Thank you for posting your server here!
I just completed the maze and it was a nice challenge. Hope to see more like it on the server.
Will probably stick around.
See ya online!
This can be done in only two ways:
- Creating a mod, that allows this;
- Making resourcepack with CustomModelData tag for eatable item, like apple for example, referencing to all other game items. You can take this apple with tag using commands.
Thank you Tails1 I can play minecraft fine now
Edit: I can't play servers!
I got rid of the VPN
My sis has another pc it works
Odd, I don't really know what I'm doing, I'm just messing around at random but for me it works with a total delay on the 2 repeaters to each set of pistons of 4-6, so all of the variants in this screenshot.
Depends on what you mean by work, an enchanting table will work without any bookcases at all, you just won't get any high level enchantments.
15 is the max number of useful bookcases, raising the level requirement of the third slot enchantments to 30. Any more bookcases are "wasted".
Note that 15 bookcases won't always give you better enchantments than 12, say, sometimes blocking a few bookcases with torches can give you a more desirable enchantment, it pays to play around.
You can download it from the Wiki (on the right side):
You'll have to create a folder in the ".minecraft\versions" folder named "b1.9-pre5" and place the jar and json inside it, renaming "minecraft.jar" to "b1.9-pre5.jar". I'm not sure if you need to do anything else but the different folder structure shouldn't cause any issues with vanilla (if you want to use mods I known that older modloaders had issues with this and will likely fail to run unless you use a 3rd party launcher like MultiMC that can replicate the original environment, or possibly use the patch given here (I have no idea if it still works as it is 6+ years old). Mods that do not need a modloader should not have any issues unless they again require a specific folder structure).
Last i heard there is a month or 2 backlog, but mojang removed their webpage that listed what the backlog is, you will just have to be patient and express your issue with the delay to them when they do get to your ticket.
This forum is not affiliated with Mojang so there is nothing anyone here can do to help or speed up their support
In terms of surface area a Minecraft world is about 7 times larger than Earth; 60000 x 60000 (1 block = 1 meter) = 3.6 billion cubic kilometers; the surface area of Earth is 510 million square kilometers, which is about 1/7 the area.
However, the Earth is vastly larger in terms of volume, at about 1 trillion cubic kilometers as opposed to a mere 921.6 million for Minecraft, making the Earth 1085 times larger, since the Minecraft world is only 256 blocks/meters high; even if you include all dimensions, which are all the same size (arguably the Nether is only half as high since while you can go up to y=256 the world never generates above y=128), the volume of Earth is still 361.7 times larger (434 with the Nether being 128 high).
Also, a fully generated world will require about 64 petabytes of storage, based on an average of about 5 KB per chunk (from a world generated in 1.6.4 which takes up 525 MB and has 109595 chunks (Overworld only) ; newer versions may be slightly larger due to more complex world generation; a modded world that I have averages 7 KB per chunk, conversely, these values are higher than a freshly generated world since by lighting up all caves the complexity increases, increasing the size of chunks despite no actual increase in the amount of uncompressed data stored as light levels are always saved for all blocks).
If uncompressed, a fully generated world with an average height of 5 chunk sections (between y=64 and y=79) will take up about 680 petabytes, using the in-memory storage format used by 1.6.4 (newer versions are more memory intensive due to how they store blocks; for every chunk section 1.6.4 needs 4096 bytes for block IDs, 2048 bytes for metadata, 2048 bytes for block light, and 2048 bytes for sky light. Each chunk in turn has 2048 bytes for heightmaps, 256 bytes for biomes, and an estimated 1024 additional bytes for various other data, including entities. For perspective, this amounts to about 440 MB on the client and server (each chunk is loaded twice) at a render distance of 32; for a loaded height of y=128 (Nether) it requires about 674 MB, and 1.3 GB for a full-height world).
Note that the compressed size is actually smaller than suggested by the size of region files due to the way the game stores chunks within region files; it aligns them to 4 KB "sectors", much as a file system does, so there will be empty space between chunks (a lot in the case of a void world, which will still need 4104 KB per region file (4 KB * 1024 chunks + 8 KB header) even though they are mostly empty, as seen when you compress the file, which eliminates the empty space). This also exaggerates the size increase when chunks become slightly larger than 4 KB, as they now take up 8 KB on disk.
As you can see here https://www.reddit.com/r/Optifine/comments/d8nptg/optifine_115_progress_report/ 1.15 optifine isn't out yet.
Sadly a lot of people are exploiting this by making clickbait videos claiming to show 1.15 shaders.