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.
It does interfere with a lot, and I haven't got everything solid. The point is that there's a lot of bizarre and seemingly arbitrary interactions that occur that cannot be simply explained outside of intelligent design or biological processes. Given the lack of apparent intelligent design, I'm guessing that the organic shapes and resulting processes that occur are the result of biological processes, and that we misinterpret what we see as a world. It doesn't really provide an explanation for many things, but the interpretation allows us to start building explanations. Like, for example, sand and gravel having pondity so that certain organs (oceans, lakes, and rivers) can more easily hold water for long periods of time, like a bladder.
Pondity/Gravity is, I believe, a system created by the body to allow various mobs and blocks to work on the surface and not float away into the sky. It may, theoretically, be some sort of pressure exerted by the sky that pushes things 'down.' It might also be some sort of electro-chemical thing. Certain cells lock themselves into place, but some cells (mobs) need to move for whatever reason.
The human body has fevers, a defense system designed to burn diseases out. This defense of burning things out is able to kill someone. The immune system has a few things like that where it itself is dangerous to the body. Creepers are probably similar. Yeah, you lose a few cells, but you hopefully get rid of the disease, right?
I believe lightning to be some kind of rare mutation-causing factor. It can be dangerous, as any mutations can be, but it can also be helpful. Lava... I don't know. Some sort of stomach acid, maybe? Things consumed by it vanish, and according to theory, things that vanish are simply digested to be used as raw materials elsewhere.
Experience may be a kind of energy shared by many kinds of cells, including ores. The 'body' makes it and stores or uses it, the player can use it for its own purposes.
Perhaps portals are simply transportation to other parts of the body, and what exists there has its own purposes. The Nether would be... the stomach, perhaps. The End would be... perhaps the heart? Or the brain? Or perhaps these are spread out. Maybe the world is some sort of plant.
As for the whole bedrock thing, we are on the 'inside' of the body. The Void is what's outside of the body. We actually perceive the world upside-down to what it actually is. We dig down towards the outer layer of skin, and if we break through we end up outside the body. It may help to imagine a tiny virus digging through your wrist until it reaches the bottom, and then falls out of your skin.
There's a lot of stuff to go through with this, but I unfortunately don't really have the time to go through the rest of it right now.
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 except that the player can create artificial light that also has an effect on the world. 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.
Great theory in that it lays the groundwork for a new way of thinking about the world, but it still doesn't explain the fundamental physics of the world. For instance, you mentioned that gravity might be some kind of pressure exerted by the world to keep things on the surface, but how would it exert that pressure?
Did you name Evasitism? No, but someone else did, and as I recall that's where the name came from. If you need me to find the comment I can, but its a ways back.
It turns out that Mojang have decided to change things again, and remove the 0.2 "skirt". What skirt? I'm not sure what your talking about. 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.
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.
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. Wait, I'm confused. I thought Trudism was exerted by entities, not blocks? and doesn't it only work horizontally?
No, but someone else did, and as I recall that's where the name came from. If you need me to find the comment I can, but its a ways back. I would like to see which one you think it is.
What skirt? I'm not sure what your talking about. The skirt I'm referring to is the part where the Trudocube is larger than the Cessocube in 1.8. In 1.9, it seems that the Trudocube is equal to the Cessocube, and mobs don't push each other.
Wait, I'm confused. I thought Trudism was exerted by entities, not blocks? and doesn't it only work horizontally? Oops, I meant (Block) Evasitism.
Anyway, I revised the list as follows:
Blocks:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
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.
Entities:
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. (Contains the Pellocube and Trudocube)
The Oculocube - The appearance of the entity.
Removed properties:
Block Evictocube - I decided the difference is too small to notice, and may be due to Evasitism itself.
Block Agocube - I decided that this one is really block type dependent. We haven't needed to separate Agocube and Sufflocube yet as well.
Entity Pellocube - This is actually entity type dependent, for instance, armor stands check for where you hit when taking armor from them.
Entity Trudocube - This was removed with 1.9
Blocks:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
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.
Entities:
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. (Contains the Pellocube and Trudocube)
The Oculocube - The appearance of the entity.
Removed properties:
Block Evictocube - I decided the difference is too small to notice, and may be due to Evasitism itself. And the sufflocube is caused by Sufflamism? I'm confused by your statement here.
Block Agocube - I decided that this one is really block type dependent. We haven't needed to separate Agocube and Sufflocube yet as well.
Entity Pellocube - This is actually entity type dependent, for instance, armor stands check for where you hit when taking armor from them.
Entity Trudocube - This was removed with 1.9 It was? The only changes I can think of would be that entities can now push players again.
It was? The only changes I can think of would be that entities can now push players again.
The old code started with this:
List var1 = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox().expand(0.20000000298023224D, 0.0D, 0.20000000298023224D));
The new code is more like this:
List var1 = this.worldObj.func_175674_a(this, this.getEntityBoundingBox(), IEntitySelector.a(this));
Note that I use italics if it uses information that isn't obtained from a normal world, like the source code.
This difference can be observed: If you set things up so that it looks like this:
#P
P@
Where P is any mob that in 1.8 and 1.9 reacts to Trudism, and # and @ are solid blocks like stone (they can be the same type). Make sure that the mob on the bottom is as far to the right as possible, and the mob on the top is as far to the left as possible. Then, break the block @. Make sure that the mobs don't move while the P is falling. On 1.8, the mobs will push each other away. On 1.9, the mobs will not.
Great theory in that it lays the groundwork for a new way of thinking about the world, but it still doesn't explain the fundamental physics of the world. For instance, you mentioned that gravity might be some kind of pressure exerted by the world to keep things on the surface, but how would it exert that pressure?
My guess (no proof) is that air serves a function similar to blood, and the pressure exerted by air keeps things going 'down.' Air being blood would certainly explain why items and dead creatures vanish. However, I'm not quite sure how this pressure works, or if there's a limit to it, or what. And Levitation kind of screws with it.
One simple thing I find people tend to not realize is that Relation exists because Void Energy causes surrounding stone blocks into bedrock. Relation is the changing of blockcules due to surrounding environments. This means that Void Energy is just a composition of a very high concentration of specific Relation energy. Specific Relation energies include:
- Ability to make ores (specific ones also)
- Ability to make dirt, gravel
- Ability for redstone to power
- Ability to create bedrock
- Other unsaid things
Higher concentrations of energy for these specific things lead to a high quantity of blockcules to transform. There can be different names for these specific functions that Relation controls, I feel as though I don't need to name them but rather point out a new branch in the theory of Relation.
One unexplained thing is the reason of high Relation concentration in the void.
One more theory that can explain the change in blocks due to Relation is the effect of the Perlin noise. The Perlin noise was first created in 1983 to create seemingly realistic and natural textures. The biomes in Minecraft are generated using the algorithm according to the seed, so Relation might work the same way as well.
One simple thing I find people tend to not realize is that Relation exists because Void Energy causes surrounding stone blocks into bedrock. Relation is the changing of blockcules due to surrounding environments. This means that Void Energy is just a composition of a very high concentration of specific Relation energy. Specific Relation energies include:
- Ability to make ores (specific ones also)
- Ability to make dirt, gravel
- Ability for redstone to power
- Ability to create bedrock
- Other unsaid things
Higher concentrations of energy for these specific things lead to a high quantity of blockcules to transform. There can be different names for these specific functions that Relation controls, I feel as though I don't need to name them but rather point out a new branch in the theory of Relation.
One unexplained thing is the reason of high Relation concentration in the void.
One more theory that can explain the change in blocks due to Relation is the effect of the Perlin noise. The Perlin noise was first created in 1983 to create seemingly realistic and natural textures. The biomes in Minecraft are generated using the algorithm according to the seed, so Relation might work the same way as well.
Sorry if this sounds rude, but I thought we killed relation. And the only new information here is about Perlin Noise, which is a bit strange because you basically just said what the code does. Not much of a thought exercise.
In 1.9, you can now place End Crystals. But you can only place them on bedrock. Isn't this weird?
I feel there's something hidden here but I can't quite grasp it...
Hmmm. Void energy supposedly is the reason why bedrock exists... But we also see bedrock in the End, on the Pillars. The End crystals are on these Bedrocks... Maybe the End crystals are strong forces of Relation, and created the bedrock under them... But if we go into creative, remove the bedrock and place another block, it doesn't change. I got two theories about this:
A: This process simply takes a lot, a lot of time. (nope)
B: This only happens in the creation of the world. Maybe the "Wave" of relation at the generation of the world creates these crystals, and leaves them with a much stronger energy than usual, and that creates the bedrock below them.
In 1.9, you can now place End Crystals. But you can only place them on bedrock. Isn't this weird?
I feel there's something hidden here but I can't quite grasp it...
Hmmm. Void energy supposedly is the reason why bedrock exists... But we also see bedrock in the End, on the Pillars. The End crystals are on these Bedrocks... Maybe the End crystals are strong forces of Relation, and created the bedrock under them... But if we go into creative, remove the bedrock and place another block, it doesn't change. I got two theories about this:
A: This process simply takes a lot, a lot of time. (nope)
B: This only happens in the creation of the world. Maybe the "Wave" of relation at the generation of the world creates these crystals, and leaves them with a much stronger energy than usual, and that creates the bedrock below them.
Perhaps bedrock holds a tremendous amount of energy, End Crystals absorb that energy, and then the Dragon gets formed from that energy?
Looking at the pig data, I noticed a pattern. Here I will describe this pattern.
Due to this pattern, X Motion, Y Motion and Z Motion all must exist. What happens is every tick Ponditism decrements the Y Motion by 0.08 bt-1 (blocks per tick) (this number may be different for different entities), then the Y Motion is multiplied by 0.98 (again, could be different for different entities), then the Motion gets added onto the Position.
Looking at the pig data, I noticed a pattern. Here I will describe this pattern.
Due to this pattern, X Motion, Y Motion and Z Motion all must exist. What happens is every tick Ponditism decrements the Y Motion by 0.08 bt-1 (blocks per tick) (this number may be different for different entities), then the Y Motion is multiplied by 0.98 (again, could be different for different entities), then the Motion gets added onto the Position.
So... are you saying that the pigs are veeeeery slowly floating across the landscape?
It does interfere with a lot, and I haven't got everything solid. The point is that there's a lot of bizarre and seemingly arbitrary interactions that occur that cannot be simply explained outside of intelligent design or biological processes. Given the lack of apparent intelligent design, I'm guessing that the organic shapes and resulting processes that occur are the result of biological processes, and that we misinterpret what we see as a world. It doesn't really provide an explanation for many things, but the interpretation allows us to start building explanations. Like, for example, sand and gravel having pondity so that certain organs (oceans, lakes, and rivers) can more easily hold water for long periods of time, like a bladder.
Pondity/Gravity is, I believe, a system created by the body to allow various mobs and blocks to work on the surface and not float away into the sky. It may, theoretically, be some sort of pressure exerted by the sky that pushes things 'down.' It might also be some sort of electro-chemical thing. Certain cells lock themselves into place, but some cells (mobs) need to move for whatever reason.
The human body has fevers, a defense system designed to burn diseases out. This defense of burning things out is able to kill someone. The immune system has a few things like that where it itself is dangerous to the body. Creepers are probably similar. Yeah, you lose a few cells, but you hopefully get rid of the disease, right?
I believe lightning to be some kind of rare mutation-causing factor. It can be dangerous, as any mutations can be, but it can also be helpful. Lava... I don't know. Some sort of stomach acid, maybe? Things consumed by it vanish, and according to theory, things that vanish are simply digested to be used as raw materials elsewhere.
Experience may be a kind of energy shared by many kinds of cells, including ores. The 'body' makes it and stores or uses it, the player can use it for its own purposes.
Perhaps portals are simply transportation to other parts of the body, and what exists there has its own purposes. The Nether would be... the stomach, perhaps. The End would be... perhaps the heart? Or the brain? Or perhaps these are spread out. Maybe the world is some sort of plant.
As for the whole bedrock thing, we are on the 'inside' of the body. The Void is what's outside of the body. We actually perceive the world upside-down to what it actually is. We dig down towards the outer layer of skin, and if we break through we end up outside the body. It may help to imagine a tiny virus digging through your wrist until it reaches the bottom, and then falls out of your skin.
There's a lot of stuff to go through with this, but I unfortunately don't really have the time to go through the rest of it right now.
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.
The whole virus breaking through your skin is really creepy
Great theory in that it lays the groundwork for a new way of thinking about the world, but it still doesn't explain the fundamental physics of the world. For instance, you mentioned that gravity might be some kind of pressure exerted by the world to keep things on the surface, but how would it exert that pressure?
Did you name Evasitism? No, but someone else did, and as I recall that's where the name came from. If you need me to find the comment I can, but its a ways back.
It turns out that Mojang have decided to change things again, and remove the 0.2 "skirt". What skirt? I'm not sure what your talking about. 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.
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.
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. Wait, I'm confused. I thought Trudism was exerted by entities, not blocks? and doesn't it only work horizontally?
Anyway, I revised the list as follows:
Blocks:
The Sufflocube - A thin cubic surface within the block's grid location where Sufflamism occurs, and prevents entities from entering.
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.
Entities:
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. (Contains the Pellocube and Trudocube)
The Oculocube - The appearance of the entity.
Removed properties:
Block Evictocube - I decided the difference is too small to notice, and may be due to Evasitism itself.
Block Agocube - I decided that this one is really block type dependent. We haven't needed to separate Agocube and Sufflocube yet as well.
Entity Pellocube - This is actually entity type dependent, for instance, armor stands check for where you hit when taking armor from them.
Entity Trudocube - This was removed with 1.9
I'm talking about how the small difference may be due to properties of Evasitism, rather than it being a block type property.
The old code started with this:
The new code is more like this:
Note that I use italics if it uses information that isn't obtained from a normal world, like the source code.
This difference can be observed: If you set things up so that it looks like this:
#P
P@
Where P is any mob that in 1.8 and 1.9 reacts to Trudism, and # and @ are solid blocks like stone (they can be the same type). Make sure that the mob on the bottom is as far to the right as possible, and the mob on the top is as far to the left as possible. Then, break the block @. Make sure that the mobs don't move while the P is falling. On 1.8, the mobs will push each other away. On 1.9, the mobs will not.
My guess (no proof) is that air serves a function similar to blood, and the pressure exerted by air keeps things going 'down.' Air being blood would certainly explain why items and dead creatures vanish. However, I'm not quite sure how this pressure works, or if there's a limit to it, or what. And Levitation kind of screws with 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.
One simple thing I find people tend to not realize is that Relation exists because Void Energy causes surrounding stone blocks into bedrock. Relation is the changing of blockcules due to surrounding environments. This means that Void Energy is just a composition of a very high concentration of specific Relation energy. Specific Relation energies include:
- Ability to make ores (specific ones also)
- Ability to make dirt, gravel
- Ability for redstone to power
- Ability to create bedrock
- Other unsaid things
Higher concentrations of energy for these specific things lead to a high quantity of blockcules to transform. There can be different names for these specific functions that Relation controls, I feel as though I don't need to name them but rather point out a new branch in the theory of Relation.
One unexplained thing is the reason of high Relation concentration in the void.
One more theory that can explain the change in blocks due to Relation is the effect of the Perlin noise. The Perlin noise was first created in 1983 to create seemingly realistic and natural textures. The biomes in Minecraft are generated using the algorithm according to the seed, so Relation might work the same way as well.
https://en.wikipedia.org/wiki/Perlin_noise
Been playing Minecraft for too long.
Sorry if this sounds rude, but I thought we killed relation. And the only new information here is about Perlin Noise, which is a bit strange because you basically just said what the code does. Not much of a thought exercise.
Micro Matt is back!
y`all can chat all the physics you want, without math, you got nothing.
I`m going with astronomy for now
Stars do twinkle, evidence of an atmosphere
You can't take that for granted just because that's been determined to be the cause of stars twinkling on Earth.
Just testing.
It only took me a few seconds of peering at my screen to determine that the cause of the twinkling is the screen pixelation.
Verified by noting that stars don't twinkle when the day-night cycle is stopped.
Just testing.
What kind of math are you expecting? I enjoy math, so if you have any idea of where to go with it I'll try to figure it out.
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.
I have been thinking a lot about end crystals.
In 1.9, you can now place End Crystals. But you can only place them on bedrock. Isn't this weird?
I feel there's something hidden here but I can't quite grasp it...
Hmmm. Void energy supposedly is the reason why bedrock exists... But we also see bedrock in the End, on the Pillars. The End crystals are on these Bedrocks... Maybe the End crystals are strong forces of Relation, and created the bedrock under them... But if we go into creative, remove the bedrock and place another block, it doesn't change. I got two theories about this:
A: This process simply takes a lot, a lot of time. (nope)
B: This only happens in the creation of the world. Maybe the "Wave" of relation at the generation of the world creates these crystals, and leaves them with a much stronger energy than usual, and that creates the bedrock below them.
My Scroll.
Your friends are in psychology classes...
They have a doctorate in psychology...
___
Your in Blockology Classes...
You have a doctorate in Blockology...
Whose the genius now?
Perhaps bedrock holds a tremendous amount of energy, End Crystals absorb that energy, and then the Dragon gets formed from that energy?
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.
Looking at the pig data, I noticed a pattern. Here I will describe this pattern.
Due to this pattern, X Motion, Y Motion and Z Motion all must exist. What happens is every tick Ponditism decrements the Y Motion by 0.08 bt-1 (blocks per tick) (this number may be different for different entities), then the Y Motion is multiplied by 0.98 (again, could be different for different entities), then the Motion gets added onto the Position.
So... are you saying that the pigs are veeeeery slowly floating across the landscape?
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.
What do you mean? The pig would still fall pretty fast based on those numbers.