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    posted a message on Diamonds & Lava Lakes For A Non-Branch-Miner?

    But the... chart, that is the amount per chunk, not the exposed amount per chunk, correct? Or are you saying the same number would apply for both cases?

    Posted in: Discussion
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    posted a message on Diamonds & Lava Lakes For A Non-Branch-Miner?

    I think I get the reason for discrepancy now that I think about it: The competition link is considering several ores, not just diamond. Also, they are not valuing per ore found, but per ore found adjusted by an ore-specific modifier. They have different metrics for performance, and as such methods could possibly differ in relevance, hence branch-mining not being optimal for their purpose perhaps.

    Quote from TheMasterCaver»

    [...] the raw abundance of diamond is about 0.12% of blocks, which will be the percentage of exposed blocks that are diamond in caves on layers 10-12 [...]


    Are you describing how many of the blocks visible (i.e. blocks neighboring air blocks) are diamond at said layers? Interesting... if I may, do you happen to have a source for this?


    Also, the images you linked, I'm having a tricky time getting them... the first one seems like a snap-shot of a certain Y-level, the one you're mining I guess? Black are digged, and yellow are torches? You dig like 20 torches' worth before taking a 180 and digging back to your starting line? The rest is colored based on whatever blocks are at that Y-level? The second image is totally beyond my understanding. What did you use to generate them both anyways?

    Posted in: Discussion
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    posted a message on Diamonds & Lava Lakes For A Non-Branch-Miner?
    Quote from TheMasterCaver»


    It is also possible to use Fire Resistance potions to swim around and check for diamond around the edges without draining them [...]


    O.O a very good idea. I've rarely progressed on my own to potion-era, that it just rarely occurs in any of my thoughts about anything.


    Additionally, in the link you gave OP seems to believe that branch-mining on its own is less productive. I wonder why they'd think that with almost all people I see doing otherwise. Could it be due to the ridiculously long return trips, hence requiring higher efficiency per chunk? Maybe also guaranteeing availability of new search spaces? There is also the inherent dangers within already-open areas but armed & armored enough people wouldn't worry about that.

    Posted in: Discussion
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    posted a message on Diamonds & Lava Lakes For A Non-Branch-Miner?

    In the lakes' regard, I'm too under-developed for obsidian-mining, and I doubt bucket-spam is practical unless multiple source blocks could be placed over each other, effectively deleting each other. Bucket-method's speed would need to be tested against sand-dropping (gravel instead would cause interference), which will need to be shoveled back too for ore vision at least if not for preserving sand supply.


    However, as my recent play-style is developing more into an environment-preserving one, I'm actually considering leaving the lakes intact, unless their yield is too much to skip relative to the yield defined by my other play-style elements. Also, if I'm going to stick with my style of preserving theoretically-finite resources, I'll need a $h!tload of iron for buckets & maybe transport. Dripstone just can't hit release fast enough XD


    My cave approach is basically everyone's original: Coming across surface caves & ravines and exploring from there, adding to it internally digging towards any sounds such as mobs and liquids just like you do.


    I've always been selective in what artificial practices I add to my game-play in Minecraft, branch-mining being one of the "not into it" group. After all, where some people get/have-to-get diamonds & netherite on day one, I might spend three days in this game on positioning a spoon on a table for decoration or optimization, or making a farm of some inferior passive mob just-because. I guess I'm just glad I never had to be on a server where I need to be really thorough & efficient, yet. Or, maybe I just wasn't a resident long enough to need it.

    Posted in: Discussion
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    posted a message on Diamonds & Lava Lakes For A Non-Branch-Miner?

    I'm reckoning branch-mining is the most time-efficient (perhaps space-efficient too) method for finding diamonds, seeing everybody and their mother is doing it. However, for a branch-mining-free play-through, what's the best thing one can do?


    I guess running around in any low-altitude caves found is a given, but what else to keep an eye for? One idea I'm pondering are lava lakes. I get that they don't influence ore generation by themselves, but how would lava lakes influence ore exposure for a non-branch-miner? How would the exposure be influenced with them being left intact, against with them being drained out?


    Not a typical set of objectives, but come on, it's Minecraft. The only objective there is, is what we choose it to be :)


    - KitCat.

    Posted in: Discussion
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    posted a message on What direction(s) do diamond veins "grow" when they generate?

    Hopefully I'm not mis-reading here or there, but from Diamond Ore page:


    On average they generate 3.7 ores per chunk. As of Java Edition 1.16.4, on average they generate 3.4 ores per chunk.

    I think one of the tests you all had was for 1.16.4, giving 3.6 per chunk, but prior to accounting for some factors? Post-accounting for said factors, would the wiki still hold? If not, maybe you'd wanna either correct the wiki or extra-check the testing, whichever side is awry?


    If I may ask the question that led me to browse around in the first place: According to this quite old Reddit thread, ores can generate while being distant by one block on two axes. Does this still hold? Also, is it (or was it ever) able to generate one block far on all three axes?


    Forward thanks.


    - KitCat.

    Posted in: Discussion
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    posted a message on Spawned in the void
    Quote from Agtrigormortis»

    That's assuming the admin would believe ClubFlash's claim


    It's very unlikely that someone can spawn in the void in Minecraft, and on the off chance it does happen it's also unlikely that it is being recorded or captured, no thanks to the fact that the game doesn't have its own built in video capture software even for servers.


    Log files aren't good enough imo,

    it's possible that a glitch could've made this impossible to trace.


    Wasn't there by default log entries for disconnection (with coordinates), and other entries for connecting and dying (with cause), all time-stamped? Kinda easy to construe the situation from said information, don't you think?

    Posted in: Discussion
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    posted a message on Errors In Nether Portals & Wiki?

    I'll admit the last incident reported occurred unexpectedly and as such I didn't make a mental note of which exact side I entered/exited. However, in the original test set my entry side of choice was in favor of avoiding the inconsistency, yet it happened.


    I had ignored noting down the decimals in testing though. I wonder how relevant or not could that be.

    Posted in: Discussion
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    posted a message on Errors In Nether Portals & Wiki?

    Well, for starters it's not on the wiki, not anymore at least, and trust me, I don't mind believing in either directions, just as long there's good confidence in said belief, usually due to references or testing.


    For seconds, as noted before I waited above 10 minutes, so pairing should've been off, so it wasn't interfering with that result I hope.


    Unfortunately though, at some point after the "successful" incident(s), portals started trolling again. Non-determinism seems certain I guess (kinda what I meant by wonky, code doesn't re-write itself after all).

    Posted in: Discussion
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    posted a message on Errors In Nether Portals & Wiki?

    I'm guessing this is the video you're referring to. Unfortunately I didn't get to watching it yet, partially due to the length & its general aim, but hopefully I will soon.


    Interestingly, I noticed the problem was self-resolved today. I actually broke the incorrect portals for their obsidian, then traveled to & from the nether banking on them re-generating for more obsidian, only to find myself at the original portal, and things working as expected this time.


    I recall long ago the wiki had a reference to "a portal remembers the portal that led to it for X amount of time", but I couldn't find that right now. I decided to test in any case, and AFK-ed above 10 minutes in the nether, and the return trip still led me to the original portal.


    Wonky code I guess...

    Posted in: Discussion
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    posted a message on Errors In Nether Portals & Wiki?

    This is on Multiplayer, so some of this happened before me. I'll clarify ahead between personal observations from assumptions & information I was told.

    Also, I have a guess I'm not the first to encounter this, but a quick search didn't bring up relevant results. Moreover, the information on the wiki indicates that what we're encountering should not happen, so I suppose if the wiki is correct then it would justify the lack of others facing our problem, but for us, the wiki isn't working as noted.


    The simple story is about three/four nether portals. A is in the overworld, it leads to B in the nether, but B in the nether unexpectedly leads to C in the overworld, and breaking C makes B lead to D in the overworld. The presence of C and D is undesirable, more so that the wiki's math says they shouldn't exist.


    The noted portal information is all observations, and another observation is that D is auto-generated. I was told (and it looks that way) that A was constructed first & manually, and no one has reason to believe B was manually constructed. C is also very unlikely to be manually constructed, so it seems like all the portals came to existence in their alphabetical order, with only A being manually constructed.


    I'll be quoting the wiki below, doing its math, and listing my coordinates, maybe I'm using it wrong:


    ===================================================================================================================


    Listing coordinates when standing inside the portals as (X, Y, Z), blocks first then chunks after.


    Portal A: (811, 62, -303/-304), (50, 3, -20), the main in the overworld.

    Portal B: (85, 107, -26/-27), (5, 6, -2), the main in the nether.

    Portal C: (685, 63, -218/-219), (42, 3, -14), the rogue in the overworld.

    Portal D: (687, 63, -216/-217), (42, 3, -14), another rogue in the overworld.


    According to "Nether Portal" page:

    First of all, the game takes the coordinates of the entity who starts colliding with a portal.

    The game then converts those coordinates into destination coordinates as above: The entry X- and Z-coordinates are multiplied if the entity is in the nether or divided by 8 if the entity is in the overworld, while the Y-coordinate is not changed.

    The Java floor() method used in these conversions rounds down to the largest integer less than or equal to the argument (toward smaller positive values and toward larger negative values), so a coordinate of 29.9 rounds to 29, and one of −29.9 to −30.

    Calculations will be based on northern portal coordinates, which is the Z-coordinate with the most absolute (sign ignored) value. Seeing the portal frame is solid, one can only squeeze towards it to deviate by only 0.2 blocks from the center of the standing block, with the noted center being some integer plus 0.5. Per described math:


    Portal A should point to (101, <Any>, -38), (6, <Any>, -3).

    Portal B should point to (680 to 688, <Any>, -216 to -222), (42 to 43, <Any>, -14).

    Starting at these destination coordinates, the game looks for the closest portal point of interest (POI). That point of interest can be within 17×17 chunks in the Overworld and 3×3 chunks in the Nether[1] centered on the chunk containing the destination and the full map height.

    Per this, portal A and portal B can theoretically search each other just fine, seeing that portal B is just off by at most 1 chunk in each direction, and portal A is off by at most 8 chunks. Despite this, the game cannot find portal A when entering portal B.


    Alternative math from the "Tutorials/Nether portals" page:

    Portals try to link up at their ideal location calculated by Overworld (X,Y,Z) <=> Nether (X/8, Y, Z/8). If no portals are exactly there, the game searches a certain range to find a nearest, active portal. The range used in the nether seems to be a radius of 128 (a 257×257x255 box) or 17x17 chunks (272x272x255), while in the overworld it seems to scale by 8.

    This one just seems uncertain on the calculation method. The second method just seems quite generous and things would immediately work, if it is even the active method... while the first method could possibly fail if the lower range of X-coordinates of what portal B would point to were used, but seeing the X-coordinates of portals C and D suggests the lower range wasn't in use for their case. I suppose if the 128-block search radius was circular/spherical, the failure would make sense, but the very paragraph always speaks in terms of rectangular/cuboid, which suggests against said approach.


    For coverage's sake, even the "Nether Portal" page mentions the 128-block rule:

    If there is already an active portal within range (about 128 blocks) in the other dimension, the player appears in that portal.

    Although the very same page lists the following under change-log of version 1.15, snapshot "19w36a":

    Search for an existing portal to connect to is now chunk based: the searched area is now 17×17 chunks instead of 257×257 blocks

    Which just puts less confidence on the 128-block rule, which should've worked to begin with unless the current location of portals C and D don't precisely indicate the reference point to the calculation to the 128-block rule.


    ===================================================================================================================


    Sooooo long story short, portal A leads to B, but portal B doesn't lead back to A, it instead leads to C, or D if you break C. The math says C and D shouldn't exist, but they do. I'd like to understand my mistake in the math, or the mistake in the wiki, or if the entire math there is just un-credible.


    Forward thanks.


    - KitCat.

    Posted in: Discussion
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    posted a message on Number Of Chunks Still Loading?

    Thank you both rodabon and TheMasterCaver for your input. While my initial question remains unanswered, your replies without doubt attempted to answer it, and the effort is without doubt visible and admirable. I also got to learn a few things from them.

    Regarding The Original Question:

    It is most closely related to the "island floating in nothingness" concept. I do know about that concept beforehand, but what I'm looking for is this:


    Any machine has finite processing power (PP), and hence when you start up the game and join a certain singleplayer world (let's assume its already created and joined before), that "island of chunks surrounding you" will not load instantly, it will take time to load, depending on several factors (mostly PP and render distance, best case semi-instantly). Is it possible somehow to check how much of "the island" has been loaded so far? Whether by chunk count or percentage? Or the opposite (X amount is still remaining to be loaded).


    I honestly wanted to check the Debug Screen and cross-check it with the link you provided before posting, but the game is just constantly crashing right now (I'll probably post to support in a moment).



    Forward thanks. Regards, KitCat.

    Posted in: Discussion
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    posted a message on Number Of Chunks Still Loading?

    Hello. So say I have render distance set to 5 chunks, that means the game will aim to have a total of 121 chunks loaded at any given point in time ((5+5+1)^2).


    Is there a way however, to see how many chunks are loaded so far? Or the opposite (how many not loaded so far)? I tried examining the data on F3 but I couldn't notice something relevant.


    Hope someone has a clue.


    Regards, KitCat.

    Posted in: Discussion
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    posted a message on I NEED HELP WITH REDSTONE
    I'll give you three answers, one of which is correct:
    1- It makes you immune to lava.
    2- It serves as a barrier versus hostile mobs.
    3- I'm all lies and I couldn't find something better to say in response to the very ambiguous question you provided.

    p.s. if you can't get a red-stone-something to work in survival, practice it in creative first (<==that's real advice).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Spawner Mobs not dropping items?
    Quote from grimms767

    unless its been released in a new update mobs will drop Items no mater how they die just not exp (this is why you might find bones and rotten flesh in plains biomes just after night) you problem may be the items burning in the lava or they may be despawning. you have to be very careful about how you position the lava to stop the items burning.

    +1
    Posted in: Discussion
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