Minecraft Wiki
(→‎Pulse circuit: new section)
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—[[User:Munin295|munin]] · [[File:Grid_Book_and_Quill.png|16 px|link=User_talk:Munin295]] [[File:Grid_Stone_Pickaxe.png|16 px|link=Special:Contributions/Munin295]] · 22:57, 18 December 2014 (UTC)
 
—[[User:Munin295|munin]] · [[File:Grid_Book_and_Quill.png|16 px|link=User_talk:Munin295]] [[File:Grid_Stone_Pickaxe.png|16 px|link=Special:Contributions/Munin295]] · 22:57, 18 December 2014 (UTC)
  +
  +
: I'm testing very short pulses using a circuit similar to the one on the left. [[File:Half-tick-tester.png|thumbnail|How to use: insert your pulse generator (rising edge detector) in the gap on the right and activate it. Light will turn on only if the pulse is >0.5 ticks. Left pressure plate resets the circuit. (All pistons are non-sticky; repeaters are set to: 1, 4 and 2.)]]
  +
  +
: 1-tick pulses not always pass through a comparator. It will never activate if you'd pass a pulse through a repeater (at 1). It all depends on the order in which world/redstone changes are processed. For example: Subtraction RED produces 1-tick pulse and activates a comparator, right? Please test it with a comparator and with repeater + comparator. Only the first comparator will be activated.
  +
  +
: Moved-block FED: my tests showed that it takes exactly 1 tick for a piston to fully retract.
  +
  +
: Moving-block IRED: yes, it takes 1.5 ticks for a piston to extend, but moved block still stays in a starting position for 0.5 ticks. (Unless the piston is powered from torch/repeater/comparator, then it takes 1 tick to extend and moved block disappears immediately.)
  +
: --[[User:Mgr01|mgr]] ([[User talk:Mgr01|talk]]) 00:30, 19 December 2014 (UTC)

Revision as of 00:30, 19 December 2014

Blaze spawning

You recently updated the light level for spawning Blazes, and I'm wondering what your source is for that. In the code, Blazes have isValidLightLevel() set to always return true, which suggests that they can spawn at any light level. -- Orthotope 08:33, 10 March 2012 (UTC)

I've build a test-case around Blaze spawner (viewed from a side):
The fact that Blazes will spawn only above Netherrack indicates, that they require light level of 11 or less (torches have light level 14).
What about the code?
Bazes don't spawn in light level 12+ not because of isValidLightLevel(), but because of getBlockPathWeight():
EntityCreature.java:
boolean getCanSpawnHere() {
  int i = MathHelper.floor_double(posX);
  int j = MathHelper.floor_double(boundingBox.minY);
  int k = MathHelper.floor_double(posZ);
  return super.getCanSpawnHere() && getBlockPathWeight(i, j, k) >= 0.0F;
}
EntityMob.java
float getBlockPathWeight(int par1, int par2, int par3) {
  return 0.5F - worldObj.getLightBrightness(par1, par2, par3);
}
World.java
float getLightBrightness(int par1, int par2, int par3) {
  return worldProvider.lightBrightnessTable[getBlockLightValue(par1, par2, par3)];
}
lightBrightnessTable is calculated in generateLightBrightnessTable() and it is different for WorldProvider and WorldProviderHell:
lightValue 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
WorldProvider.lightBrightnessTable 0.00 0.02 0.04 0.06 0.08 0.11 0.14 0.18 0.22 0.27 0.33 0.41 0.50 0.62 0.78 1.00
WorldProviderHell.lightBrightnessTable 0.10 0.12 0.13 0.15 0.18 0.20 0.23 0.26 0.30 0.35 0.40 0.47 0.55 0.66 0.80 1.00
This means that Blazes won't spawn in light level 13+ in Overworld and 12+ in the Nether. --mgr 15:50, 10 March 2012 (UTC)

Pickaxe icons

My understanding is that on block pages, the icon shown corresponds to the minimum strength tool needed to harvest that block. For example, the page on gold ore has an iron pickaxe. Coal ore, stone slabs, cauldrons, etc. should have a wooden pickaxe, as they cannot be collected without a pick of some sort. Rails have the outline icon as they can be collected without a tool, but pickaxes work more quickly. However, this doesn't seem to be officially stated anywhere, so I'd like your opinion before changing things back. -- Orthotope 07:29, 8 August 2012 (UTC)

Yeah, you're right, that makes a lot of sense. I always thought that outlined pickaxe means the same thing as wooden pickaxe. Thanks for the info, I'll try to revert my edits.
Maybe we should write this policy down somewhere? Template:Block page says only "Tool to use" :).
Good solution would be some kind of tooltip, that is shown when holding the cursor over an icon, like this: Iron pickaxe or better is required to mine this block.
Three other things:
  • We need outline of shears for Wool (shears are the best, but not required);
  • We need wooden shovel for snow and Snow Block (shovel is required to mine snowballs);
  • Why is there a hoe as a tool for Farmland? --mgr 08:19, 8 August 2012 (UTC)
Tooltips are a good idea; I hadn't thought of that. This could be documented on Template:Block/doc, but the template itself is admin-locked. Having a wooden shovel for snow has been brought up before, but was never added. An outline shears icon wouldn't be hard to make, if an admin is willing to add it to the template. Also, fixed Farmland; that was outright wrong. -- Orthotope 08:41, 8 August 2012 (UTC)

Anvil

Actually it is a tile entity, not because it cannot be moved, but because it stores data. Trigger hurt 18:27, 11 October 2012 (UTC)

What kind of data besides Damage Value? --mgr 18:28, 11 October 2012 (UTC)
The items it contains, since closing the GUI does not force items inside of it out. Trigger hurt 18:32, 11 October 2012 (UTC)
Nope! Check again, please. --mgr 18:34, 11 October 2012 (UTC)
How not? if anvils hold the items in them, they must be a kind of tile entity. Unless they do not in fact hold their items, i cannot test this. Trigger hurt 18:36, 11 October 2012 (UTC)
You're right that only container blocks (i.e. tile entities) can hold items. But anvils do not hold their items! :) --mgr 18:41, 11 October 2012 (UTC)
Oh, thanks. Feel free to remove the trivia post then. Honestly a few minutes ago it said that they held their items. Trigger hurt 18:42, 11 October 2012 (UTC)
Okay, no problem. :) --mgr 18:44, 11 October 2012 (UTC)
Annnnd isn't it annoying when we all want to make edits at the same time, and then we have to sort out what differences stay and which go between all our changes? xD Daaamn it. So... Uh... Sorry about that. Mgroz? MegaScience 18:51, 11 October 2012 (UTC)
No kidding bro, it really does get annoying. The wiki should just automatically add whatever changes you make to other changes being made. Damn this conversation is going on a bit long, it's getting difficult to count how many colons i need to add xD Trigger hurt 18:53, 11 October 2012 (UTC)

Not a problem and happy editing, Mr. Mega! ;) --mgr 19:01, 11 October 2012 (UTC)

Actually, this wiki does seem to try to combine edits. But I did a pretty big change, so it couldn't figure out what to do and just gave edit conflicts. Also, Mgr you wouldn't happen to be Mgroz, would you? Coordinating edits would be helpful. MegaScience 02:08, 12 October 2012 (UTC)
Nope, I'm not Mgroz. --mgr 02:28, 12 October 2012 (UTC)
Ah... So then you aren't in the Steam Group recommended in the navigation bar (at least by the title Mgr)? MegaScience 04:15, 12 October 2012 (UTC)
No, not me... And I don't even know what are you talking about :) --mgr 04:26, 12 October 2012 (UTC)
I was talking about adding you on a chat service (Steam Community) to coordinate edits better. :P MegaScience 04:47, 12 October 2012 (UTC)
Wait you have a steam account? i got one too, but i won't be online for a while. my steam name for games is #trigger_hurt, i have a picture of a HL@ barnacle about to eat a metropolice :D it's a pic i made a while ago. Trigger hurt 10:24, 12 October 2012 (UTC)

Snapshot source-diving

How do you decompile and get useful information out of the snapshot code? The public releases of MCP don't seem to be much help. -- Orthotope 01:29, 22 October 2012 (UTC)

I'm decompiling the code myself, and reading it without de-obfuscation. --mgr 09:49, 22 October 2012 (UTC)

Hopper transfer rate

You confirmed in the code the transfer rate of hoppers as 7 ticks per item on Jan 11. I don't have access to the code, but I've observed that the transfer rate seems to have changed as of 13w04a (Jan 24). It looks like it was slowed to 8 ticks per item (2.5 items per second), and has stayed there since then. Can you confirm this or tell me I'm wrong?

Thanks, —Munin295 · Grid Book and Quill Grid Stone Pickaxe · 05:34, 10 February 2013 (UTC)

You're right. In 13w04a snapshot it was changed to 8 ticks per item. I've updated my comment on Talk:Hopper#Timing_questions --mgr 15:05, 10 February 2013 (UTC)
Thanks! I've updated Hopper.
Munin295 · Grid Book and Quill Grid Stone Pickaxe · 17:08, 10 February 2013 (UTC)


Minecraft Questions

Orthotope tried to answer these, but he couldn't answer all of them. Here are the rest.

1. How does biome generation work?
It's random :). Biome generation code is a bit complicated. Maybe next weekend I'll have some time to read it through. --mgr 15:18, 29 April 2013 (UTC)
2. What is the difference between "hit the ground too hard" and "fell from a high place"? Also, how is "[player] [did this] while [trying to escape/fighting] [mob]" determined?
Minecraft keeps track of last damage dealt to the player. The list is cleared after 5 seconds without any damage. This delay is extended to 15s if there is damage from something alive.
  • If the player was killed by fall damage, then find the highest fall on the damage list:
    • If the highest fall was no higher than 5 blocks, then print "~ hit the ground too hard" (death.attack.fall);
    • If the highest fall is first on the damage list, then print "~ fell from a high place" (death.fell.accident.generic);
    • If the last damage before the big fall was caused by a named entity, then print "~ was doomed to fall by [entity]" (death.fell.assist);
    • Otherwise print "~ was doomed to fall" (death.fell.killer).
  • Otherwise, find the highest damage(*) from a living entity on the damage list:
    • If found, then print "~ [last damage] whilst [trying to escape/fighting] [entity]" (death.attack.*.player);
    • Otherwise print normal message (death.attack.*).
(*) that is the highest damage from a player or the highest damage from a mob, but only if mob's damage is more than 3x the damage from a player.
Clear enough? :) --mgr 20:57, 28 April 2013 (UTC)
3. How away can a player spawn be from 0,0 and is it different on superflat?
The player without a bed is always (re)spawned +/-10 blocks from server's spawn point (except for adventure mode). See: Spawn/Multiplayer Details.
How server's spawn point is calculated:
  1. Find a point in a proper biome +/-256 blocks from 0,0. Proper biomes are: Forest, Plains, Taiga, Taiga Hills, Forest Hills, Jungle, or Jungle Hills. If no biome is found, the point is set to 0,0.
  2. If the first air block above the sea level (y>=64) at the point has grass right below it, that's the spawn point -> done!
  3. If not, move the point +/-64 blocks and check again.
  4. Break the search after 1000 unsuccessful tries.
This means that server's spawn point will usually be less than 300 blocks away from 0,0.
This also means that if you create a superflat world with no grass blocks above the sea level, server's spawn point could be placed far from 0,0. --mgr 15:18, 29 April 2013 (UTC)
4. How are the health, speed, and jump height of a horse determined? The page says it's random.
See here.
In 13w17a, when new foal is bred Minecraft prints something like mh: 23.0, js: 0.7221356668914807, sp: 0.5249617319412282 on the console. These are the foal's Max Health, Jump Strength and Speed values respectively. --mgr 15:57, 28 April 2013 (UTC)
5. If you teleport to a random place, what is the chance of each biome, and is it different depending on how close you are to 0,0 (maybe oceans are less common near 0,0)?
You mean when you don't have a bed? --mgr 23:07, 28 April 2013 (UTC)
Some biomes are more common than others. When I said "teleport to a random place", I meant for example "/tp -39419 80 93410" then "/tp 110944 80 91002" hotdogPi--t--c--QUIZ! 02:44, 29 April 2013 (UTC)
6. How is Minecraft music determined? Is it in a cycle, and how long is the cycle? If you play a jukebox and go too far away (how many blocks), does it go to normal music?
Background music will start 0–10 minutes after starting the game, and 10–20 minutes after the end of the last one. Using jukebox will pause this timer. I'm not sure about the distance, but it seems that even when you're far away it still counts as playing. --mgr 00:43, 29 April 2013 (UTC)
7. How is the type of baby horse determined when two horses are bred?
See here. --mgr 15:57, 28 April 2013 (UTC)
8. Do other people see "hotdogPi joined the game" when I click "join server", when the cancel button disappears, when I see the world, or some other time?
hotdogPi--t--c--QUIZ! 02:32, 28 April 2013 (UTC)
I don't know, and don't really care. Digging around the network communication isn't that much fun... :) --mgr 15:18, 29 April 2013 (UTC)

Thanks for the assist on RS Latches

As always, it's the ones I didn't think to double-check that get me. --Mental Mouse 23:25, 21 May 2013 (UTC)

It's my pleasure (or OCD ;). --mgr 23:55, 21 May 2013 (UTC)
About P == H, As with B and D, I'd been making incremental changes every time I went over the section, and you did what I would have done next. H was the "original", but its difference from P is just having the (duplex, as it turns out) output staircased to the ground (it took me a while to realize that). I'm still unsure whether that really warrants keeping H as a separate circuit, so I left it in the last couple of passes. --Mental Mouse 10:36, 22 May 2013 (UTC)
Yeah, I can see that. I like incremental changes, keep up the good work :). --mgr 11:38, 22 May 2013 (UTC)
Still appreciating the help, but a couple of the pages you just fixed were orphaned, their material transferred to other pages:
  • Memory circuit/JK Latch DE now Memory circuit/JK Latch D and Memory circuit/JK Latch E
  • Pulse circuit/Pulse Length Control now distributed over several Loadbox pages.
Can you copy the changes to the newer files? I guess I should drop the "just in case" mode and start marking the files in question for deletion. --Mental Mouse 20:36, 27 May 2013 (UTC)
I've noticed that mid-edit :). I'll copy my changes. --mgr 21:52, 27 May 2013 (UTC)

False revert

Hello. I saw that you undid my revision, so I removed your revert, mainly because the wolf is a neutral mob.

--Momimouse (talk) 17:02, 22 December 2013 (UTC)

It's tameable, and already lister there. --mgr (talk) 00:09, 23 December 2013 (UTC)

Pulse circuit

Your recent changes to the pulse circuit article don't match what I see in testing. How are you testing these circuits?

My go-to test for whether a pulse is 0.5 ticks or 1 tick is whether it can pass through a comparator (1-tick pulses go through, half-tick pulses do not), and the output of the circuit breaker doesn't (tested right now in 1.8.1).

I don't see how the moved-block FED could have a 1-tick output. It takes 1.5 ticks for the piston to retract and 2 ticks for the repeater to turn off, leaving only 0.5 ticks for the output. And again, its output can't get through a comparator (also tested).

Similarly, with the moving-block IRED, the piston takes 1.5 ticks to extend, so why would the off-pulse be only 1 tick?

munin · Grid Book and Quill Grid Stone Pickaxe · 22:57, 18 December 2014 (UTC)

I'm testing very short pulses using a circuit similar to the one on the left.
File:Half-tick-tester.png

How to use: insert your pulse generator (rising edge detector) in the gap on the right and activate it. Light will turn on only if the pulse is >0.5 ticks. Left pressure plate resets the circuit. (All pistons are non-sticky; repeaters are set to: 1, 4 and 2.)

1-tick pulses not always pass through a comparator. It will never activate if you'd pass a pulse through a repeater (at 1). It all depends on the order in which world/redstone changes are processed. For example: Subtraction RED produces 1-tick pulse and activates a comparator, right? Please test it with a comparator and with repeater + comparator. Only the first comparator will be activated.
Moved-block FED: my tests showed that it takes exactly 1 tick for a piston to fully retract.
Moving-block IRED: yes, it takes 1.5 ticks for a piston to extend, but moved block still stays in a starting position for 0.5 ticks. (Unless the piston is powered from torch/repeater/comparator, then it takes 1 tick to extend and moved block disappears immediately.)
--mgr (talk) 00:30, 19 December 2014 (UTC)