User talk:Orthotope/Archive 2

Image Licensing
Hi, I'm wondering how should
 * Custom Skins
 * Custom texture packs
 * Mod Blocks and Items

be licensed. Thanks in advance. -- Anoymous712 12:56, 13 January 2013 (UTC)


 * Good question. Texture packs that are relatively minor modifications of the default (such as File:2011-10-30_15.40.05.png) are considered derivative works, so I think they should still use License Mojang. It's less obvious what to do with complete remakes (such as File:2011-08-14_11.57.21.png); I've been skipping them for now. Similarly with mods, if it's obviously based on vanilla textures, it's not an original work and should probably have the Mojang license. I'm not an expert on this subject, though, so some of the other admins might have more insight. -- Orthotope 13:25, 13 January 2013 (UTC)


 * Thanks anyways, I'm thinking to clear out the files on Category:Unlicensed files that aren't minecraft screenshots first, then having a bot to add License Mojang to the rest (since most screenshots are minecraft screenshots). -- Anoymous712 13:47, 13 January 2013 (UTC)


 * Actually, the screenshots are the easiest ones to deal with. There are a bunch of redstone circuit diagrams, third-party program screenshots, user photos/avatars, etc., which need to be licensed by their creator; we can't just tack on whatever license we feel like. Since the creators aren't always active here anymore, it probably won't be possible to clear out the category entirely. -- Orthotope 13:57, 13 January 2013 (UTC)


 * Compiling a list of minecraft screenshots would be easiest, then let the bot run through them. Remember that screenshots should also have Category:Screenshots, not just a mojang license.
 * I've written a quick script to make a list of names from the gallery images, running the script will add a + icon to the top-left of all the gallery boxes, and clicking it will add that name to a textbox docked on the bottom-right of the screen. Clicking the minus icon will remove the item from the list. The list isn't saved between page loads, however you can just select the text and copy it, then paste it into the box on the next page.
 * Since it is made specifically for this purpose, it should only be run when you actually want to make a list from a category, otherwise you'll have the textbox always sitting there on your screen. –ultradude25 ᐸ Talk Contribs 00:50, 14 January 2013 (UTC)
 * Having the screenshots all added by default would probably be the easiest, then users can remove all files that are not minecraft snapshots, since they are the most common (probably, haven't checked). -- Anoymous712 06:28, 14 January 2013 (UTC)
 * How about custom skins? Can they be considered a derivative of Mojang's work as all skins have the same dimensions? -- Anoymous712 06:33, 14 January 2013 (UTC)

Checked. Most images there are images that are unclear (not literally), so yes, adding screenshots would be faster. -- Anoymous712 08:27, 16 January 2013 (UTC)

Changes to template
Hi, thought I would bring it to your attention here. Please add Category:Mojang images to License Mojang as criteria for files to be added to the category and have the template is identical. Doing so will automatically add all images with the template to Category:Mojang images, so you don't have to do it manually. Thanks! -- Anoymous712 08:24, 16 January 2013 (UTC)
 * Oops, didn't realise it was already there. -- Anoymous712 08:30, 16 January 2013 (UTC)


 * No worries,  tags can be subtle. -- Orthotope 08:35, 16 January 2013 (UTC)


 * Perherps for adding Minecraft screenshots to Category:Screenshots, we can comply a list, with coding similar to this, but with all images in Category:Mojang images added by default, and remove images from that list. Then we can have a bot run through them. If that's not possible, perherps we can have an exclude list? Thanks! -- Anoymous712 09:31, 16 January 2013 (UTC)


 * Maybe; I've never used bots before, though, so I'm not really the best person to ask. -- Orthotope 09:36, 16 January 2013 (UTC)


 * A semi-bot is possible with a program like AutoWikiBrowser; I've tried setting the program up for repetitive edits but I've encountered problems with logging in. I'm pretty sure I've seen ultradude25 talk about using it, so perherps it's only for bots. -- Anoymous712 08:25, 17 January 2013 (UTC)


 * Confirmed, bots do use AutoWikiBrowser. -- Anoymous712 09:44, 17 January 2013 (UTC)

Minecraft Pocket Edition 0.6.0 Kindle Fire
Hello. I have a kindle fire with Minecraft PE downloaded running 0.5.0. I'm not getting the 0.6.0 update automatically which is how I thought I'd get it. I'm wondering if I need to do something to get it or if I just can't. Some help would be appreciated. Thanks for your time! 75.20.130.9 05:34, 3 February 2013 (UTC)Jake


 * I don't have PE myself, so I don't actually know how the updates are handled. My best guess is to check the Amazon app store and see if there's a link to download it there. -- Orthotope 07:37, 3 February 2013 (UTC)

Block flammability info
Would you be interested in adding a flammability section to the Block template, since you discussed the matter previously? I'll edit the block pages if it's added. —kpreid 20:26, 9 February 2013 (UTC)


 * Replied on template talk page. -- Orthotope 05:05, 10 February 2013 (UTC)


 * Replied. —kpreid 00:45, 19 February 2013 (UTC)

bat spawning
hi Orthotope, I'am 0°F from german MCwiki. Please tell me, from where did you get the information

"Below layer 63, light level of 4 or less On October 20-November 3: below layer 63, light level of 7 or less"?

I want to add the source, just because i doubt this information. you may help me? thank you! Null Fahrenheit 15:39, 10 February 2013 (UTC)


 * It's from reading the decompiled source. Here's the relevant function:

public boolean getCanSpawnHere { int var1 = MathHelper.floor_double(this.boundingBox.minY); if (var1 >= 63) { return false; // don't spawn at layer 63 or above } else { int var2 = MathHelper.floor_double(this.posX); int var3 = MathHelper.floor_double(this.posZ); int var4 = this.worldObj.getBlockLightValue(var2, var1, var3); byte var5 = 4;   // normal max light level is 4 Calendar var6 = this.worldObj.getCurrentDate; if ((var6.get(2) + 1 != 10 || var6.get(5) < 20)              && (var6.get(2) + 1 != 11 || var6.get(5) > 3)) { if (this.rand.nextBoolean) { return false;  // not near Halloween, 50% chance of not spawning }        } else { var5 = 7;  // near Halloween, max light level is 7 }        return var4 > this.rand.nextInt(var5) ? false : super.getCanSpawnHere; } }
 * -- Orthotope 20:53, 10 February 2013 (UTC)
 * Thank you so far. Have to reflect about it for now. CU, Null Fahrenheit 09:14, 11 February 2013 (UTC)
 * A few notes (sorry about bad English):
 * striktly speaking, its not a valid source, just a source code, that may come from elsewhere, I dont know.
 * the 50% spawning reduction at not-halloween-periods is not mentioned
 * finally, the spawning frequency is mapped at random on the actual spawning lightlevel. the darker the environment, the lesser spawning.


 * All the best, Null Fahrenheit 11:36, 11 February 2013 (UTC)


 * It's not too hard to download MCP and decompile it yourself. A number of other things on the wiki (such as trading and enchanting mechanics) are based on source code analysis.
 * Yeah, the spawning reduction probably should be added to the article.
 * Correct; this is true for all the hostile mobs that require darkness to spawn as well. -- Orthotope 16:45, 11 February 2013 (UTC)
 * Thanks for the trouble. I agree to everything. I didnt see the relation of the last line of code and the general spawning conditions. Bye. Null Fahrenheit 22:00, 11 February 2013 (UTC)

NPC Village/video
Somehow, I knew marking the talk page like that would end up with confusion. Sorry about that lol. 05:50, 14 February 2013 (UTC)


 * A few more seconds of thinking about it would have helped, but my brain's been a little foggy from having caught a cold. Got it sorted out eventually, so no harm done. -- Orthotope 06:30, 14 February 2013 (UTC)

Minecraft questions
I don't know if this is the right place to put this, but you might be the only one that could answer these.


 * 1) How does fractional damage work? For example, touching a cactus with armor on. Each hit, you sometimes lose health and sometimes not, making me think that it's less than half a heart.
 * 2) In 1.5, there is "hidden lava" in the nether. Pieces of "hidden lava" are 1x1x1 cubes of lava randomly placed in the nether. How common are these, and are they more common at lower levels? Also, what snapshot did they start in?
 * 3) Are gold, lapis, diamond, and redstone ore veins always in groups of 4-8? I think they are, and I think iron is 4-9. I also want to know the vein size for coal and nether quartz.
 * 4) Is every part of a river the same river? I have noticed that sometimes rivers flow through oceans (I always have F3 on), so they might all be the same river.
 * 5) Do cave spiders and silverfish count against the hostile mob limit even though they don't spawn naturally?
 * 6) I know of a glitch that I call the "0-item glitch". If you have a stack of 0 items, and you move it in your inventory, it will go away. If it's a projectile and you throw it, you will have 255 left. If you place it, it will go away if it's a block, but you'll have 255 if it's an item (e. g. heads). Not sure about if you try to eat from a stack of 0. Also, I'm not sure if dropping one will leave 255. What other properties does a stack of 0 items have?
 * 7) (I assume this is how it works.) A random spot in the ocean has a 1 in ____ chance of being a mushroom biome.
 * 8) I got a death message "hotdogPi was doomed to fall" in singleplayer, in a parkour map I made. When does this happen?
 * 9) What tick number can you start sleeping, what tick number do you wake up in multiplayer if not everyone sleeps, and what tick number do you wake up in if the sleep is successful?
 * 10) Does vanilla minecraft keep track of how many days have passed? If it does, how does "/time" affect it?
 * 11) Is "Fire Resistance 0" possible to get, and does it do anything?
 * 12) There is a 1 in ____ chance that it is raining, and there is a 1 in ____ chance that there is a thunderstorm. (Also, how long do rain and thunder last on average?)

hotdogPi--t--c 19:17, 13 March 2013 (UTC)


 * For the #'s, the returns you put between each question broke them. I made that change separately so you can easily revert it if you don't like how # indents. Also, I think I can answer #2. Not really hidden and has always been a part of generation. They are intended to create the random lava falls from the ceiling and other overhangs. I believe they were there since the beginning of the Nether and as for generation facts, not sure.  06:08, 14 March 2013 (UTC)


 * Lots of good questions!
 * 1 - The game keeps track of 'carryover damage' in units of 1/25 of a point of health. Touching a cactus while in full diamond armor (80% damage reduction) will increase the carryover damage counter by 5, so you take damage on every fifth hit.
 * 2 - No idea on this one yet; I'm waiting for MCP to update. (Even with it, terrain generation code is gnarly and not easy to understand.)
 * 3 - Ore generation is also a bit gnarly. I may be wrong about this, but my best understanding is that it picks two real-valued (floating-point decimal) points, draws a line between them, and turns any stone block whose center is within a certain radius of that line into ore. The horizontal distance between the two points and the radius are proportional to the 'numberOfOres' parameter (which is not actually the maximum number of ores that can be generated); the vertical distance is at most 2. I ran some simulations, with interesting results; all of these assume the ore generates in solid stone, with no caves or other non-stone blocks in the area. Lapis lazuli generates in veins of up to 10, though 4 is by far the most common, followed by 6 and 5. Redstone and diamond have the same properties, generating in veins of up to 10, with the most common sizes being 4, 6, 5, and 8. Iron and gold also generate in veins of up to 10, with 6, 4, 8 and 5 the most common; 7 is rarer than 9 and 3. Coal generates in veins of 6-32, with 20, 18, and 22 being the most frequent; most veins are 16-24 blocks. Finally, dirt and gravel generate in clusters of 40-136 blocks. The spread is wide enough to give a bell-curve like shape, though odd quantities are about half as common as the even quantities immediately above and below them.
 * In short, you're right about 90% of the time, though slightly larger and smaller quantities are possible.
 * 4 - No; river biomes are used for lakes in jungle and swamp biomes, and I've seen some rivers that form complete circles, not connecting to any ocean.
 * 5 - I believe so.
 * 6 - That bug is the result of some items failing to check if the stack size is already zero when they are used. The quantity is saved as a byte, so -1 wraps around to 255.
 * 7 - The fractal-like biome generation code is arcane. There is a step at which it tries to add a mushroom island biome, which requires that all the adjacent areas be ocean and also pass a 1% chance. I would not consider it accurate to say that any given spot in an ocean has a 1% chance of being a mushroom island, though.
 * 8 - The language file lists that line as 'death.fell.killer', so my guess is that it's used when you get knocked off a cliff by another player or entity.
 * 9 - You can only sleep when the sky light level is 11 or less. I don't really feel like doing the inverse trig needed to calculate exactly when this is, but according to Daylight Sensor it's roughly between 12600 and 23400. I think you wake up at time 0.
 * 10 - Possibly; it looks like the tick counter doesn't normally reset from 24000 to 0, and it's stored as a long, so they expect it to reach large numbers. '/time set foo' sets the time to exactly what is given, which will often set the clock back to day 1.
 * 11 - I don't think so; the effect level shown in roman numerals is one greater than the actual internal effect amplifier (Regeneration II is actually amplifier 1, Fire Resistance I is amplifier 0). To get a displayed effect level 0, you'd need an amplifier of -1, which the game doesn't like (/effect command rejects it).
 * 12 - Rain lasts 12,000 to 24,000 ticks; thunder lasts 3600 to 15,600 ticks. Both have separate random delays of 12,000 to 180,000 ticks (0.5 to 7.5 in-game days). Roughly 16% chance of rain at any given moment, and 9% chance of thunder. -- Orthotope 11:17, 14 March 2013 (UTC)


 * More on #2: hidden lava is new in 1.5, though I'm not certain which snapshot added it. 16 attempts per chunk are made to generate a lava block anywhere between layers 10 and 117; it must replace either air or netherrack, and all six adjacent blocks must be netherrack.
 * And more on #3: nether quartz ore also generates 16 times per chunk, with each vein started randomly between layers 10 and 117. Assuming it generates in solid netherrack, vein size is usually 12-16 blocks. -- Orthotope 02:30, 20 March 2013 (UTC)

Google Translate
I'm sorry, i only wanted to help :(

Ftwgameshd 14:22, 15 March 2013 (UTC)

Talkback
You have new messages at Talk:Minecraft_Wiki/editcopy. TheIanM2002 02:21, 17 March 2013 (UTC)

Template:Blocks
I have read the rules and the guy who is deleting my posts has not.

It states that: Planned: This category lists features that have appeared in snapshots but have yet to appear in an update.

so the hay bale and BUD switch have not been implimented and should NOT be marked as 'planned'

please edit the page accordingly since user 007a83 is vandalising the page by putting features he wants in. KomaSixx 12:45, 19 March 2013 (UTC)


 * Traditionally, things stayed in the 'planned' list until either officially canceled or a substantial amount of time had passed (a year or so) with no progress made toward implementing them. I don't really care which approach is used, but this needs to be resolved via discussion, not edit warring on highly-used templates. -- Orthotope 18:37, 19 March 2013 (UTC)


 * Is this gonna be the venue for discussion, or somewhere else? 'Cause might as well get a discussion started. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 21:03, 19 March 2013 (UTC)


 * Personally I think we should merge unimplemented and planned. It's basically the same thing. Then we instead have an "upcoming" section, for things that are in snapshots. If we really want to list those essentially cancelled things, then we could perhaps have a cancelled section? –ultradude25 ᐸ Talk Contribs 21:15, 19 March 2013 (UTC)


 * I have considered simply editing the description on the Category:Planned page to reflect other features, but I agree with ultradude25's suggestion of creating upcoming and canceled sections, then splitting unimplemented into planned and canceled. This would basically be planned having mentioned, not seen yet, no further confirmation, etc, where hay bale and BUD would be in, with canceled having quiver and lanterns, etc. My suggestion would be a different name for that last one other than canceled, since we could also group the partial/unused stuff into this.  21:51, 19 March 2013 (UTC)

well the problem with the hay bale is it could have been a mojang joke. and the minecart with despenser was just in a picture showing NBT edit usage. I think these should stay off until more is known. plus with the BUD switch he said he MAY add a bud switch.

the way I see it is that when people see planned, they expect to see it in the NEXT UPDATE. so can we just keep this stuff off of planned until it reaches a snapshot?KomaSixx 12:38, 20 March 2013 (UTC)

" Note that this page only documents features that were planned at one time but have since been cancelled or fallen into limbo; features that are currently definitively planned for inclusion instead should be listed on Upcoming features. "

the hay bale (not know whether it is an officall block or even name) hasn't been in a snapshot so isn't officially in the game. NOT PLANNED

Bud switch: consider this in LIMBO at the momment. it is not in a snapshot. KomaSixx 12:44, 20 March 2013 (UTC)

can someone help make an actuall desision?

Altitude 1.5.1
Hey, just wondering if you are working on the 1.5.1 Altitude Graphs --Dyon 19:47, 22 March 2013 (UTC)


 * Overworld is done, about to go on vacation for a few days, so the Nether will hopefully get done next weekend. -- Orthotope 06:18, 24 March 2013 (UTC)

Czech translation
Hey there,

You may have noticed it but I'm working on the Czech translation, I have already translated about 110 changes into Czech.

But how much pages have to be translated so it will get its own subdomain? I really want it to get its own subdomain because I don't like the ideo of including other languages in the english wiki.

Greetings Richard koetschruyter ( Ftwgameshd ) Ftwgameshd 17:15, 28 March 2013 (UTC)


 * I don't know how many pages need to be translated to get a subdomain; Wynthyst makes that decision. In addition to having pages translated, there need to be Czech-speaking editors to maintain the new wiki. -- Orthotope 17:44, 28 March 2013 (UTC)


 * Ok, I know you don't decide this but can't we make a seperated wiki for the languages thad don't have a subdomain yet, cause now the other languages spam the english wiki :(

Silverfish wrong edit.
Hi, I thought silverfish could naturally spawn in Extreme Hills Biomes but they do then come out of Monster egg blocks too. Sorry for the mistake. Ftwgameshd 00:37, 7 April 2013 (UTC)


 * We all get things wrong sometimes; don't worry about it. -- Orthotope 12:30, 7 April 2013 (UTC)

More questions
I'm not sure if it's okay that I'm asking you these.


 * 1) What is the formula for how high a player jumps with Jump Boost X (or a magma cube of size X)?
 * 2) If this is true, it will debunk a LOT of myths. If you breed two cats of different types, can the new one be of the third type?
 * 3) Why does the durability of an Unbreaking tool sometimes go UP when I use it? (This is bukkit, not sure if it matters.)
 * 4) How is speed represented in the code? And what is flying, blocking, sneaking, sprinting, Speed X, eating, and charging with a bow (separately, not together) in relation to walking?
 * 5) Do experience orbs combine if they're together? Sometimes I pick up an orb left on the ground for a while, and it's always more than a single xp.
 * 6) 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?
 * 7) If two people chat during the exact same tick, which one happens first? How about joining (on a full but 1 server)?
 * 8) What layers do end portals and abandoned mineshaft central rooms generate, and what chance is there per chunk for a mineshaft?
 * 9) A long time ago, I posted on the trivia on Ore "Ore veins can't pass through chunk borders". Is this true, and is there less ore at the edge of a chunk?
 * 10) Also a long time ago, and you responded "maybe", on Talk:Cactus, does a 4 to 6  block cactus mean one cactus generated on top of another?
 * 11) Talk:Thunderstorm: Death message says "Player went up in flames". Thunderstorm: Death message says "Player died". Which is it?
 * 12) With mods, is it possible to get light levels greater than 15, and what happens if there are?
 * 13) When a command block teleports me, I stop moving for a fraction of a second. How long is this?
 * 14) On the server join list: I've figured out (what I think): 0-150 ms: 5 bars, 150-300 ms: 4 bars, 300-600 ms: 3 bars, 600-1000 ms: 2 bars, 1-4 s: 1 bar, 4+ s: No connection. Is this right?
 * 15) Is there any mod that allows me to see the terrain being generated step by step?
 * 16) How away can a player spawn be from 0,0 and is it different on superflat?
 * 17) If you drop an item, how long is it before you can pick it up again? Can another player pick it up immediately, or does the delay also apply to the other player?
 * 18) How far away from the jukebox is the "C418-Playing Disc" message shown, and how long is it shown?
 * 19) How long is a chat message shown until it starts fading away and until it completely disappears?
 * 20) Sometimes on the server I go on (bukkit, not many mods though), during lag, a day/night cycle will last more than 20 minutes. When this happens, do furnaces smelt items more slowly, and do items despawn more slowly?
 * 21) When I join a server, I can go straight in one direction (no pun intended) without the other coordinate changing. At some point later, I can't quite do that. Why is that?
 * 22) I use mac. When I try to rename an item on an anvil using é (option e), it exits out of the anvil screen when I press the e. Why?
 * 23) If § worked, and I typed it in chat, then a 6, would the next text I'm typing appear orange even before I press enter?
 * 24) In an abandoned mine shaft, what is the chance per "room" of a chest, and what is the chance of a cave spider spawner?
 * 25) How are enchanted books determined what they are (enchantment, level) in dungeons, and is "53%" actually correct? (It's probably lower because of overwriting items.)
 * 26) What hunger saturation do you begin with when you spawn?
 * 27) Is it possible for me to edit Minecraft code just by editing the files?
 * 28) If I have a mod to make wheat grow more quickly, and I join a server, what happens with the wheat?
 * hotdogPi--t--c--QUIZ! 03:20, 7 April 2013 (UTC)


 * 1. There isn't a simple formula that I know of; I wrote a small program to simulate jumping motion. This is in C, but translating it to Java is trivial:
 * {| class="wikitable collapsible collapsed"

! Code: int main (int argc, char** argv) {   double pos = 0; double speed = 0.42;	// initial jump velocity is 0.42 blocks/tick int jumpboost = 0; int tick = 0; if (argc > 1) { jumpboost = atoi(*(++argv)); // read command-line arg for jump boost level }   speed += jumpboost * 0.1;	// + 0.1 block/tick per level printf("Tick\tPos\t\tSpeed\n"); do { printf("%d\t%f\t%f\n", tick, pos, speed); pos += speed;	// update position speed -= 0.08;	// downward acceleration of 0.08 blocks/tick/tick speed *= 0.98;	// drag factor of 0.98 tick++; if (speed < 0.005 && speed > -0.005) { speed = 0; }   } while (pos >= 0);	// stop once back on the ground return 0; }
 * 1) include 
 * 2) include 
 * 1) include 
 * 2) include 
 * }


 * 2. No; it will always be the same as one parent.


 * 3. No idea, could be a Bukkit bug. Let me know if it happens in vanilla as well.


 * 4. The entity motion code is gnarly, which is why I haven't done more with it yet. In general, on each tick entities move depending on their current velocity, accelerate (along all three axes), and experience a constant percentage 'drag' (also on all three axes). Various activities can change the amount of acceleration, which affects the maximum speed that can be reached, but that maximum is never directly written into the code.


 * 5. Nope. Many orbs contain more than one experience point.


 * 6. "Hit the ground too hard" was the original message for death by fall damage; "fell from a high place" appears to be the 1.5 replacement for death by falling with no other cause. There's some sort of system that tracks damage to living entites, but MCP hasn't given much of it meaningful names yet. My guess is that the combination messages are used when you're killed by some sort of environmental damage, but were also hit by a player/mob within the last few seconds. Similar to how mobs drop experience when recently hit by a player, even if that's not what kills them.


 * 7. Chat, server joining, etc. aren't synchronized to ticks; whoever's network packet reaches the server first gets priority.


 * 8. End portal rooms can be anywhere in a stronghold, which can extend from bedrock up to layer 48 or so. Mineshafts start generating at the central room, but I don't know what elevation it's placed at; the code seems to say they all start at the same level, so I know I'm missing something. The chance of one starting in a given chunk is 1%, and it must pass the test of . In other words, it's 1% once you're at least 80 chunks in either X or Z direction from (0, 0), and progressively less common closer to the center of the map. Since the initial spawn point tends to be near (0, 0), you're not likely to start a new world right on top of a mineshaft.


 * 9. Not certain about this one. Ore generation starts at exact coordinates and doesn't inherently care about chunk boundaries. However, if a vein tries to place blocks in a chunk that hasn't been generated yet, it's possible those blocks will be 'lost' and not exist when that chunk is generated later. Something similar (but going in the other direction) can be seen in ice plains and taiga biomes: the ground in one chunk generates and is covered in snow, then a tree starting in another chunk generates and extends into the first chunk; those leaves are not covered by snow.


 * 10. An individual generated cactus cannot be more than 3 blocks tall, so anything taller must be the result of one generating on top of another (or player-created, of course).


 * 11. I've never been hit, let alone killed, by lightning, but this can be tested in-game. I'll bet there's some mod that lets you trigger lightning strikes wherever you want.


 * 12. In theory, yes, but I doubt anyone will actually do so. It would require major changes to the lighting system, and would have to modify the chunk format, which uses only 4 bits to store the light level for each block.


 * 13. I'm not sure. Depending on the distance you're teleported, there's often some lag as new chunks have to be loaded.


 * 14. Close. The intervals are 0-149 ms, 150-299 ms, 300-599 ms, 600-999 ms, and 1000-3000 ms. The polling connection is set to time out ("no connection") after 3000 ms.


 * 15. I don't know of one. It would be useful, but could be tricky to make (and would make terrain generation very slow).


 * 16. Don't know about this one; I'm not immediately seeing where it chooses the initial spawn point.


 * 17. Mined blocks and most items dropped by entities can be picked up after 10 ticks; items dropped out of inventory windows (including things like crafting tables) can be picked up after 40 ticks. Items created with the  command can be picked up immediately. The delay is intrinsic to the item, and applies to all players equally.


 * 18. The record playing message is displayed for 60 ticks. Can't find what controls who sees it, though.


 * 19. Chat is displayed for 200 ticks, starts fading after 180 ticks.


 * 20. If the server is under heavy load and takes more than 50 ms to process each tick, it will take longer (in real time) for things to happen, but they will always take the same number of ticks.


 * 21. I believe rotation is quantized, happening in steps that are all multiples of a single small amount. You start facing a cardinal direction, and can turn back and forth a bit and still get back to that direction. After turning too much, the combination of floating-point rounding errors and the yaw angle being normalized to a 360-degree range prevents you from getting back to that exact angle again.


 * 22. Works fine for me. Is option bound to one of your controls?


 * 23. A bit of a moot point since it's impossible, but I don't think the chat input is formatted.


 * 24. Each corridor in a mineshaft has a 1/3 chance of having rails; if it doesn't, there's a 1/23 chance of having a spawner. There are two 1% chances of adding a minecart with chest, placing rails under it if necessary.


 * 25. It looks like enchanted books can generate with any enchantment (chosen randomly) and at any level (chosen randomly from the range available for that enchantment). They have the same chance of appearing as most of the other items, though 53% was incorrect, as people didn't adjust for there now being 12 available items.


 * 26. You start with 5 saturation, enough to make 100 jumps before the food bar starts jittering.


 * 27. Please clarify: which files, and what sort of editing?


 * 28. In multiplayer games, the server controls almost everything that happens, so the growth rate will not be changed. Depending on how the mod is designed, it may appear to grow more quickly, but when you harvest it, the server says what stage it's actually at and what is dropped. This sort of thing is why so many mods are listed as not being multiplayer-compatible. -- Orthotope 12:30, 7 April 2013 (UTC)

Redstone: Solid vs. Opaque
Have your explorations of the code led you to understand what exactly is checked when determining whether a block can be powered (or cuts redstone dust diagonally)? I've always believed that it was whether a block is opaque or not (which I acknowledge is a property with many exceptions and definition blurrings), but Magix on the forums has popularized the idea that it's based on whether a block is solid. Both terms may be conflating a redstone property with another property (rendering and light propagation, or collision masks), and glowstone at least seems to be an exception to both, so I'm wondering what the code says.

Thanks, &mdash;Munin295 &middot;  &middot; 19:53, 8 April 2013 (UTC)