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Jun 4, 2013greggster990 posted a message on How do I make a portal to teleport players to a random location?No not correct. If teleported to somewhere not loaded then the game will generate the area like normal.Posted in: Discussion
May 31, 2013Photoshop has a pixelate effect.Posted in: Discussion
Looking at the picture closely it is pixel art not an after effect. Notch or someone made it their selves. Something resized of with an after effect would have more color variety.
May 13, 2013Posted in: DiscussionQuote from TVflea
Minecraft is not a game about algebra. Bet you didn't know that.
But what if you make a redstone computer that calculates algebra or the game engine calculates algebra?
Mar 19, 2013Product FeaturesPosted in: Hardware & Software Support
- 3rd Generation Intel Core i7-3770 processor 3.4GHz with Turbo Boost 2.0 Technology up to 3.9GHz (8MB Total Cache)
- 10 GB DDR3
- 2 TB 5400RPM SATA Hard Drive
- Intel HD Graphics
- Windows 8
Yeah... Minecraft dosent run well with an Intel HD even with the best CPU ever.
I recommend this: http://www.dell.com/us/p/xps-8500/pd.aspx?~ck=anav&~ck=mn
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Jan 7, 2012WildBamaBoy posted a message on [MC 1.12.x] Minecraft Comes Alive v6.0.0 (MILLIONS OF PLAYERS!)Posted in: Minecraft ModsOverview | Download | FAQ | How to Play | Recipes | Changelogs | Update Progress | Bug Tracker | Repository | Special Thanks
-Updated to 6.0.0-beta for Minecraft 1.12.2 on June 1st 2019-
Latest News (6/1/2019)Although the forums will soon be in read-only mode, we wanted to let those still following this thread know that....
We're back! MCA has been updated to 6.0.0-beta. This version has been written from the ground up to be more robust and compatible with multiplayer and other mods. Check it out and continue the discussion post-forums here: https://minecraft.curseforge.com/projects/minecraft-comes-alive-mca
Say goodbye to those ugly and boring squidward-nosed villagers! Minecraft Comes Alive (MCA) aims to give Minecraft's villagers an expanded use within the game by transforming them into humans.
Comprehensive Install/Gameplay Review by IDEDonline
Developer Let's Play Below by SheWolfDeadly
- No more terrible villager sounds! "Hrrh?", you might ask? Villagers are now human, have names, speak to you, and can be male or female.
- You can interact with villagers in many ways, such as chatting with them, asking them to follow you, hiring them to do work, giving them gifts, and more!
- Interacting with villagers builds relationships. Get your relationship high enough, and you'll be able to marry a villager.
- Once you're married, you can have children. Children will grow up over time and do many different chores for you.
- Children eventually grow up into adults, who can get married and have children of their own.
- You can marry other players and have children in SMP and LAN.
Note: MCA connects to a remote server to check for updates and also send us crash reports.
- There's no loss of original Minecraft functionality. MCA villagers can be traded with, and any modded villagers are not overwritten with MCA villagers.
You can also download MCA and RadixCore via CurseForge. CurseForge may not always have the latest versions of MCA.
If you don't see the links to CurseForge just above, there may be issues with the downloads at the moment. Use other download button.
Support MCA by pasting one of these banners into your signature! We'd gladly accept any more that are made.
Current logo by RicardoEsteves
Logo by NeonXperience
Logo by ChimneySwift11
MCA is licensed with the MCA Minecraft Mod license, previously GPL v3. This license is available here. It is simple to understand, but here it is in bullet-point form.
- You can create monetized YouTube videos showcasing this mod.
- You can re-distribute MCA at will on your website, however you can only distribute this mod through our adf.ly links. Do not use your own links or mirrors.
- You can use MCA in a modpack, however you must provide credit to us and link to this forum page or our website.
- Your modpack must not generate revenue of any kind. Exceptions apply.
- You must not modify MCA's source code, file structure, binaries, or assets.
- Troubleshooting is your responsibility if you create a modpack and MCA fails to work correctly.
- Source code is made available for educational purposes only, with the exception of the MCA API.
- MCA, its source code, and byte code cannot be modified, recompiled, or redistributed for public use except by the maintainer of the repository.
- We reserve the right to incorporate private modifications of MCA into the public version, with adequate credit provided.
- Any modification of this mod’s code, binaries, or assets is strictly forbidden from public distribution.
- Texture packs and resource packs are welcomed and encouraged, but may only contain the modified textures and/or sounds. You cannot distribute a copy of this mod with the texture/resource pack already installed.
- This mod, its assets, code, and binaries are released into the public domain when it is said to have reached its end-of-life as described in the license.
Many awesome people have made MCA what it is today. You are all properly credited on the Special Thanks page on our website.
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.
Aug 23, 2013CK20XX posted a message on Custom Minecraft Soundpack - Man-Made Mouth NoisesThe cows sound like they came from The Secret Cow Level in Diablo 2.Posted in: Minecraft News
Aug 18, 2013Posted in: Survival ModeQuote from TheCrystallineEntity
If you have cheats enabled, go onto creative mode, get a lead, attach it to your horse, and fly out, being careful to land your horse in some nearby water so it doesn't take fall damage.
Similar to this answer, but without cheating still, you could do what I did. (If you need to run back home to grab anything, make sure to block the horse in somewhere so he doesn't wander off.) First, get yourself out of the ravine by any means necessary (pillar, staircase, swim-up-a-water-stream-then-grab-the-source-with-a-bucket-and-quickly-replace-it-farther-up-the-wall, etc.) Once you're at the top, place a water source so that it streams all the way down to the bottom of the ravine. Grab a lead, and get back in there. Put the horse on the lead, then pull it behind you while you swim back up the waterfall you just created. Yes, "Steve" can swim up a waterfall one-handed while holding a cake in the other and dangling an entire horse behind him on a lead (I guess he holds the lead between his teeth? Or maybe he swims no-handed, and just kicks his feet... Either way, take that, Chuck Norris!)
Sep 23, 2012Mineshaft TycoonPosted in: Survival Mode
You're an entrepreneur, first venturing out into the massive world of Minecraftia to start your own business. One day while mining you stumble upon an abandoned mineshaft. You sit straight down and look at your Entrepreneuring code of conduct for Minecraftia and adjacent planets*. Sure enough, it states that abandoned structures are perfectly legal to claim as your own. You jump up and get to work!
*Get your own at a bookstore near you!
Stage I: Discoveries- Ya gotta love 'em!
-Find a mineshaft
-Light the entire thing up
-Remove/move all lava and water flows
-Make a rudimentary base at least consisting of the following:
. 2 furnaces
. A doublechest
. A small wheat farm
Stage II: Irreparable? I think not!
-Fix all support beams
-If there are holes in the floor/ceiling/walls: Fix them
-Fence and gate off any major caves that connect to the mineshaft.
-Add at least one more type of farm to your base.
Stage III: Expansion: It ain't just for bread!
-Connect the mineshaft to at least 1 of each of the following:
-Make 5 new tunnels with support beams
-Make 5 Miner's quarters with:
.A crafting table
-Add at least 2 more farms to your base
Stage IV: Mo' Expansion > 'Cause its cool.
-Connect to two more ravines and another dungeon.
-Add 5 more Miner's quarters.
-Add a tree farm with 2 types of trees.
-Make a main staircase to the surface.
Stage V: Thriving...Do YOU have what it takes?
-Make a food court including 4 full cauldrons and a brewing stand.
-Make a village consisting of 4 small houses and 2 big ones on the surface by the staircase.
-Make a big animal pen next to the surface with three types of animals
-Go through and fix the entire minecart system in the mineshaft.
Seeds for mineshafts at the following links:
If you think I should change anything, just tell me.
If this gets popular at all, someone could make a banner for it?
Also: I had spoilers at first, but when I clicked 'Show', it wouldn't open.
Aug 9, 2013Posted in: Survival ModeQuote from Pogthefish
It only unlocks a few more trades of it, its easier just to get a new villager.
It's random, actually, between 3-13 (inclusive). Same as what they had, to begin with.
Quote from MaxGames
No one asked its just a fact that you come in and comment long stuff which is really quite annoying if you ask me.
If your reading level doesn't accommodate anything longer than the Sunday funnies, then that sounds like your problem, and not mine. At least I broke it up into paragraphs for you...
Jul 16, 2013Posted in: DiscussionQuote from xMakkyx
To be fair it was actually your fault. If you didn't even make a bed or a map it was inevitable that you were going to die at some point anyway. You should've been prepared before you actually went into the nether.
Have to agree with this. You managed to tame horses, find Saddles, make a Nether Portal, but never made a bed? That is a pretty big thing to miss.
Sure the world generation was kind of screwed up in the Nether and that wasn't good for you but this is still 90% player error. Also:
Quote from Leftypower123
And I have said many times in the past that I don't use third party programs.
We don't just happen to have an intricate and detailed knowledge of your post history and gameplay style.
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