• 0

    posted a message on Do we no longer have infinite worlds?
    I just did the math for the world size out of pure boredom, tl;dr version is that the exact size would vary quite a bit depending on the world's terrain, but a good rough guess is around 60,000 Terabytes of data to store the entire world, not including all the extra data like generated chests, animals, monster spawners, etc. If anyone cares to see my notes while figuring that out, they are in the spoiler below.

    Also, the largest possible size of a fully generated minecraft world, including air and the render distance from you standing at the border, is 921,615,759,427,371,264 blocks.


    Render Distance:
    256 in each direction, one at center: 256x2=512+1=513, 513x513=263,169 blocks area
    File size of new world, no movement, all chunks loaded: 4.19 MB/4,399,597 bytes.
    Various data files: 12.4 KB/12,781 bytes. World without data & nether/end: 4.18 MB/4,386,816 bytes.

    World Area:
    30,000,000 blocks before wall, +render distance past border
    30000000+256=30000256
    +1 at center, x2 for -coords.
    30000256x2+1=60000513 block world diameter
    times itself for area
    60000513x60000513=3,600,061,560,263,169 block area

    Total area divided by render area
    3600061560263169/263169=13679656647.48952
    Multiply by world file size without extra data
    13679656647.48952x4386816=60010136655713386.16832
    Add extra data again
    60010136655713386.16832+12781=60,010,136,655,726,167.16832
    Scrap the decimal

    1 Terabyte = 1,000,000,000,000 bytes
    60010136655726167/1000000000000=60010.136655726167 Terabytes to hold the world

    Full world size: World area times world height, 256
    3600061560263169x256=921,615,759,427,371,264 blocks in the entire minecraft world
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Zombie suggestion, legitimate way to obtain player heads
    I have no clue if this was suggested before, but I had an idea of a way to get player heads. Say you die in survival to a zombie, and have no armor or no helmet (to avoid conflicts between helmet and head). Rather than simply dying and the zombie taking your stuff, a new persistant zombie could spawn where you died, who has your sword and armor, and is also wearing your own head. If you wanted your stuff back, you would have to go hunt down your old body, and kill it. If you wanted, you could then mount your own head above your fireplace. xD
    Posted in: Suggestions
  • 0

    posted a message on They are keeping pig riding right?
    Last I saw, pigs can't swim either, or at least progress any. You don't get forced off like on horses, but they just stay in one spot, bobbing indefinitely. You have to get off it, and use the carrot to lead it through the water.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on What was the first thing you had to look up the crafting recipe for?
    Furnace, I couldn't remember how Seananners crafted it for the life of me.
    Posted in: Discussion
  • 0

    posted a message on [32x] TyDoku [Being updated by kenny1997]
    Thanks for updating! I noticed a minor problem though, the raw and baked potato textures are swapped.
    Posted in: Resource Packs
  • 0

    posted a message on Issue with rain transparency
    I mean that the rain is only transparent to the south of me. In the 3rd screenshot, I am looking East. Notice how the rain on the left is much more opaque than on the right? I wanted it all to be transparent like it is on the right.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Issue with rain transparency
    Still haven't had any luck finding a way to fix this. Bump?
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Issue with rain transparency
    No one even knows if this is a bug?

    Edit: I was using optifine, no other mods.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Issue with rain transparency
    Shameless bump.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Issue with rain transparency
    I'm trying to modify the rain in a texture pack so it is less obstructive, but I'm having a problem. I added transparency to the rain, but it only seems to apply to the south, the particles work fine in both directions. Here's a couple screenshots, and the files.

    (Textures are from Tydoku)





    Posted in: Resource Pack Discussion
  • 0

    posted a message on [32x] TyDoku [Being updated by kenny1997]
    Can you tell me where the flowing water texture is located within the files? I cannot for the life of me figure out where it is. I'm trying to use Better Skies with your TP, part of which involves converting the water to greyscale.

    Edit: If you are interested, I managed to get Better Skies and Natural Textures working with this. All of the biomes have their own sky colors, and transition well. I'm pretty much a complete noob when it comes to actually creating/modifying textures. I borrowed the Skies from Misa's 64x TP (which works fine with your 32x pack), so you would most likely have to give credit for now. I tried using your starfield texture, but it did not work well, unfortunately. Here's a couple screenshots of the TP modified. I took these screenshots with the clouds set to fast, but they do work on fancy too, just are harder to see. I don't know of a way to fix this, but the splash particles during rain are also shaded per biome.




    If you are interested, I can PM you a link to the modified pack. I still haven't found the flowing water texture though, so currently that is always the normal shade of blue. To get the skies, you have to use both optifine and mcpatcher. I installed optifine and all my other mods first, then used mcpatcher, and only checked Better Skies. That worked for me, but I suppose it could conflict with something else.




    CTRL + Q to Enable/Disable GoPhoto.it
    Posted in: Resource Packs
  • 0

    posted a message on Weird Object in Nether After 12w49a Snapshot Update?
    Something similar to this happened on our server, although it is slightly modified via bukkit. When we went to the end, there were remnants of a castle built by someone in the old world, I recognized it. Luckily it was in the void, so we just broke the floating blocks after killing the dragon. As for that spot, I would reccomend using MCEdit and try to fix it by replacing the general area with netherrack, don't forget the bedrock layers.
    Posted in: Recent Updates and Snapshots
  • 1

    posted a message on Griefing Methods
    Quote from Timscorpion

    So, you guys complaining about locked chests, eh? I found a way to give the server admins a good idea on the drawbacks of Lockette or other chest protectors.

    At another player's house, try randomly placing chests and furnaces all over the place and lock all of them with the server's chest locking feature. To other players, they will act like bedrock, and they will never be able to remove them!


    Necro-post much? This topic has been dead for a year.
    Posted in: Survival Mode
  • 0

    posted a message on Enderbent Adventure
    Quote from strikee

    sometimes i just think that people release a map without testing, c'mon, i played for 5~10 minutes and the creepers/ghasts had already destroyed half of the map... couldnt you disable this? i could try with gamemode 2, but this map needs the ability to destroy blocks
    there are mods to disable the griefing that creepers and ghasts fireballs do, but not for 1.4

    I actually liked the ghasts and creepers destroying things, it added to the sense of urgency in getting to safety. The problem is that you only played for 5-10 minutes, I had a little bit of a rough start too. Once you set up a base somewhere (I'd suggest the greenhouse, it has a open area, farms, and few spawners.), and get a basic set of tools, it becomes much easier to deal with the creepers and ghasts. Go straight for the spawners, if possible.

    By the way, if you think the start of the map had alot of ghast damage, try going through the second portal in the nether. It's on a separate island, you WILL need fire resistance potions once you go outside.
    Posted in: Maps
  • 1

    posted a message on Enderbent Adventure
    I just finished this map, and I simply loved every moment of it! It was a slightly rough start for me, as the first house I took shelter in happened to be one with ghast and creeper spawners in it (no picks, had to punch them), but shortly after that, I moved into the greenhouse, and went from there. I'm pretty sure I found all of the major areas, although I only found 10/12 nether stars, one of them I lost due to a glitch. In the nether, by the room with a couple pitfalls, glass floor, and a wither skelly spawner, there's an item frame with a star in it. I punched it, and the star simply disappeared. I dug all around the area, but it was long gone, no clue where it went. Here's a screenshot showing the area:


    Overall, the map seemed pretty well balanced, although emeralds were a bit too common IMO. I often switched between tools/weapons/armor I found within dungeons and houses, so I never really found a need to buy them. I had 4 stacks of emeralds at the end, excluding the creeper house, I never looted those. The zombie house caught me off guard, I was not expecting that many at all, and my sword broke mid-combat. Another problem: the end fight. Even with 4 withers, I found it really easy with all the loot I found. I was only using armor I found in chests, and a couple potions. They barely touched me throughout the battle, the lowest I got down to was 8 hearts. A horde of mobs (and maybe lava/fire) alongside the withers would have drained my armor a lot faster, balancing the high protection. Also, this is probably an issue with the Wither AI, but they seemed to love this wall, they always went to it once I was out of range.


    I also liked the asthetic style, taking buildings from vanilla minecraft, and modifying them. Took me a moment to realize that the dirt underwater represented muck-covered trees, nice idea. My favorite areas were the flooded stronghold, tiki island, and the hidden stairway (That trap seriously made me laugh when I sprinted back to the exit). I wish strongholds could generate partially submerged, not a mysterious air pocket in the ocean. I liked wonka land too, but it just seemed a bit out of place. I never thought about apple and XP orb spawners, either. Never did find those annoying silverfish spawners. xD

    Overall, I'd rate the map 9/10. It is definately one of the best maps i've played, just had a couple faults. I like the concept of allowing the players to play how they want, and even use cheats if needed. I've never really been a big fan of maps that basically have measures to prevent the player from breaking any rules.
    Posted in: Maps
  • To post a comment, please .