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Feb 13, 2015Miiralion posted a message on Quick and Easy ways for 14 year old to make money??The Razer Blade is not "faster than any gaming computer".Posted in: General Off Topic
You could easily save $1000 and get a laptop which is just as fast. If you got a desktop you could probably save even more.
Feb 4, 2015Posted in: Building, Parts & Peripherals
"One prebuilt case can fit this motherboard so that means every single one can."
Don't bother buying a case, just put the components in the freezer! You save 20 pounds!
Yeah! Why bother spending 20 pounds when you can spend only 15 pounds and assemble a useless plastic box which will melt after you turn the computer on! Great idea!
"You have a broken graphics card and are looking for advice on a new one to get? That's your problem!"
Don't know, don't post.
From what I've seen you post in the past in this section, you know absolutely nothing.
Maybe you should give your account to your dad then.
Feb 3, 2015Miiralion posted a message on What's the dumbest thing that you have ever done? (That you can remember, of course.)One time I was playing Dota 2 and went top even though someone said "go mid or i feed".Posted in: General Off Topic
Jan 28, 2015Posted in: General Gaming
You're saying this as if consoles use completely different technology than PCs.
Both the Xbox 1 and the PS4 use special 8-core AMD Jaguar CPUs. This architecture is used in computers also: http://en.wikipedia.org/wiki/Jaguar_(microarchitecture)
Consoles are basically computers with a special operating system. Not an alien device which runs on magic.
Jan 27, 2015Posted in: Building, Parts & Peripherals
Just add a Seagate Barracuda/WD Caviar Blue 1TB (Whichever is cheaper)
Jan 27, 2015Looks like someone went to r/pcmasterrace and took it seriously.Posted in: General Gaming
PC does have better graphics. Consoles are locked at 30 FPS and also can only run at 1080P, not 1800P (Which I'm not even sure exists; if it does it's definitely not common).
You never need to spend thousands on a graphics card for gaming. Usually anything past $250 is a complete waste of money for gaming (Unless you're running at a resolution higher than 1080P, in which case you spent at least a few hundred on a monitor and can afford a very high-end graphics card.).
To run any game on medium settings at around 30FPS (which should be similar than console settings), you could probably just spend around $100 on a graphics card.
Operating system compatibility issues are very rare these days. Unless you've got a Mac, (in this case all the money complaints probably aren't an issue and you can buy a copy of Windows for around $100) are running Linux (You should have looked up the limitations before installing it because "It's free". Again $100 can fix this though) or are running an old, outdated version of Windows (As far as I know modern games will still run fine on operating systems as old as XP. Anything older than XP and your computer is probably too outdated to run most new games well anyway.)
Basically this "paragraph" (Not really, because you used to grammar at all in your post) is full of stuff you made up just to "have a point". I've got nothing against consoles or people who use them, just don't make stuff up to complain about other platforms.
Jan 17, 2015Miiralion posted a message on Which of these is the best for playing/recording minecraft?Link doesn't work.Posted in: Building, Parts & Peripherals
Just get the Y40. Paying extra/getting a weaker laptop for looks is the stupidest thing I've ever heard.
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Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jan 11, 2014Piedro0 posted a message on Ores in EVERY kind of block! (Ores as Metadata) [Now with better Pictures/ screenshots!]Posted in: Suggestions
I thought how to make in-game ores better, we could add Ore metadata on an actual block. This would work as followed: Block; as smooth stone spawns and it's given a metadata of an ore block that would normally spawn at it's place. Imagine a cluster of andesite and the world generation would cause a single diamond ore to spawn at the surface. instead of replacing the block with an ore block, the andesite block would spawn with diamond ore metadata.
(image example- used iron)
Just to clarify:
"Ores in every block" isn't literal. The point is to change the mechanics of how ores work so that they don't need a new kind of block for every ore type. Instead the ore is stored as metadata for the block. A possible extension of this is the ability to put ore in ANY block, however chances are ores would still be restricted to stone blocks like stone, granite, diorite, and andesite, instead of just in stone only.
One could do an entire creative page just for ores (or rather just for ores in stone, granite, diorite, and andesite)... or they could add a shift right click function to the pickaxe in creative mode that allows the player to cycle through different ore values (or other metadata for other kinds of blocks), or leave the creative inventory menu as is and just modify the appropriate console commands to account for ore in blocks other than bland grey stone.
(thanks Unclevertitle for this clarification)
How ores will be handled for mining:
Regarding mining these modified blocks the stuff is very simple:
Mining speed: Block.
Drop and tool tier requirements: Ore.
Iron, gold ores will be dropped as raw non-block items.
Dirt with coal metadata
- Coal ore can be mined with a wooden pickaxe upwards.
- Preferred tool for the dirt block is a shovel.
When you use a Wooden shovel (or better), the block will break at a normal speed and it would yield only the coal chunk.
Otherwise it would break and nothing would drop.
Obsidian with Iron ore metadata (note that obsidian is generated after the world so, no obsidian-infused ore would exist naturally).
- Iron ore can be mined with a Stone pickaxe upwards.
- Preferred tool for the obsidian block is a diamond pickaxe.
When you use a Stone pickaxe (or better), the block will break at a normal speed and it would yield only the raw iron chunk.
Otherwise it would break and nothing would drop. (note: when you use a stone pick, the mining speed would be equal to that of a normal obsidian block)
Show support with the banner:
Due to MinecraftForum's messed up BBCode i cannot post the correct code in the main post, so for the banner code go here:
Reddit thread link:
Jun 17, 2014Everybody seems to be making assumptions about what "wipe" means. Which causes them to create new solutions which they pull out of thin air.Posted in: Computer Science and Technology
Things we know or can safely assume for the moment.
OP has SSD. Windows is installed on the SSD.
OP has a second HDD. the SSD appears fine in My Computer. the HDD does not.
Quote from Miiralion
One drive should count as "unallocated space", either way.
Not necessarily. They explicitly said that they "Wiped the drive". This could mean any number of things. Maybe they formatted it. Maybe they deleted the entire contents, etc. It does NOT mean that they deleted all the partitions, and, I mean of course no offense to the OP but at their skill level I would be surprised if they did in fact delete partitions as part of what they call "wiping".
To the OP.
In disk management, your 500 GB HDD already appears, so we should be good to go.
-Do any partitions appear on that drive? Or does it appear as unallocated space? From the sounds of it it has a partition.
-Since you were able to start Disk Management without being prompted, the disk has already been initialized with a partition table. So we don't need to initialize it. (If you start disk management and a disk doesn't have a partition table Disk management will prompt to initialize the disk).
If your entire disk appears as unallocated space, you can right-click it and select "Create Simple Volume". Follow the steps and create a new volume. the steps will also assign a drive letter to it.
If your disk already appears with a partition (allocated space) the problem is most likely simply that the volume is not being mounted. You should be able to right-click the volume (Note, when I say right-click the volume I mean the appropriate segment on the right- not right-clicking the actual "Disk 1" area on the left) You should have an option, "Change drive letter and paths". You should be able to add a new drive assignment for the volume, which should allow the volume to be accessed from Explorer and other Applications.
Quote from Lee_lemon
I literally just solved this problem myself
Run Cmd(as admin)
>select disk x
>create partition primary
>select partition 1
Some commands are probably pointless but it should work
Now that you've stroked your completely ill-deserved sense of importance for having memorized a few stupid diskpart commands, can the rest of us focus on providing the OP with a solution that works in the real world? The fact that anybody actually thinks somebody that is having trouble with Disk Management is going to have better luck with DISKPART is just plain dumb. We're talking about a tool that can have pretty big consequences for a person's data.
Also, fun fact: DISKPART is actually newer than Disk Management. Disk Management dates back to "Disk Administrator" with NT 3.1. DISKPART wasn't available (at least as part of the standard install) until Windows XP.
Quote from Sheepz
Still faster and more effective than going trough 20 gui's.
No, It's not. Only a genuine fool would think diskpart is a better choice than Disk management if both are available.
Apr 30, 2014Posted in: Computer Science and Technology
He's not pulling random figures out of a hat you idiot. If you had looked at the virustotal link posted earlier you would see it has a list of 45 different malware scanners that it used to gather information about the site in question. Since only one of those 45 scanners detected the site as containing malware, that leaves you with a 1/45 chance that the site is actually malicious.
Apr 23, 2014Sometimes, in the middle of some biomes, there will be a river. I like the idea of rivers with the sugarcane, and an easy access to water. But my problem with rivers is the ugly ring of bluish grass around them. I think that river biomes should be removed.Posted in: Suggestions
Instead, each biome should have its own type of river. A plains river would be similar to our current rivers. A Jungle or Desert river is surrounded by bright green grass and bushes. A Snow Plains river is frozen. A mountain river is littered with blocks of stone and gravel. The point is that every biome would have its own river, instead of our ugly one-size-fits-all.
In the case of a river dividing multiple biomes, each side would have its respective river. Here's a list of river types:
Snowy Biomes: Top layer frozen, blueish-green grass
Extreme Hills (+, m, m+): Littered with stones and ice above y95, blueish-green grass
Taiga: Occasional ice blocks, blueish-green grass
Mega Taiga: Edge and bottom have occasional mossy cobblestone, blueish-green grass
Plains and Savannah: Double-Tall grass and plains-colored grass
Forest: Smaller, bushes and flowers at edge with forest grass
Swamp: Lily pads and trees in the river, high concentration of flowers at edge, dark green grass.
Jungle and Desert: Jungle bushes and small trees at edge, jungle grass
Birch Forest: Tall grass and birch grass
Roofed Forest: Dark water, higher concentration of flowers and grass at edge. Roofed forest grass
Mesa: Turquoise water, red sand
I feel that these changes would make exploring much more unique and interesting.
Apr 19, 2014Posted in: Computer Science and TechnologyQuote from CodofMC
Honestly, I'm not sure why people want a surface in the first place.
There are actually several theories.
-They got lost in the store and mistook a Surface for a crochet pattern tool.
-By buying a Surface RT they become part of an exclusive club. And by "exclusive" we mean exclusive to those in the club, since they can't run anything particularly useful currently.
-They like colourful things and they've already been kicked out of bed bath and beyond for putting the towels in a pile and then sleeping naked in the middle, and while wandering listlessly through other stores, the Surface caught their eye.
-They like spending money on things that have not proven themselves particularly useful. These people likely also have an Apple Pippin and a Sun Netbox.
-They believe that Surface RTs are like Power Ranger Megazords and by purchasing a number of them in different colours they can create a super fighting robot to conquer the world. They are partly correct. It creates a super speech recognition robot that essentially wanders around misunderstanding people.
-They think the new "Cortana" technology is exactly the same as the character from Halo and is also a hard-light hologram that will do their bidding. I can think of several things I would do if I had a busty woman who's only programmed desire is to please their owner. The most obvious choice, and I know this is what everybody else is thinking too, is finger-painting.
Apr 11, 2014Do you even know what V-Sync does? It helps keep your FPS level, or in-sync with your monitor's refresh rate. Also, like Badprenup said, it only works if your FPS is higher than your monitor's refresh rate.Posted in: Hardware & Software Support
And in saying that, having an FPS higher than your monitor's refresh rate (60 in most cases) is completely redundant, as the monitor can't even draw frames faster than that anyway. So, even though turning off V-Sync allows the frames to exceed this value, there is really no point as you are not going to notice any difference between 60fps (60Hz monitor), and 300fps.
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