whether or not said process is allowed to occur. This is why light can cause things to grow or monsters not to spawn. It's not because the light actually does something; it's only an indication of a process. This suggests that the sky is actually akin to a bloodstream, since things not touching the sky don't benefit as much from this process.
The grid is merely the growth structure of the world. The blocks are arranged in a grid the same way your cells arrange themselves into your hand.
The player is something like an adaptable disease. We can move around the cells, using them for protection, creation, destruction, further manipulation, or just plain whimsy. We are also capable of creating, destroying, combining, or separating cells of different types, according to their 'DNA.' By doing this, we screw with how the world's 'body' functions, making new blocks that don't even exist naturally, rare blocks that when put into the wrong place screw up an organ's utility, create temporary 'chemical' tools that allow us to screw up even more kinds of cells, or even causing cancer (growing plants).
Most mobs are a natural creation of the world, cells that are designed for certain functions. I have a few guess for some:
Sheep: They get rid of grass. They convert it to wool for the world's use. Wool is used in a few places in the world, though I believe the majority of it is turned into string in order to create spiders.
Rabbits: Destroys some forms of cancer, in the form of carrot crops.
Chicken: Creates eggs. I'm not sure what they are used for.
Zombies, Skeletons, Creepers, Guardians, Slimes, Spiders, Guardians: These aim to kill all things hostile to the body. They are basically the immune system. They are unable to be created when the process indicated by light is occurring. Variants of each are mutations (for the rare ones) or genetically superior ones (for the armored versions). Through the player's manipulations, the immune system can be made to partially and temporarily attack itself.
There are some mobs that I believe to not be creations of the world.
Villagers: They are capable of consuming great amounts of naturally-created materials and turning it into emeralds, or turning emeralds into unnatural materials. I believe emeralds to be a toxic or foreign substance, its rarity explained by the body ejecting it from its system. They also propagate cancer in order to create more of themselves. Zombies are specifically designed to target them.
Endermen: I believe these are less advanced versions of the player. They are only hostile when one tries to interact with them, and otherwise spend time rearranging specific kinds of cells. The immune system does not recognize them as foreign, but I believe that the water everywhere is one of the body's defenses to them, and possibly other diseases like them (like things from the Nether, maybe?).
Golems: Player/villager-created diseases designed to weaken the immune system.
Silverfish: Parasites. They target the player because the silverfish believe it to be a ridiculously 'nutrient'-rich kind of cell and are trying to latch onto it.
Some extraneous thoughts: I believe bedrock to be the 'skin' of the world, and believe the Void to be outside of the world's 'body,' explaining why falling into it kills the player regardless of gamemode (the player can't seem to survive outside of the world). Items vanish when because they're 'digested' by the world somehow (also explains why things turn into wisps of smoke once killed). Things fall towards the skin as part of a 'chemical' process that I believe allows for maintenance and integrity of the world's cellular structure (diseases takes advantage of this to get access to materials for their own use). The player's use of redstone is an extreme misuse of a substance that I believe the world uses as a form of mitochondria. The settings, various gamerules, and gamemodes are all part of the player disease's adaptable nature. Suffocating is a way that the world attempts to kill parasites, though silverfish have been able to get around this. Different worlds are actually just other of the same or similar kinds of organisms.
Problems:
-What are the Nether and End in this situation? How do they relate to the world?
-Does not address, specifically, what the function of each biome or block is for the world, where the materials for everything come from or go, or what some apparently major processes are.
-Does not address structures, though I would assume that at least some of them are created by the world for some purpose.
-What are many of the peaceful mobs for? What are the function of cows?
-Why is the world unable to handle Creative Mode? What does it mean that one can create anything in Creative Mode?
Hm... I have a new theory. It's called the "Living World Theory," and it is exactly what it sounds like. The world itself is a living entity.I like the name...
First off, the entire world is made up of basic components. Dirt, grass, and the like."And the like" Um like you mean stone, wood etc ?These will be our 'cells.' These appear in particular patterns that we call biomes.Kind of like the different organs of the body right? Each biome has its own properties, despite the fact that the vast majority of them are made of the same kinds of cells. This is because the world itself is using each biome for different functions, like organs.Oh ok. I'm not precisely sure what the functions are. I believe some of them have to do with water and snow, which are somehow related to the survival or utility of the world in some way, else why accumulate or get rid of it in certain places? Others, like mushroom biomes, are a bit more confusing.
The sun and moon do not send out light, not as how we think of it. Rather, they are indicative of some natural biological process that occurs every once in a while. Perhaps something like a heartbeat, or digestive process that sends energy to the ground. This makes light something like an indication of whether or not said process is allowed to occur. This is why light can cause things to grow or monsters not to spawn. It's not because the light actually does something; it's only an indication of a process. This suggests that the sky is actually akin to a bloodstream, since things not touching the sky don't benefit as much from this process. Which things don't touch the sky?
The grid What is this grid? Pondity grid? is merely the growth structure of the world. The blocks are arranged in a grid the same way your cells arrange themselves into your hand. In your body, if you get hurt, it heals, I don't see this happening in Minecraft... Blocks don't move...
The player is something like an adaptable disease. We can move around the cells, using them for protection, creation, destruction, further manipulation, or just plain whimsy. We are also capable of creating, destroying, combining, or separating cells of different types, according to their 'DNA.' By doing this, we screw with how the world's 'body' functions, making new blocks that don't even exist naturally, rare blocks that when put into the wrong place screw up an organ's utility, create temporary 'chemical' tools that allow us to screw up even more kinds of cells, or even causing cancer (growing plants). Can you explain all of these... Diseases? Give examples? I am not getting it.
Most mobs are a natural creation of the world, cells that are designed for certain functions. I have a few guess for some:
Sheep: They get rid of grass. They convert it to wool for the world's use. Wool is used in a few places in the world, though I believe the majority of it is turned into string in order to create spiders. Need's some examples... Sheep can't sheer themselves. The player does.
Rabbits: Destroys some forms of cancer, in the form of carrot crops. Tsk tsk tsk... >:)Rabbits can be manipulated by players using this. This happens with all passive mobs pretty much, except for bats and villagers...
Chicken: Creates eggs. I'm not sure what they are used for. Can be manipulated by the player.
Zombies, Skeletons, Creepers, Guardians, Slimes, Spiders, GuardiansYou repeated Guardians xD: These aim to kill all things hostile to the bodyZombies drop carrots and potatoes, both "cancer to the body".... They are basically the immune system.Not the greatest apperently... They are unable to be created when the process indicated by light is occurring.That is a really bad immune system... It can't protect you in day. Variants of each are mutations (for the rare ones) or genetically superior ones (for the armored versions).Examples? You mean the baby zombies or the occasional zombie villagers? Aren't villagers plagues? Through the player's manipulations, the immune system can be made to partially and temporarily attack itself. You mean Creepers right? That is a really bad immune system, hurting yourself...
There are some mobs that I believe to not be creations of the world.
Villagers: They are capable of consuming great amounts of naturally-created materials and turning it into emeralds,Trading? or turning emeralds into unnatural materials. I believe emeralds to be a toxic or foreign substance,They naturally generate in extreme hills biome. its rarity explained by the body ejecting it from its system. I don't see this happening. Emeralds can be seen pretty deep underground...They also propagate cancer in order to create more of themselves What? Aren't they the cancer?. Zombies are specifically designed to target them.
Endermen: I believe these are less advanced versions of the player. They are only hostile when one tries to interact with them, and otherwise spend time rearranging specific kinds of cells. The immune system does not recognize them as foreign, but I believe that the water everywhere is one of the body's defenses to them, and possibly other diseases like them (like things from the Nether, maybe?).Endermen clearly come from the end, And the only way into the End is by the Stronghold, a structure generates by the world.
Golems: Player/villager-created diseases designed to weaken the immune system. Created from iron and pumpkins, naturally grown items.
Silverfish: Parasites. They target the player because the silverfish believe it to be a ridiculously 'nutrient'-rich kind of cell and are trying to latch onto it. Do they do the same for stone? why only stone/stone-based materials?
Some extraneous thoughts: I believe bedrock to be the 'skin' of the worldSo everything on top is just... What? Dust? Shouldn't the hole 256 blocks of space over the void be the skin?, and believe the Void to be outside of the world's 'body,' explaining why falling into it kills the player regardless of gamemode (the player can't seem to survive outside of the world). Items vanish when because they're 'digested' by the world somehow Wasn't the Void outside of the body? I can't digest something outside of my body.(also explains why things turn into wisps of smoke once killed So when they get weakend, the world eats them. Yummy!). Things fall towards the skinSorry, but it's been proven that blocks don't fall towards bedrock... as part of a 'chemical' process that I believe allows for maintenance and integrity of the world's cellular structure (diseases takes advantage of this to get access to materials for their own use). The player's use of redstone is an extreme misuse of a substance that I believe the world uses as a form of mitochondria. The settings, various gamerules, and gamemodes are all part of the player disease's adaptable nature. Suffocating is a way that the world attempts to kill parasites, though silverfish have been able to get around this.Silverfish DO suffocate. If you push a block into a silverfish, it will suffocate as it takes some time to get inside of the block, and if there is a silverfish already in the block, they can't go in and will suffocate. They can also suffocate with sand, gravel and red sand. Different worlds are actually just other of the same or similar kinds of organisms.
Problems:
-What are the Nether and End in this situation? How do they relate to the world? This isn't a problem... You just gotta explain it.
-Does not address, specifically, what the function of each biome or block is for the world, where the materials for everything come from or go, or what some apparently major processes are. That, you have to add it to the theory too.
-Does not address structures, though I would assume that at least some of them are created by the world for some purpose.
-What are many of the peaceful mobs for? What are the function of cows? I believe cows are a parasite, as they can only be fed by players, as wheat doesn't generate naturally, except in forms of seeds, something only chickens can digest... oh...
-Why is the world unable to handle Creative Mode? What does it mean that one can create anything in Creative Mode? Gamemodes should be out of the question here...
-How come we can turn things to Peaceful? Allowing cheats in the world, changing the difficulty are just part of the GAME not world... I don't think these things should be taken in account...
I really want to analyze this one too. I love Bold!
So, I am not sure I fully agree with the theory. It would interfere with all of our other theories in my opinion. But it is a good theory in hole, it is pretty intelligent, but my belief is that this could just be a way of interpreting the world, not a theory of how it really works. I can easily say that my body is made of tiny blocks, in a metaphoric way.
My problems with this theory are the following:
-Doesn't explain gravity/pondity
-It needs some further explanation in some points, or it can be left in vagueness.
-Some things don't make sense imo, as the immune system creating creepers to blow up itself.
-What is thunder? It makes creepers stronger, but sets fire the world, as well as lava.
-Strongholds, dungeons, and temples would need extra explaining. My theory on these is that they are traps created by the world to kill the player, so if the players wants to get the chests in the dungeon, he would have to kill the zombies/spiders/skeletons. Strongholds send players into a wasteland with a giant overpowered dragon and endermen. Temples are traps. I can almost say that the nether was also created by the world to try to destroy the player, and if that doesn't work, it gives the player the chance to go into the End, for some sweet Experience, another thing left to explain.
All I did was plug his values into my calculator (subtracting two from the time, and reversing the distances to get distance from ground level as opposed to distance from drop height) and run a QuadReg. The position time graph it gives you is roughly y=-0.1
3938x^2+-0.947207x=256.280767. It fits the plot points pretty well, so I'm not sure. I agree something is off here, am I interpretting the data wrong? does it take 109 seconds to get to a height of 250? that would seem strange to me.
That is little more than gobbledygook to me
I just see that the velocities and accelerations don't add up.
By the way, I think the left column in PisuCat's table must be ticks, not seconds, you're right that 109 seconds is way too long.
Just testing.
Biomes are listed as having certain temperatures, and if we assume Minecraft cactus grows under similar conditions as real cactus (not a huge leap, imo, or they would've named it something besides "cactus"), then those temperatures would need an atmosphere to exist in. Also, rain and water suggest an atmosphere, since it doesn't all evaporate into space.
Then again, water doesn't evaporate even if it's in a metal cauldron in the desert sun, so who knows?
The time is in ticks, actually.
And I have repeated it, but this time using different values, and calibrating the setup so it starts counting from -2, rather than 0. (And the test has been repeated three times with the same height, and it always produced the same result. Also, these results match what I had earlier in the other list).
Just to confuse you, the columns are swapped on this one (you are literally looking at a copy and paste from notepad when you look that these):
20 23
19 23
18 22
17 21
16 21
15 20
14 19
13 18
12 17
11 17
10 16
9 15
8 14
7 13
6 12
5 11
4 9
3 8
2 6
1 4
0 0
A different test that maps between time and distance produced these results:
0 0
1 0.0784
2 0.233652
3 0.46415937
4 0.7684762025
Again, it's in ticks and blocks
I'll have to disagree there. We call it a cactus because it looks similar to one. But they really don't behave similar to real cacti as they need know water and they grow a meter in an instant. Also, where are you getting these "temperatures". Using the wiki is not scientific.
On the second one, which column is which?
We could get temperature (or something like it) by seeing at what height falling snow turns to rain.
(Though, if we disallow flying, the transition height is only accessible in a few biomes.)
Just testing.
Could be due to a biome's 'aura' or special properties. I mean, grass and leaves change color according to biome, but otherwise function normally. Snow golems are only able to leave snow behind in certain biomes. These aren't necessarily functions of temperature, which implies heat, which doesn't exist in Minecraft.
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.
See? I told you someone would get something wrong, build up with that and make mistakes! Anyways, my theory still works I think. Because if sufflaism doesn't let you inside blocks... And it is stronger than evatism... really hope you are working on the thread!
My Scroll.
I want to analyze this closely, So I have my answers in bold.
Overall a good idea, and explains stuff pretty well. How is it called?
My Scroll.
Oh and remember blocktoms? Yeah, I now know why the Original Poster said they have 6 states: A cube has 6 sides
My Scroll.
I'll just answer your questions in order:
I'm not really sure how to answer this question. If we accept Notch Grid Theory, then it kind of upends a lot of things, including pondity to a degree. The grid I'm talking about is based off of grids we've talked about before, but its kind of a different idea than the others.
Thanks for the correction there. Metadata or just data can replace the term damage. I'm not sure I understand what you're talking about with the logs. I like the term "claim", as it pretty intuitively describes what is happening. Basically, at each position where a block can exist, there is an ID:data value, so two blocks can't exist in the same space because blocks are simply a feature of the grid, not separate objects. This is actually pretty convenient, because the term "entity" (basically anything that's not a block) means a thing with a distinct and independent existence. I think the devs were in line with our thinking.
F3+H... yeah, didn't think about that. Things get a bit sticky here, because if we accept F3+H, then we have to accept all other debug tools, as well as chat, which has already come under scrutiny. My idea here was that the ID's that exist in the game code don't necessarily need to be the same as the ones we come up with. Because of this, I suggest we disambiguate the two by renaming our "Id's" to "Types" and "data" to... "sub-type"? I have no idea, does anyone have better ideas for names?
The adding things up was just to clarify what I was talking about, not to actually suggest that adding works. Although, it might if we uses the type system.
Because Tritron theory was a theory to describe the behavior of blocks, which Notch Grid Theory also tries to do.
Notch Grid Theory for now. "Notch" referring to the "Notch length", "Grid" referring to... well, I bet you can't guess that one.
The first column is time, the second is distance. I should remember to put headings next time I make a table like this.
Note that the results aren't exactly precise, as I don't have all day to test different values to see how long it takes for it to go to the ground (given only a whole number of ticks).
Well at the moment we really have no basis for the existence of separate "id" and "other" (for lack of a better term) numbers. Until it becomes important to actually distinguish the two, I think we should just refer to them as a single "Type".
Now for some more ideas:
Some basic properties for blocks that I propose are:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
The Agocube - An area within the block's grid location where when an entity enters, it reacts.
The Pellocube - An area within the block's grid location that reacts to a player breaking or using it.
The Oculocube - The appearance of a block.
The Evasocube - An area within the block's grid location that entities will evade from when they enter.
On simple blocks, the Sufflocube, Pellocube and Oculocube may be identical, and the Agocube may also be identical. The Evasocube is typically slightly smaller than the Sufflocube. Some of these properties may be "null" or empty. Torches have a null Sufflocube, Agocube, and Evasocube, for example.
Entities also have properties of their own, the ones I propose are:
X, Y and Z - Three coordinates that locate the entity. Blocks do not need this as the locations are represented as grid locations.
X motion, Y motion and Z motion - Three values that contain an entities current velocity. These may not exist.
The Cessocube - A cube that interacts with the Sufflocube of blocks.
The Pellocube - The part of an entity that reacts to a player breaking or using it.
The Oculocube - The appearance of the entity.
The Evictocube - A cube that defines the edge of that entities Evictism.
Also, to help distinguish between block Evasitism and entity Evasitism, I decided to rename entity Evasitism "Evictism" (I think that entities evict other entities from their Evictocubes, rather than entities evading other entities' Evictocubes, but block Evasitism seems more like entities evading the Evasocube of a block.
Also, blocks and entities may contain additional properties. Some I thought of:
Collectio - The inventory of a block or entity (most notably players, chests, minecarts with chests, horses). Due to the potentially large amount of information needed for these, these may not be stored in the grid in the case of blocks.
Also, I kind of made a mistake by calling the block updates "signals", as it is very likely not the only type of signal there is. So, they are now called "Update signals"
E = MC squared (energy is equal to minecraft, which is made of squares)
My comments in bold.
actually E = MC2
so Albert Minecsteins theory of relativity would equal E = MineCraft2
like many users of the minecraft forums i'm a member of the server total war (IP:167.114.100.168:438) the server includes a 1:1500 scale map of earth.
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#teamlitten #teammoon
those of you wondering why i don't have an active RP (so far none). i try. but whenever i get to the rules section of it my computer restarts. computer: i realise what your telling me and i give up.
Hm... I have a new theory. It's called the "Living World Theory," and it is exactly what it sounds like. The world itself is a living entity.
First off, the entire world is made up of basic components. Dirt, grass, and the like. These will be our 'cells.' These appear in particular patterns that we call biomes. Each biome has its own properties, despite the fact that the vast majority of them are made of the same kinds of cells. This is because the world itself is using each biome for different functions, like organs. I'm not precisely sure what the functions are. I believe some of them have to do with water and snow, which are somehow related to the survival or utility of the world in some way, else why accumulate or get rid of it in certain places? Others, like mushroom biomes, are a bit more confusing.
The sun and moon do not send out light, not as how we think of it. Rather, they are indicative of some natural biological process that occurs every once in a while. Perhaps something like a heartbeat, or digestive process that sends energy to the ground. This makes light something like an indication of whether or not said process is allowed to occur. This is why light can cause things to grow or monsters not to spawn. It's not because the light actually does something; it's only an indication of a process. This suggests that the sky is actually akin to a bloodstream, since things not touching the sky don't benefit as much from this process.
The grid is merely the growth structure of the world. The blocks are arranged in a grid the same way your cells arrange themselves into your hand.
The player is something like an adaptable disease. We can move around the cells, using them for protection, creation, destruction, further manipulation, or just plain whimsy. We are also capable of creating, destroying, combining, or separating cells of different types, according to their 'DNA.' By doing this, we screw with how the world's 'body' functions, making new blocks that don't even exist naturally, rare blocks that when put into the wrong place screw up an organ's utility, create temporary 'chemical' tools that allow us to screw up even more kinds of cells, or even causing cancer (growing plants).
Most mobs are a natural creation of the world, cells that are designed for certain functions. I have a few guess for some:
Sheep: They get rid of grass. They convert it to wool for the world's use. Wool is used in a few places in the world, though I believe the majority of it is turned into string in order to create spiders.
Rabbits: Destroys some forms of cancer, in the form of carrot crops.
Chicken: Creates eggs. I'm not sure what they are used for.
Zombies, Skeletons, Creepers, Guardians, Slimes, Spiders, Guardians: These aim to kill all things hostile to the body. They are basically the immune system. They are unable to be created when the process indicated by light is occurring. Variants of each are mutations (for the rare ones) or genetically superior ones (for the armored versions). Through the player's manipulations, the immune system can be made to partially and temporarily attack itself.
There are some mobs that I believe to not be creations of the world.
Villagers: They are capable of consuming great amounts of naturally-created materials and turning it into emeralds, or turning emeralds into unnatural materials. I believe emeralds to be a toxic or foreign substance, its rarity explained by the body ejecting it from its system. They also propagate cancer in order to create more of themselves. Zombies are specifically designed to target them.
Endermen: I believe these are less advanced versions of the player. They are only hostile when one tries to interact with them, and otherwise spend time rearranging specific kinds of cells. The immune system does not recognize them as foreign, but I believe that the water everywhere is one of the body's defenses to them, and possibly other diseases like them (like things from the Nether, maybe?).
Golems: Player/villager-created diseases designed to weaken the immune system.
Silverfish: Parasites. They target the player because the silverfish believe it to be a ridiculously 'nutrient'-rich kind of cell and are trying to latch onto it.
Some extraneous thoughts: I believe bedrock to be the 'skin' of the world, and believe the Void to be outside of the world's 'body,' explaining why falling into it kills the player regardless of gamemode (the player can't seem to survive outside of the world). Items vanish when because they're 'digested' by the world somehow (also explains why things turn into wisps of smoke once killed). Things fall towards the skin as part of a 'chemical' process that I believe allows for maintenance and integrity of the world's cellular structure (diseases takes advantage of this to get access to materials for their own use). The player's use of redstone is an extreme misuse of a substance that I believe the world uses as a form of mitochondria. The settings, various gamerules, and gamemodes are all part of the player disease's adaptable nature. Suffocating is a way that the world attempts to kill parasites, though silverfish have been able to get around this. Different worlds are actually just other of the same or similar kinds of organisms.
Problems:
-What are the Nether and End in this situation? How do they relate to the world?
-Does not address, specifically, what the function of each biome or block is for the world, where the materials for everything come from or go, or what some apparently major processes are.
-Does not address structures, though I would assume that at least some of them are created by the world for some purpose.
-What are many of the peaceful mobs for? What are the function of cows?
-Why is the world unable to handle Creative Mode? What does it mean that one can create anything in Creative Mode?
-How come we can turn things to Peaceful?
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.
You stole it
I really want to analyze this one too. I love Bold!
So, I am not sure I fully agree with the theory. It would interfere with all of our other theories in my opinion. But it is a good theory in hole, it is pretty intelligent, but my belief is that this could just be a way of interpreting the world, not a theory of how it really works. I can easily say that my body is made of tiny blocks, in a metaphoric way.
My problems with this theory are the following:
-Doesn't explain gravity/pondity
-It needs some further explanation in some points, or it can be left in vagueness.
-Some things don't make sense imo, as the immune system creating creepers to blow up itself.
-What is thunder? It makes creepers stronger, but sets fire the world, as well as lava.
-Strongholds, dungeons, and temples would need extra explaining. My theory on these is that they are traps created by the world to kill the player, so if the players wants to get the chests in the dungeon, he would have to kill the zombies/spiders/skeletons. Strongholds send players into a wasteland with a giant overpowered dragon and endermen. Temples are traps. I can almost say that the nether was also created by the world to try to destroy the player, and if that doesn't work, it gives the player the chance to go into the End, for some sweet Experience, another thing left to explain.
My Scroll.