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    posted a message on [rd-160052] DiamondDung: A mod for Pre-Indev rd-160052, aka "RubyDung" - 12+ Features and 250 new blocks

    If you want to install this mod you need to add one extra step to the installation instructions - open the json file and search for "client.jar" and delete the entire "downloads" section that contains it; for all versions that I've seen this is immediately before the "id" part that you need to rename. Below is an example, using 1.6.4 and my own mod (which comes with a pre-modified json so you don't need to edit it; unfortunately, the OP hasn't been active for 7 years so they will likely never update the download/instructions; if they had provided a pre-modified json in the first place it would likely still work as I had no issues with my own mods still using the original jsons when the launcher was updated to include the downloads (this happened in early 2016):

    Before:

    "assets": "legacy", "downloads": {"client": {"sha1": "1703704407101cf72bd88e68579e3696ce733ecd", "size": 4745096, "url": "https://launcher.mojang.com/v1/objects/1703704407101cf72bd88e68579e3696ce733ecd/client.jar"}, "server": {"sha1": "050f93c1f3fe9e2052398f7bd6aca10c63d64a87", "size": 6146738, "url": "https://launcher.mojang.com/v1/objects/050f93c1f3fe9e2052398f7bd6aca10c63d64a87/server.jar"}, "windows_server": {"sha1": "30d3267c6b04422ef6349226ee539173f848574c", "size": 6542514, "url": "https://launcher.mojang.com/v1/objects/30d3267c6b04422ef6349226ee539173f848574c/windows_server.exe"}}, "id": "1.6.4",

    After (the deleted stuff was between "legacy," and "id"):
    "assets": "legacy", "id": "TMCWv4.5",



    Better yet, I downloaded and modified (untested) the json from the Wiki; copy the contents of the spoiler below and save as DiamondDung.json (remember that the jar and folder also must be renamed to DiamondDung, which may be case-sensitive; you can find it in the third line in the spoiler if you want to use a different name):

    {"assetIndex": {"id": "legacy", "sha1": "770572e819335b6c0a053f8378ad88eda189fc14", "size": 109634, "totalSize": 153475165, "url": "https://launchermeta.mojang.com/v1/packages/770572e819335b6c0a053f8378ad88eda189fc14/legacy.json"}, "assets": "legacy", "id": "DiamondDung", "libraries": [{"downloads": {"artifact": {"path": "net/minecraft/launchwrapper/1.6/launchwrapper-1.6.jar", "sha1": "4ea0aca9c022a234ebaf14b51fb119055955fc9d", "size": 27583, "url": "https://libraries.minecraft.net/net/minecraft/launchwrapper/1.6/launchwrapper-1.6.jar"}}, "name": "net.minecraft:launchwrapper:1.6"}, {"downloads": {"artifact": {"path": "net/sf/jopt-simple/jopt-simple/4.5/jopt-simple-4.5.jar", "sha1": "6065cc95c661255349c1d0756657be17c29a4fd3", "size": 61311, "url": "https://libraries.minecraft.net/net/sf/jopt-simple/jopt-simple/4.5/jopt-simple-4.5.jar"}}, "name": "net.sf.jopt-simple:jopt-simple:4.5"}, {"downloads": {"artifact": {"path": "org/ow2/asm/asm-all/4.1/asm-all-4.1.jar", "sha1": "054986e962b88d8660ae4566475658469595ef58", "size": 214592, "url": "https://libraries.minecraft.net/org/ow2/asm/asm-all/4.1/asm-all-4.1.jar"}}, "name": "org.ow2.asm:asm-all:4.1"}, {"downloads": {"artifact": {"path": "net/java/jinput/jinput/2.0.5/jinput-2.0.5.jar", "sha1": "39c7796b469a600f72380316f6b1f11db6c2c7c4", "size": 208338, "url": "https://libraries.minecraft.net/net/java/jinput/jinput/2.0.5/jinput-2.0.5.jar"}}, "name": "net.java.jinput:jinput:2.0.5"}, {"downloads": {"artifact": {"path": "net/java/jutils/jutils/1.0.0/jutils-1.0.0.jar", "sha1": "e12fe1fda814bd348c1579329c86943d2cd3c6a6", "size": 7508, "url": "https://libraries.minecraft.net/net/java/jutils/jutils/1.0.0/jutils-1.0.0.jar"}}, "name": "net.java.jutils:jutils:1.0.0"}, {"downloads": {"artifact": {"path": "org/lwjgl/lwjgl/lwjgl/2.9.0/lwjgl-2.9.0.jar", "sha1": "5654d06e61a1bba7ae1e7f5233e1106be64c91cd", "size": 994633, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl/2.9.0/lwjgl-2.9.0.jar"}}, "name": "org.lwjgl.lwjgl:lwjgl:2.9.0", "rules": [{"action": "allow"}, {"action": "disallow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"artifact": {"path": "org/lwjgl/lwjgl/lwjgl_util/2.9.0/lwjgl_util-2.9.0.jar", "sha1": "a778846b64008fc7f48ead2377f034e547991699", "size": 173360, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl_util/2.9.0/lwjgl_util-2.9.0.jar"}}, "name": "org.lwjgl.lwjgl:lwjgl_util:2.9.0", "rules": [{"action": "allow"}, {"action": "disallow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"classifiers": {"natives-linux": {"path": "org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-linux.jar", "sha1": "2ba5dcb11048147f1a74eff2deb192c001321f77", "size": 569061, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-linux.jar"}, "natives-osx": {"path": "org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-osx.jar", "sha1": "6621b382cb14cc409b041d8d72829156a87c31aa", "size": 518924, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-osx.jar"}, "natives-windows": {"path": "org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-windows.jar", "sha1": "3f11873dc8e84c854ec7c5a8fd2e869f8aaef764", "size": 609967, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-windows.jar"}}}, "extract": {"exclude": ["META-INF/"]}, "name": "org.lwjgl.lwjgl:lwjgl-platform:2.9.0", "natives": {"linux": "natives-linux", "osx": "natives-osx", "windows": "natives-windows"}, "rules": [{"action": "allow"}, {"action": "disallow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"artifact": {"path": "org/lwjgl/lwjgl/lwjgl/2.9.1-nightly-20130708-debug3/lwjgl-2.9.1-nightly-20130708-debug3.jar", "sha1": "884511652c756fac16b37236f863f346bd1ea121", "size": 996625, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl/2.9.1-nightly-20130708-debug3/lwjgl-2.9.1-nightly-20130708-debug3.jar"}}, "name": "org.lwjgl.lwjgl:lwjgl:2.9.1-nightly-20130708-debug3", "rules": [{"action": "allow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"artifact": {"path": "org/lwjgl/lwjgl/lwjgl_util/2.9.1-nightly-20130708-debug3/lwjgl_util-2.9.1-nightly-20130708-debug3.jar", "sha1": "fb693ba4e22a85432a32e8a048893dc7a92f42ac", "size": 173338, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl_util/2.9.1-nightly-20130708-debug3/lwjgl_util-2.9.1-nightly-20130708-debug3.jar"}}, "name": "org.lwjgl.lwjgl:lwjgl_util:2.9.1-nightly-20130708-debug3", "rules": [{"action": "allow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"classifiers": {"natives-osx": {"path": "org/lwjgl/lwjgl/lwjgl-platform/2.9.1-nightly-20130708-debug3/lwjgl-platform-2.9.1-nightly-20130708-debug3-natives-osx.jar", "sha1": "a9b83ad85742cad09c3574a91b0423bac3f7a0f5", "size": 458181, "url": "https://libraries.minecraft.net/org/lwjgl/lwjgl/lwjgl-platform/2.9.1-nightly-20130708-debug3/lwjgl-platform-2.9.1-nightly-20130708-debug3-natives-osx.jar"}}}, "extract": {"exclude": ["META-INF/"]}, "name": "org.lwjgl.lwjgl:lwjgl-platform:2.9.1-nightly-20130708-debug3", "natives": {"linux": "natives-linux", "osx": "natives-osx", "windows": "natives-windows"}, "rules": [{"action": "allow", "os": {"name": "osx", "version": "^10\\.5\\.\\d$"}}]}, {"downloads": {"classifiers": {"natives-linux": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-linux.jar", "sha1": "7ff832a6eb9ab6a767f1ade2b548092d0fa64795", "size": 10362, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-linux.jar"}, "natives-osx": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-osx.jar", "sha1": "53f9c919f34d2ca9de8c51fc4e1e8282029a9232", "size": 12186, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-osx.jar"}, "natives-windows": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-windows.jar", "sha1": "385ee093e01f587f30ee1c8a2ee7d408fd732e16", "size": 155179, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-windows.jar"}}}, "extract": {"exclude": ["META-INF/"]}, "name": "net.java.jinput:jinput-platform:2.0.5", "natives": {"linux": "natives-linux", "osx": "natives-osx", "windows": "natives-windows"}}, {"downloads": {"classifiers": {"natives-linux": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-linux.jar", "sha1": "7ff832a6eb9ab6a767f1ade2b548092d0fa64795", "size": 10362, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-linux.jar"}, "natives-osx": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-osx.jar", "sha1": "53f9c919f34d2ca9de8c51fc4e1e8282029a9232", "size": 12186, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-osx.jar"}, "natives-windows": {"path": "net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-windows.jar", "sha1": "385ee093e01f587f30ee1c8a2ee7d408fd732e16", "size": 155179, "url": "https://libraries.minecraft.net/net/java/jinput/jinput-platform/2.0.5/jinput-platform-2.0.5-natives-windows.jar"}}}, "extract": {"exclude": ["META-INF/"]}, "name": "net.java.jinput:jinput-platform:2.0.5", "natives": {"linux": "natives-linux", "osx": "natives-osx", "windows": "natives-windows"}}], "mainClass": "com.mojang.rubydung.RubyDung", "minecraftArguments": "${auth_player_name} ${auth_session}", "minimumLauncherVersion": 7, "releaseTime": "2009-05-15T22:52:00+00:00", "time": "2009-05-15T22:52:00+00:00", "type": "old_alpha"}


    Be sure that you copy it correctly, starting and ending with { }, and save it with the correct extension, e.g. use the "all files" option in Notepad.

    Posted in: Minecraft Mods
  • 0

    posted a message on Java Edition Instability

    There will be no crash report because the JVM itself failed to start up, so Minecraft wasn't running in any form; likewise, the only logged errors will be in the launcher log or game output (check the latter first as the launcher log includes a lot of unrelated messages from the launcher itself):

    https://minecrafthopper.net/help/guides/getting-minecraft-game-output-log/

    https://minecrafthopper.net/help/guides/getting-minecraft-launcher-log/

    Often, this is caused by invalid JVM arguments, such as -Xms4G -Xmx2G (Xmx must be larger) or trying to allocate more memory than 32 bit Java can handle; either way, the exact error should appear in the launcher log (which is not just "exit code 0", which just means that the process terminated "normally", as opposed to encountering a fatal error that caused the OS to kill the process).

    Posted in: Java Edition Support
  • 0

    posted a message on Cocoa bean-like Block

    The easiest way is to extend the vanilla BlockCocoa class (may or may not be called this, I'm going by the 1.6.4 MCP names) and override the appropriate methods; for example, this is all I had to do to add a coconut block, which only differs in the ID it drops (other methods can likewise be overridden to change e.g. the support block):

    package net.minecraft.src;
    
    public class BlockCoconut extends BlockCocoa
    {
        public BlockCoconut(int par1)
        {
            super(par1);
            this.setHardness(0.2F);
            this.setStepSound(soundWoodFootstep);
            this.setUnlocalizedName("coconut");
            this.setTextureName("coconut");
        }
    
        public void dropBlockAsItemWithChance(World par1World, int posX, int posY, int posZ, int meta, float chance, int fortune)
        {
            // Drops one coconut when harvested when fully grown, otherwise drops nothing
            if (func_72219_c(meta) >= 2)
            {
                this.dropBlockAsItem_do(par1World, posX, posY, posZ, new ItemStack(Item.coconut));
            }
        }
    
        // Used by pick-block
        public int idPicked(World par1World, int posX, int posY, int posZ)
        {
            return Item.coconut.itemID;
        }
    
        public int getDamageValue(World par1World, int posX, int posY, int posZ)
        {
            return 0;
        }
    }

    (this code is from MCP 1.6.4 (i.e. directly modifying and extending vanilla instead of using a modloader and API) but the principle is the same; I'd hope that Fabric lets you view the original source code so you can see what needs to be overridden)

    Posted in: Modification Development
  • 0

    posted a message on Error in Mods

    Also, install Java 8 and edit the version profile (you are using a separate profile, including its own game directory for modded/older versions, right?) to point to it; unless it is 1.17+ you should only use Java 8 to run older versions, at least if they are modded and do not specify a specific Java version (pretty much anything older than 1.13 is likely Java 8 only, and this error will never officially be fixed, as well as issues caused by launching different versions in the same profile/game directory):

    https://github.com/Mojang/LegacyLauncher/issues/20

    https://minecrafthopper.net/help/guides/changing-game-directory/

    Posted in: Java Edition Support
  • 0

    posted a message on Modded crashing without crash report

    Go to launcher settings and check that the game output log is enabled; even if a crash report isn't generated there should be a stacktrace with the error (note that these may not always be logged); either that, or check "latest.log" in ".minecraft\logs", as well as check for a file with a name starting with "hs_err_pid" in the .minecraft folder, which is a JVM crash report (the game can't generate one of its own when the entire JVM crashes, or it crashes before it has initialized far enough to actually be running, but there will always be some error in a log unless the game simply stopped responding).

    Posted in: Java Edition Support
  • 0

    posted a message on Log rotation

    The easiest way to emulate a vanilla block is to copy its code and make any necessary changes (ID/texture/name/texture, model, blockstate files). For example (this is from 1.6.4 so it is probably completely different; obviously, there are no longer numerical block IDs, instead you use a string, and the texture name (there are two textures, for the inside and the bark) may now be set within the model file. The main thing to note is that logs have special placement and drop mechanics so they almost certainly use a custom class, unless that can be set within the model/blockstate files):

    public static final Block wood = (new BlockLog(17)).setHardness(2.0F).setStepSound(soundWoodFootstep).setUnlocalizedName("log").setTextureName("log");
    
    public static final Block customLog = (new BlockLog(200)).setHardness(2.0F).setStepSound(soundWoodFootstep).setUnlocalizedName("customLog").setTextureName("customLog");
    
    // Alternatively, extend the vanilla BlockLog class if you need to add any special overrides to the vanilla
    // log behavior
    public class BlockCustomLog extends BlockLog ...
    
    // Then register block with whatever method your API uses (the code above is how vanilla 1.6.4 "registers"
    // blocks)

    Of course, this assumes you even have access to the vanilla source (I have no idea how anybody even develops mods without it; of course, all my modding experience is with MCP, which is simply altering and adding to the vanilla source, but at the very least you still need to know the constructor and method parameters to really do anything with it).

    Posted in: Modification Development
  • 0

    posted a message on Hardest Item to Obtain
    Quote from Rainbow_Axlotl»
    Chiseled Stone Brick is craftable with stone at a stonecutter. It is pretty easy to get a lot of.

    If you can find a big enough soul sand valley gast tears aren't to bad. At least if you have an infinity bow or 2+ stacks of arrows.

    Wither skeleton skulls and beacons are both rare, but I don't think they are the rarest.

    Dragon Egg. It is unique so it is pretty rare, buth there are more players who have obtained it then say a skeleton skull, or a netherite block.

    I think that mob heads(skeleton, zombie, creeper) are the hardest because they require a charged creeper to kill another mob.

    The thing banner pattern is also incredibly rare because it requires the sacrifice of an enchanted apple.

    Fireworks with the fade effect are also rare for the same reason, you need to sacrifice a diamond to get it.

    Mending Books are pretty rare because unless you want to grind for a mending librarian for 1+ hour they are exceptionally rare.

    In the 1.18 experimental features, a goat horn is really rare because it is difficult to get a goat to ram a tree.


    Please note the date of a thread or post before replying to it; chiseled stone bricks were not craftable until 1.8, released about a year after the post you are replying to (you can craft them with two stone brick slabs on top of each other, no need for a stonecutter) and stonecutters were not added until 1.14, released 6 years later. Likewise, soul sand valleys did not exist until 1.16, mob heads were not obtainable until 1.8, Mending was not added until 1.9 (which is no rarer than any other enchantment from trading; in fact, enchantments like Efficiency V are 5 times rarer because the game not only randomly chooses an enchantment but also randomly chooses a level) and so on.

    Posted in: Survival Mode
  • 0

    posted a message on Mojang is slacking Notch used to update way faster and he’s 1 person
    Quote from waxenorchid811»
    Thanks to Notch, we had to wait a very long time for the world gen between all 3 vanilla dimensions to be de-boringified.

    What does Notch have to do with any of this? They pretty much stopped working on the game by its official release nearly 10 years ago - it took that long for the current development team, led by Jeb, to do what modders did even back in Beta, if not even more (Cubic Chunks) - this is why I couldn't care less about 1.18 ("but surely the caves interest you?" Not when I've been modding them myself for nearly 8 years. More varied terrain is interesting, yes, but 200+ block tall mountains everywhere? No way, which is why I increased terrain variation but nothing like Amplified, and set y=192 as the height limit for terrain; likewise, I made mods that made the ground up to 192 blocks deep but prefer 64 blocks).

    Posted in: Discussion
  • 0

    posted a message on Ancient debris mining: beds or TNT?
    Quote from old_wal»


    my world was created in 1.13 or earlier, is now updated to 1.17.

    You need to travel to areas you've never been to before - only chunks generated in 1.16 or later will have ancient debris and with very few exceptions the game never generates new features in existing chunks, which is mostly limited to new mobs, while the only world generation that I know of is ocean monuments, and even then the chunk must not have been loaded for more than 3 minutes.

    Posted in: Survival Mode
  • 0

    posted a message on Trying to get into changing the code in Minecraft and I'm having problems with MCP

    Why are you using a version of MCP for 1.2.5 to decompile 1.12.2? Whatever source said to use MCP 6.2 has to be extremely old (like 9 years) and it should be obvious that such an old version will not work with a much more recent version of the game (in fact, each version of MCP is designed for a very specific version of Minecraft; MCP 6.2 will only work with Minecraft 1.2.5 and MCP 6.5 will only work with snapshot 12w17a, just as mods themselves only worth with a specific version). For 1.12 you need to use MCP 9.4:

    https://minecraft.fandom.com/wiki/Programs_and_editors/Mod_Coder_Pack#History

    Posted in: Modification Development
  • 0

    posted a message on Ancient debris mining: beds or TNT?
    Quote from old_wal»

    Cutting a swath 10 or 11 wide.


    This is part of your issue - it is far more efficient to make 1x2 tunnels spaced far apart than it is to simply clear a large room:


    https://minecraft.fandom.com/wiki/Tutorials/Mining#Efficiency_vs_Thoroughness

    This is for diamond but the same applies to any ore; the chart shows that diamond can effectively be about 14 times more common than its per-block abundance would imply (about 0.12% of blocks between layers 5-12 are diamond ore but this shows that up to 1.7% of blocks mined can be diamond). Even the "standard" tunnel spacing of 2-3 blocks that many players use only achieves 1/3-1/2 of the maximum efficiency (many players are concerned about missing veins between tunnels but in reality that only matters if you are actually restricted by the area you can mine in; e.g. server plot; and efficiency should mainly be seen in terms of how many blocks you need to mine per ore found, which is also highly correlated to ores found over time):

    The term "efficiency" is often applied to the practice of making every block observable, however this is not usually the objective of a miner.

    A more practical definition of "efficiency" describes the percentage of blocks removed that are ores, in other words efficiency = (ores removed / blocks removed).

    A significant portion of the efficiency comes from the size of an ore cluster, or the chance of having already mined that ore from an adjacent tunnel.

    The last one means that you only need to expose a single block in a vein to effectively expose the entire vein, increasing the yield by the number of blocks (i.e. if ancient debris averages 3 ore per vein then the amount found per block exposed is tripled). This can also be seen in these charts, based on my own mod's world generation but the same also applies to vanilla; notice how much higher the percentage of exposed ore (lower-left) is for coal; conversely, emerald is much lower since it is in single block veins; ruby ore would be similar to ancient debris as it has a similar average vein size (all of these are for ore exposure in caves but the same also applies to man-made mines):

    Keep in mind that ores with smaller vein sizes are also more likely to have blocks that are diagonally adjacent (i.e. you can easily miss parts of a vein if you only mine the blocks you exposed) so you do need to remove additional blocks to confirm that you got the entire vein (some players will clear out 2-3 blocks in all directions but that is unnecessary; small veins are never more than 2x2 blocks in horizontal cross-section and 4 blocks deep and never generate with blocks that are completely separate).

    Posted in: Survival Mode
  • 2

    posted a message on Mojang is slacking Notch used to update way faster and he’s 1 person

    As a modder I know how long it can take not just to implement features but implement them properly; for example, I spent about two weeks on adding a fish mob, including a texture, model, AI, bucket mechanics, and a new spawning system - and that's just a single generic "fish" based on the original "fish" item, not all the variants that 1.13 has (granted, adding even 2700 "variants" of tropical fish would be relatively easy since the game simply combines 2 shapes and 6 patterns in one of 15 different colors for each, and otherwise most of the code can be reused by additional fish mobs).

    Likewise, even a relatively simple change as adding uncarved pumpkins as an obtainable block/item required a lot of code changes and testing to make sure that e.g. mobs only spawned with/could wear/be created with carved pumpkins, and crops and recipes used the appropriate variants, especially since I also merged pumpkins and jack o' lanterns into a single block (this brings up another point - a substantial amount of the work that I've been doing has been on refactoring code, not adding new features, which is also true of vanilla development).

    Similar to Mojang, I've also put off releasing a major new update since it would completely break compatibility with older worlds due to all the changes I've made to block and item IDs and variants, and otherwise world generation is completely different, so much like 1.17 and 1.18 I released an intermediate update which added many of the new non-world generation features, but even when I do release it older worlds will not be compatible (I made it so the game can't even see worlds it didn't create), while Mojang will almost certainly go through the trouble to make sure that older worlds can be updated, just as they always have, including when 1.13 completely changed block IDs and the save format (I considered doing something similar at first but when you consider that all items in inventories/entities/tile entities need to be updated as well, not just blocks placed in the world, and everything requires adding a "data version" tag, it quickly becomes very complex. Indeed, Mojang's "datafixer" is a major source of performance and resource issues since 1.13 and it will only worsen as they keep trying to support worlds at least as far back as 1.2, covering hundreds of data versions - at some point they should just block off old worlds unless a standalone tool is used to update them; of course, they will still need to update and test it with each new update).

    Posted in: Discussion
  • 1

    posted a message on server [STDERR]: java.lang.OutOfMemoryError: Java heap space

    This may be caused by a corrupted world; all similar cases that I could find have all occurred when somebody clicked the singleplayer button to bring up the world selection screen; most do not have a clear conclusion though one mentioned that starting in an empty game directory made it stop and the most likely explanation would be a corrupted "level.dat" file and the same sort of corruption could affect a dedicated sever (something within the file, likely a corrupt NBT tag, is causing the game to attempt to allocate a crazy amount of memory - even 16+ GB didn't fix it).

    You can test it with a new world (rename the original world folder) and if it no longer occurs you can try deleting "level.dat" from the original world and renaming "level.dat_old" to "level.dat" (this file is a backup from the previous save point, with minimal progress likely to be lost, especially with a dedicated server as player data is saved separately). If this still doesn't fix it you can try replacing both files with the ones from a new world, keeping in mind that the unless the seed is the same the world spawn point will change (this can be fixed with /setworldspawn) and newly generated terrain will not match existing terrain.

    Posted in: Server Support and Administration
  • 0

    posted a message on Are outlined ores cheating?

    The impact is pretty minimal:

    Before:

    Coal: 410308
    Iron: 153819
    Gold: 18248
    Redstone: 25006
    Diamond: 3174
    Lapis: 7131
    Amethyst: 336
    Total: 618022; chunks: 16129; ore per chunk: 38.31744

    After:

    Coal: 412384
    Iron: 154500
    Gold: 18395
    Redstone: 25895
    Diamond: 3318
    Lapis: 7179
    Amethyst: 360
    Total: 622031; chunks: 16129; ore per chunk: 38.565998

    This was with my own mod's world generation but the results would be pretty similar for vanilla; the increase in exposed ores, including parts of a vein not directly exposed, was on the order of a few percent or less (in particular, the amount of diamond exposed increased by about 4.5%, or one extra ore for every 22 originally found; the total amount of ore exposed per chunk only increased by 0.65%). This is not surprising since the area around the edge of lava lakes that is potentially visible (but not from above) is quite small (I counted a vein as exposed if any block was adjacent to lava and there was air above the lava; otherwise, only direct air exposure was considered).

    Also, even with the cave generation in my modded versions or vanilla 1.6.4 (they are much larger and denser than in newer versions) on average I only find about 4 diamond ore per hour, and 15 per play session out of a total of about 3000 ores mined (though I do not specifically seek out diamond, only unexplored caves, regardless of altitude), while it is possible to find a stack or more per hour with an efficient branch-mining strategy, which can average up to 1.7% of all mined blocks being diamond ore (about one every 59 blocks mined), far offsetting any potential advantages of being able to see ores otherwise hidden by lava - in fact, even if lava were entirely removed it would still only roughly double the amount of diamond exposed (many caves will go deep enough so the bottom is bedrock, which cannot be replaced with ore):

    https://minecraft.fandom.com/wiki/Tutorials/Mining#Efficiency_vs_Thoroughness

    I doubt that this would ever be noticed by a server but you should always assume they will notice any suspicious activity (e.g. going directly to hidden ores, but usually this is done while using an x-ray texture pack which can show ores completely surrounded by solid blocks). You could also ask on the server's forum; for example, I found this on Hypixel, with a reply stating that it is okay to use:

    https://hypixel.net/threads/my-texture-pack-has-outlined-ores-is-this-bannable.1532875/

    Posted in: Discussion
  • 1

    posted a message on Minecraft making fans run really loud?

    If you have not already you should limit the frame rate to your monitor's refresh rate, either with Vsync or the framerate limiter - I have lower specs and my computer is basically idling when playing, as expected given that I can exceed 1000 FPS unlimited but Vsync limits it to 75 FPS (I can feel the fans speed up if I let it run unlimited; otherwise, the GPU fan never runs at all and it only runs at 150-300 MHz clocks). Of course, this is with my own modded version which is far more lightweight than modern versions which use way more resources than necessary (they are more multithreaded to help offset this but this makes it more important to set a limit as overall CPU utilization across all cores can be higher); a lower render distance also helps since the game has to render up to 4 times more stuff with each doubling (of course, if you have stuff like big mob farms or storage rooms they can still place a major load on rendering in a small area; my main base which has 500+ chests/signs/entities drops unlimited FPS by 3-fold, worse than going to 2x the render distance (using barrels instead of chests can help a lot); and if you are using mods many of them overuse tile entity renderers or are just poorly coded with a consequent performance impact).

    Posted in: Hardware & Software Support
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