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    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!


    Posted in: Forum Games
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    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!


    Posted in: Forum Games
  • 0

    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!


    Posted in: Forum Games
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    posted a message on Collision

    I think a cool thing would be to add collisions to Minecraft. The idea is that you cannot pass directly through the player/mob, so that the entity you are trying to pass through blocks you. What do you think about my idea?

    Posted in: Suggestions
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    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!


    Posted in: Forum Games
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    posted a message on COUNT TO 100,000,000 FOR A WORLD RECORD!


    Posted in: Forum Games
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    posted a message on ❓What Makes a GREAT Minecraft Server in 2023?

    A great server mostly needs a very popular streamer or youtuber behind it to get enough attention. Back in the days freebuild was popular, then it was minigames on servers and then it was citybuild. What it is now, idk exactly, I guess the community is very spread between all of those things. Freebuild died out mostly, minigames are still popular, citybuild is still a thing. I think nowadays you really need to impress people, provide a lag-free experience, have stunning builds and a cool pvp idea to hold players at your server. Teleporting is absolutely obligatory on servers unless you have a really great public transportation system instead, especially /home is a must.

    This teleportation is more about survival servers. To make it clear survival with few plugins, at most protection of a small spawn.

    Posted in: Discussion
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    posted a message on Most usless Item

    Can't the water arrow be used against blazes?

    I don't know. Personally I feel 25% of items nowadays are equally useless.

    Maybe a dead bush? :)

    Dead Bush is the way to get sticks on desert.

    However, water arrow isn't usless. Can be used like normal arrow.

    Why 25% items is usless? Which items?

    Posted in: Discussion
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    posted a message on Better Combat System

    Nie, tak nie było. Obecny jest dużo lepszy.

    Posted in: Suggestions
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    posted a message on Raw gold ore blocks spawn naturally like the iron and copper ones, other natural spawns for ore blocks

    It felt so awkward to me that gold didn't have an equivalent ore vien that I actually thought they were in the game for awhile.

    I'm actually split on the addition of them, meaning I would not mind at all either way. I have no strong feeling to see them not be added, but I can easily live with them and find them to be an improvement.

    A lot of Gold's value, especially later game and in a recurring fashion, is for golden carrots and golden apples. It shouldn't be so plentiful or it allows golden carrots to possibly replace needing to do anything with food farming (crops or animals), and even as someone with a villager trader that allows them to avoid those things, it's one of those benefits that shouldn't exist as it feels bad.

    Villager trades are thankfully being changed so it's a step in the right direction, so maybe there's room for these. I don't think gold ore veins would push gold availability to the point it allows you to entirely avoid food farming, at least not for most players (those who do a lot of mining and little of anything else maybe being the exception) and not until really late.

    Maybe only being in mesas, and still being as rare as the other ore vein types (and not more common due to only being in limited biomes) would be a good balance for them.

    I say that just for gold though. I disagree there should be larger ones for any other types.

    Lapis lazuli and redstone are already more abundant than necessary.

    Coal is too. It's super common at higher altitudes, and charcoal exists as an alternative to it. It doesn't need massive pockets or blocks to exist.

    Diamonds should remain rare, especially since they have little recurring use (and players complain now that some is being added), plus they're becoming like 76% (?) more common in 1.20.2 (I picked the wrong time to start another survival world in 1.20.1 haha).

    Emerald ore is already too rare to find via its natural method for its intended purpose (villager trading) and I feel it should stay that way. It's intended to be a rare currency you opt into by trading with villagers (or at least that's my impression and opinion) and doing a variety of trades with them if you want other other things, as opposed to a "mine this thing easily and amass a lot to just get things".

    In the nether side, quartz possibly feels like there's some room for some changes, but not so much it removes a reason we might want to go to the nether.

    I won't agree about Emeralds. It should be more common as it is far too cheap to obtain it by trade and unprofitable to mine.

    Posted in: Suggestions
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    posted a message on bedrock or java?

    The fact that Microsoft supports bedrock is obvious. But I don't think they're going to completely remove java. Last year there was a thing where all java players got the bedrock edition for free (and vice versa). If they wanted to remove Java, they wouldn't be giving it away for free.

    Posted in: Survival Mode
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    posted a message on bedrock or java?
    Quote from TheMasterCaver»

    Sure, show me a mod that can do all of what this mod does:

    TheMasterCaver's World

    And no, not reskins of existing blocks/items/mobs/biomes but actual new content and changes to the very way the game works (say, making Mending negate the prior work penalty and making the cost to repair an item consider the enchantments (i.e. pre-1.8 anvil mechanics) and durability; or an "attack penalty" that only takes effect if you miss entirely or attack a mob while it is damage-immune from a previous player attack). Not even java's world customization (in any version that has supported it) is able to do anything at all like what I've done with world generation,- not even remotely close, nor can you do this without real mods:

    (this fixes the last issue you quoted, and other mods go far beyond; "In my own tests FC2 could easily outperform everything else, including the W10 edition (MCPE/Bedrock)", and with none of its "cheats" to get better performance)

    An actual example of my code - that's real code, not some command-based script:


    (and yes, I really have written over 7,000 lines of code to generate caves; the vanilla cave and ravine generators are only around 1/20 the size. Even then, the entire source for TMCW is over 20 times this size (7.5 MB), some 150,000 lines at the same lines/KB; all of my mods are still in a folder named "cave mods" but only a small fraction is actually involved with cave generation, at least half is optimizations and bugfixes based on the size of the mod I use with my first world (3.84 MB), which only adds a handful of actual new content).

    I did find a video where somebody used some huge fancy contraption to generate a cave in what appears to be a similar manner to the actual game when making "original" caves (a method called "perlin worms") but such a thing is absolutely not conducive for Survival worlds or just "enter some random seed and an entire world will infinitely generate with every imaginable permutation", and no doubt took far longer to program the command blocks/scripts than if created with actual code, which is also far, far faster as well (people still love to call Java "slow" because it is "interpreted" but it hasn't been for decades - but the game's command interpreter certainly is, and changing blocks as shown in the video is expensive for many reasons, such as having to recalculate light levels and notify adjacent blocks of a block update, which are not factors during the cave carving stage of world generation (the game doesn't even carve actual world data but data representing the terrain that will be used to initialize a chunk; as such, my cave generator can carve about 2,000 chunks per second):


    A rendering of the underground of a world I played on, covering a 3328x3328 block area:

    A larger rendering of the larger variants of "special caves" only:

    A chart of the different types of caves, the largest of which are on par with the largest caves in 1.18+, if not even larger - requiring many millions of block changes based on the video, which required multiple "passes" in order to create a final product:

    I suppose this is also possible with commands (biome-specific underground blocks, e.g. sand/sandstone in deserts) but it would require a lot of block replacements and have to work in real-time as the player explores, and require a lot of fancy block models and textures for things like "metadata ores" (in my mod the ore texture (the colored parts) is separated into an overlay which is placed over a base texture which is derived from stone, sandstone, hardened clay, snow, etc):

    Even with all that, and much more, it only takes a few seconds to create a new world - even faster than vanilla 1.6.4, which is extremely simple by comparison, even 1.18's biome generator is extremely simple compared to mine (just look at any biome map, e.g. ChunkBase - just some big splotches of a few biomes with unnaturally smooth borders over large areas, not the intricate fractal shapes and patterns the old generator produced):
    [18:22:04] 2023-04-15 18:22:04 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
    [18:22:04] 2023-04-15 18:22:04 [SERVER] [INFO] Generating keypair
    [18:22:04] 2023-04-15 18:22:04 [SERVER] [INFO] Preparing start region for level 0
    [18:22:05] 2023-04-15 18:22:05 [SERVER] [INFO] Preparing spawn area: 19%
    [18:22:06] 2023-04-15 18:22:06 [SERVER] [INFO] Preparing spawn area: 58%
    [18:22:07] 2023-04-15 18:22:07 [SERVER] [INFO] Preparing spawn area: 99%
    [18:22:07] 2023-04-15 18:22:07 [SERVER] [INFO] TheMasterCaver[/] logged in with entity id 137 at (-245.5, 70.0, -253.5)
    [18:22:07] 2023-04-15 18:22:07 [SERVER] [INFO] TheMasterCaver joined the game

    For comparison, this was 1.13 (the most recent version I've run for any reason) - 5 times slower for no explainable reason (this post claims that the biome generator alone became a staggering 35 times slower in 1.13, apparently just because of some new ocean types)::
    [17:55:31] [Server thread/INFO]: Starting integrated minecraft server version 1.13.2
    [17:55:31] [Server thread/INFO]: Generating keypair
    [17:55:31] [Server thread/INFO]: Found new data pack vanilla, loading it automatically
    [17:55:31] [Server thread/INFO]: Reloading ResourceManager: Default
    [17:55:32] [Server thread/INFO]: Loaded 524 recipes
    [17:55:33] [Server thread/INFO]: Loaded 571 advancements
    [17:55:36] [Server thread/INFO]: Preparing start region for dimension minecraft:overworld
    [17:55:37] [Server thread/INFO]: Preparing spawn area: 0%
    [17:55:37] [Server thread/INFO]: Preparing spawn area: 4%
    [17:55:38] [Server thread/INFO]: Preparing spawn area: 8%
    [17:55:38] [Server thread/INFO]: Preparing spawn area: 12%
    [17:55:38] [Server thread/INFO]: Preparing spawn area: 16%
    [17:55:39] [Server thread/INFO]: Preparing spawn area: 20%
    [17:55:39] [Server thread/INFO]: Preparing spawn area: 24%
    [17:55:39] [Server thread/INFO]: Preparing spawn area: 28%
    [17:55:40] [Server thread/INFO]: Preparing spawn area: 32%
    [17:55:40] [Server thread/INFO]: Preparing spawn area: 36%
    [17:55:40] [Server thread/INFO]: Preparing spawn area: 40%
    [17:55:40] [Server thread/INFO]: Preparing spawn area: 44%
    [17:55:41] [Server thread/INFO]: Preparing spawn area: 48%
    [17:55:41] [Server thread/INFO]: Preparing spawn area: 52%
    [17:55:41] [Server thread/INFO]: Preparing spawn area: 56%
    [17:55:41] [Server thread/INFO]: Preparing spawn area: 60%
    [17:55:42] [Server thread/INFO]: Preparing spawn area: 64%
    [17:55:42] [Server thread/INFO]: Preparing spawn area: 68%
    [17:55:42] [Server thread/INFO]: Preparing spawn area: 72%
    [17:55:43] [Server thread/INFO]: Preparing spawn area: 76%
    [17:55:43] [Server thread/INFO]: Preparing spawn area: 80%
    [17:55:43] [Server thread/INFO]: Preparing spawn area: 84%
    [17:55:43] [Server thread/INFO]: Preparing spawn area: 88%
    [17:55:44] [Server thread/INFO]: Preparing spawn area: 92%
    [17:55:44] [Server thread/INFO]: Preparing spawn area: 96%
    [17:55:44] [Server thread/INFO]: Preparing spawn area: 100%
    [17:55:44] [Server thread/INFO]: Time elapsed: 8520 ms
    [17:55:45] [Server thread/INFO]: Changing view distance to 12, from 10
    [17:55:46] [Server thread/INFO]: TheMasterCaver[local:E:c0336e00] logged in with entity id 754 at (58.5, 71.0, -104.5)
    [17:55:46] [Server thread/INFO]: TheMasterCaver joined the game

    An example of biome generation in 1.18+ and examples from TMCW (note that the scale of the 1.18 map is WAY larger; the examples from TMCW are 1024x1024 blocks each, or a 2x2 area of the grid on the 1.18 map):

    Some zoomed-in views showing the complexity of biome placement, some biomes have 5+ concentric rings of biomes, like the "Rocky Mountains" shades of lighter gray to white) near the lower-right of the second image (vanilla, at least up to 1.17, only supported a single "edge" biome, thus why Extreme Hills Edge was removed when they added Stone Beach as an "edge" biome, while my generator can do both, an example is near the top of the first image (the gray biome). Even rivers have an "edge" in the form of "riverbank" biomes to smoothen out height variations, at the highest possible resolution (4x4 blocks per pixel on these maps, which is then fuzzed out to 1x1 blocks in a final step):

    This is the code that constructs the "GenLayer chain", a sequence of layers which each perform some step in the biome generation process, from adding landmasses to biomes to rivers to everything else (incidentally, this also reveals some upcoming features, as seen by the world types):

    public static GenLayerTMCW[] initializeAllBiomeGenerators(World par1World)
        long worldSeed = par1World.getSeed();
        WorldType worldType = par1World.getWorldInfo().getTerrainType();
        // getBiomeSize returns 0 for Default and Oceanic, 1 for Medium Biomes, 2 for Large Biomes
        int biomeSize = worldType.getBiomeSize() + 4;
        // isLargeBiomes includes both Medium and Large Biomes
        boolean isLargeBiomes = (worldType == WorldType.MEDIUM_BIOMES || worldType == WorldType.LARGE_BIOMES);
        boolean isOceanic = (worldType == WorldType.OCEANIC);
        // Using debug_biomes for the name of a non-Superflat world lays out all biomes in a grid with a scale of 4x4 chunks per
        // biome (not affected by Large Biomes)
        String worldName = par1World.getWorldInfo().getWorldName();
        boolean debugBiomes = (worldName != null && worldName.toLowerCase().startsWith("debug_biomes"));
        // Adds initial continents and island exclusion zones to oceans
        GenLayerTMCW initLand = new GenLayerLandIslands(worldSeed, 1L, isOceanic);
        GenLayerTMCW fuzzyZoom = new GenLayerFunctions(worldSeed, 2000L, initLand, GenLayerFunctions.FUZZYZOOM);
        GenLayerTMCW landIslands1 = new GenLayerLandIslands(worldSeed, 1L, fuzzyZoom, GenLayerLandIslands.ISLANDS);
        GenLayerTMCW zoom1 = new GenLayerFunctions(worldSeed, 2001L, landIslands1, GenLayerFunctions.ZOOM);
        GenLayerTMCW landIslands2 = new GenLayerLandIslands(worldSeed, 2L, zoom1, GenLayerLandIslands.ISLANDS);
        // Adds small landmasses to oceans (first step)
        GenLayerTMCW oceanIslands1 = new GenLayerOceanIslands(worldSeed, 13L, landIslands2, 8, 0);
        GenLayerTMCW zoom2 = new GenLayerFunctions(worldSeed, 2002L, oceanIslands1, GenLayerFunctions.ZOOM);
        // SPAWN_ISLANDS makes sure that there is always land within about 1000 blocks of the origin (added in two stages, Large
        // Biomes reduces size of area so it isn't so large)
        int mode = GenLayerLandIslands.SPAWN_ISLANDS | (isOceanic ? GenLayerLandIslands.OCEANIC1 : (isLargeBiomes ? 16 : 0));
        GenLayerTMCW landIslands3 = new GenLayerLandIslands(worldSeed, 3L, zoom2, mode);
        // Adds small landmasses to oceans (1/4 the size of the first step). These islands may also have climate zones. Also
        // adds ocean variants.
        GenLayerTMCW oceanIslands2 = new GenLayerOceanIslands(worldSeed, 31L, landIslands3, 16, isOceanic ? 3 : 2);
        GenLayerTMCW zoom3 = new GenLayerFunctions(worldSeed, 2003L, oceanIslands2, GenLayerFunctions.ZOOM);
        // Note that only Large Biomes changes the size of the spawn continent
        mode = GenLayerLandIslands.SPAWN_ISLANDS | (isOceanic ? GenLayerLandIslands.OCEANIC2 : (worldType == WorldType.LARGE_BIOMES ? 32 : 0));
        GenLayerTMCW landIslands4 = new GenLayerLandIslands(worldSeed, 4L, zoom3, mode);
        // Adds Mushroom Islands as well as small islands 
        GenLayerTMCW mushroom = new GenLayerLandIslands(worldSeed, 5L, landIslands4, GenLayerLandIslands.SMALL_ISLANDS);
        // Adds initial seeds for climate zones
        GenLayerTMCW climateInit = new GenLayerClimateZones(worldSeed, 196L, mushroom, GenLayerClimateZones.INIT);
        // Grows climate zones
        GenLayerTMCW climateGrow1 = new GenLayerClimateZones(worldSeed, 197L, climateInit, GenLayerClimateZones.GROW1);
        GenLayerTMCW climateGrow2 = new GenLayerClimateZones(worldSeed, 198L, climateGrow1, GenLayerClimateZones.GROW2);
        // Separates climate zones (including those added by GenLayerOceanIslands)
        GenLayerTMCW climateSeparate = new GenLayerClimateZones(worldSeed, 199L, climateGrow2, GenLayerClimateZones.SEPARATE);
        // Adds biomes
        GenLayerTMCW biomes = new GenLayerBiomes(worldSeed, 200L, climateSeparate, !isLargeBiomes);
        GenLayerTMCW magnify = GenLayerFunctions.magnify(worldSeed, 1000L, biomes, 2);
        // Adds x-hills and other sub-biomes
        GenLayerTMCW subBiomes = new GenLayerSubBiome(worldSeed, 1000L, magnify, GenLayerSubBiome.HILLS);
        // oasisIndex is 1 for default and 3 for large biomes, ensuring that oasis have the same size and spacing; zoom level is
        // such that the coordinates (par1, par2 of getInts) correspond to 1 chunk
        int oasisIndex = biomeSize - 3;
        for (int i = 0; i < biomeSize; ++i)
            subBiomes = new GenLayerFunctions(worldSeed, (long)(1000 + i), subBiomes, GenLayerFunctions.ZOOM);
            switch (i)
              case 0:
                subBiomes = new GenLayerLandIslands(worldSeed, 3L, subBiomes, GenLayerLandIslands.ISLANDS);
              case 1:
                // Four stages of edge generation, which allows things like Extreme Hills Edge + beaches. Stage 0 mainly adds
                // beaches while stages 1-3 add various edge layers
                for (int j = 0; j < 4; ++j)
                    subBiomes = new GenLayerEdge(worldSeed, 37L, subBiomes, j, isLargeBiomes);
                // Adds in small sub-biomes (e.g. "rivers" in jungles and swamps)
                subBiomes = new GenLayerSubBiome(worldSeed, 1000L, subBiomes, GenLayerSubBiome.RIVERS);
              case 2:
                // Adds in "mini-beaches" around tropical ocean islands and other half-size edge biomes
                subBiomes = new GenLayerEdge(worldSeed, 37L, subBiomes, 5, isLargeBiomes);
            // Adds features whose size is independent of biome size, such as Oasis. Also adds Rocky Mountains Summit, which
            // fills in any remaining space after other layers have been added so it is not affected.
            if (i == oasisIndex)
                subBiomes = new GenLayerSubBiome(worldSeed, 47L, subBiomes, GenLayerSubBiome.SPECIAL);
                subBiomes = new GenLayerEdge(worldSeed, 37L, subBiomes, 4, isLargeBiomes);
        GenLayerTMCW biomeData = new GenLayerFunctions(worldSeed, 1000L, subBiomes, GenLayerFunctions.SMOOTH);
        // Adds rivers; river size is 4 on Default and 5 on Medium and Large Biomes
        GenLayerTMCW riverInit = new GenLayerRivers(worldSeed, 100L);
        GenLayerTMCW magnify2 = GenLayerFunctions.magnify(worldSeed, 1000L, riverInit, Math.min(5, biomeSize) + 2);
        GenLayerTMCW addRivers = new GenLayerRivers(worldSeed, 1L, magnify2, GenLayerRivers.ADDRIVERS);
        GenLayerTMCW riverData = new GenLayerFunctions(worldSeed, 1000L, addRivers, GenLayerFunctions.SMOOTH);
        // Combines river and biome data
        GenLayerTMCW combined = new GenLayerRivers(worldSeed, 100L, biomeData, riverData);
        // Adds riverbanks and also converts "virtual" biome IDs to real biome IDs (must be last stage other than voronoi zoom)
        GenLayerTMCW unsmoothed = new GenLayerRivers(worldSeed, 100L, combined, debugBiomes);
        GenLayerTMCW voronoi = new GenLayerFunctions(worldSeed, 10L, unsmoothed, debugBiomes);
        return new GenLayerTMCW[] {unsmoothed, voronoi};

    I haven't played the bedrock edition for over a year, but I know there are mod sharing websites out there. Personaly, I have never played "moded" survival. I understanded diffrence in mods. Changing existing item into mod Item and adding new Item isn't the same. Ok.

    Posted in: Survival Mode
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    posted a message on bedrock or java?

    Java is better. That's for sure. But I disagree with the people above on some of the arguments.

    Quote from TheMasterCaver»

    Java is better for one simple reason: you can use mods (I mean actual mods, directly editing the game's code, not "add-ons" or "resource/data/behavior packs") and play on whatever version you like, as I've been doing for a decade. Even better, mods can rectify many of the game's flaws, while Bedrock players just have to put up with them (I know of at least one player who has said they are quitting because of upcoming changes).

    Bedrock has mods and they are free. I don't understand how it differs from java.

    4. Bedrock can't pause the game in single-player. This can not be overstated; it's a massive issue. It's legitimately a flaw that you can't pause single player worlds. Yes, I know why it happens. No, that doesn't excuse it. Being unable to pause your own single-player only instance is nonsense. In Java, you can't do this when open to LAN either, but you have to instruct it to be run in that state to begin with (and generally you'd only do it when wanting to turn it from single-player into multi-player, which is where there is an expectation that you can't pause).

    I'm agree, but it isn't very matter.

    6. The different combat would not be preferred by me (I'm not a spam-click enjoying PVP player). Until/if further combat changes come, I prefer those of Java.

    I'm agree, Java pvp is better.

    The main perk I see to Bedrock, the "improved performance", is largely not an issue for me a swell. That especially seems to extend to chunk generation/loading/rendering (allowing for higher render distances, smoothly), and while that is where Java probably needs performance improvements the most in my experience, this benefit is muted for me because...

    Java edition hasn't this(performance), but it should.

    Posted in: Survival Mode
  • 0

    posted a message on Salmon OP...

    What is better by fishing rod or swimmimg on water and fishing by sword?

    Posted in: Survival Mode
  • 0

    posted a message on Things to add or inprove in next update

    REDUCE the number of slots in the enderchest would be a good idea. 9 slots on enderchest would be perfect.

    Posted in: Suggestions
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