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)


 * 22. (not a question) Option is being used as tab.
 * 24. It seems like chests are more common than spawners, but this says spawners are more common. Also, how can more than one spawner be in a single corridor?
 * 27. For example, changing a single number.
 * hotdogPi--t--c--QUIZ! 20:26, 25 April 2013 (UTC)


 * 22. Even with Option being set as the List Players control, it works fine for me in 1.5.1; non-ASCII characters seem to no longer work in 1.6 snapshots, though.


 * 24. I don't have data on the frequency of generated spawners and chests. Multiple corridor pieces can generate sequentially, which will look like a single long corridor.


 * 27. In principle, it's possible to modify the class files with a hex editor. However, without a good understanding of Java bytecode, this will probably just break things and make it crash. -- Orthotope 09:27, 27 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)

Firework Star
Thanks for your help editing the wiki! I last made an edit to Template:History trying to fix this problem. Basically, it's inappropriate to put snapshot development releases as an official release, because they are not official releases. We need a Developmental Releases category on the Template:History so we can properly differentiate between the changes. Can you help with the edit? Silivrenion 21:19, 10 April 2013 (UTC)

History
Maybe it's a good idea to make a history tab on pages like mobs, like when what mob was added and really big changes to mobs?Ftwgameshd 20:21, 11 April 2013 (UTC)

Meeples10 via Kindle Fire
What did he do? It says he has abused multiple accounts, and I looked through his contributions, and he only edited mine and his! I gave him full permission to edit my page(s), and you know why? HE IS ME! That account is for when I use my Kindle Fire to edit the wiki because the formatting is different. Please explain to me what he did, because that is MY account, and I only edited my user page and his. I got on that account and looked at my contributions again, and the only thing I did that is against your rules is fixed a redlink. ONE redlink. Is that really so bad? Meeples10 10:18, 13 April 2013 (UTC)


 * With very limited exceptions, editors should have only one account on the wiki; see Rule 21. Advertising which device you happen to be editing from is not an adequate reason for using multiple accounts. -- Orthotope 10:25, 13 April 2013 (UTC)

Good eough reason for me! Meeples10 19:54, 16 April 2013 (UTC)

Minecraft Xbox 360 Edition Cows
Hello. I didn't mean to mess with you Or have a edit war.But please remember that Cows DO Breed in The Xbox 360 Edition.

Thank You Very Much, --24.126.214.219 15:30, 13 April 2013 (UTC)


 * I don't recall saying otherwise, at least not since breeding was implemented in December. I don't edit Xbox edition content much to begin with, since I don't have an Xbox. -- Orthotope 20:10, 13 April 2013 (UTC)

Even More Questions

 * 1) How are the health, speed, and jump height of a horse determined? The page says it's random.
 * 2) In the code, what mob category are horses? The page says they can despawn.
 * 3) 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)?
 * 4) What is the chance of trampling farmland when falling onto it from a height of X? (It seems to be about 80% at 1.25(jump height))
 * 5) Does redstone ore stop glowing when a block tick occurs? I have never seen it stop glowing right after it lights.
 * 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?
 * 7) Is it possible (although extremely rare) for the ground (not talking about trees) to go above layer 128, or is it literally impossible?
 * 8) How long do your controls not work when you take damage, and how long until you can take damage again?
 * 9) What is the chance of a zombie pigman spawning in a nether portal per tick?
 * 10) When I tried Speed 251, the forward arrow didn't work, as if it was -5. When I tried Hunger 251, the game didn't think it was -5; it decreased very rapidly. Why?
 * 11) How long does it take for players and mobs to switch dimensions in a nether portal?
 * 12) With random characters ( §k ), can the same character appear twice in a row? If not, how far apart (in time) does the same one have to be?
 * 13) It seems that rivers are the same size in both default and large biome worlds. Is this true?
 * 14) Is there any truth to the rumor that the first sheep/ocelot/horse bred will be the type that the baby one is, or is it random?
 * 15) How does being on fire work? It seems that fire is a negative number, and it increases when the player hits fire or lava, and decreases over time (until a certain point), and if it's above 0, the player is on fire. (Or maybe the positive and negative are switched.) Is this how it works, and how much does each fire thing (lava, fire block, fire aspect, fireball, etc.) affect it?
 * 16) How is fire caused by lava next to a sign/chest determined? It seems to be less frequent than a block tick.
 * 17) How often do zombies, spiders, endermen, and silverfish attack when you're touching them, and how often do skeletons shoot?
 * 18) It seems that skeletons don't shoot if there's a creeper in the way. Is this normal, my imagination, or Bukkit? Does it happen with other mobs in the way?
 * 19) When I take damage from a mob, my armor durability goes down 1. When I take damage from a player, my armor durability goes down 2. Is this intended?
 * 20) 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?
 * 21) How close do you have to be to an item to collect it? It seems like you don't have to actually touch it, but you have to be close. Also, how far away do they stack?
 * 22) During a "read timed out", I can't open chests or chat, and I don't take damage. Do other players see me stand still, or do they think I have left?
 * 23) In the end poem, what does the random text ( §k ) actually say?
 * And about the previous set:
 * 22. (not a question) Option is being used as tab.
 * 24. It seems like chests are more common than spawners, but this says spawners are more common. Also, how can more than one spawner be in a single corridor?
 * 27. For example, changing a single number.
 * hotdogPi--t--c--QUIZ! 20:26, 25 April 2013 (UTC)


 * 1. I don't have the patience to do much with the obfuscated code (i.e., before there's an MCP release). Mgr seems to have a better understanding of them than I do at this point. My guess is that spawned horse attributes are random, no idea about how breeding them works.


 * 2. The mob categories here are somewhat artificial; they don't exist per se in the code. They might behave like ocelots, despawning only when not tamed.


 * 3. Biome selection code is really complicated, but I can try to get some experimental data.


 * 4. Chance of trampling farmland is . Falling less than half a block should never trample it, and falling 1.25 blocks has a 75% chance, which is close to your results. Falling 1.5 blocks or more will always trample it.


 * 5. Glowing redstone ore will turn into non-glowing redstone ore as soon as it gets a block tick. Since these are random, the amount of time they glow can be quite variable; I've seen them go off in less than a second.


 * 6. No idea; I haven't looked at the sound code much yet.


 * 7. In my test worlds, I've never seen the ground go above layer 123. I don't understand the landform generation code nearly well enough to say that it's impossible for it to go above layer 128, but it seems very unlikely.


 * 8. I don't think the controls are actually disabled. Your current movement speed is halved and you are knocked back and upward, which makes it hard to control where you're going, but you don't lose control entirely.


 * 9. Each time a Nether portal block gets a tick, it has a  chance of spawning a zombie pigman (never on Peaceful, 1/2000 on Easy, 3/2000 on Hard). Having six blocks of portal makes this test happen more often, but it's still not every game tick.


 * 10. The various potion effects are handled in very different sections of the code. It looks like some of them (such as Speed and Jump Boost) cast the amplifier to a byte, making values over 127 get treated as negative. Those with periodic effects (such as Hunger) keep the amplifier as an int, so values over 127 stay positive and large.


 * 11. Players normally take 4 seconds (80 ticks) before they are teleported. Players in Creative mode and all other entities are teleported immediately. After teleporting, players have a 0.5 second (10 tick) cooldown beforet they can be teleported again. Other entities (including zombie pigmen spawned by portals) have a 45 second (900 tick) cooldown.


 * 12. Nothing prevents the same character from being used twice in a row; they just have to be the same width.


 * 13. Biome generation has a fractal-like nature, starting small and progressively zooming in as more features are added. Ice plains are added early, which is why they tend to be so large compared to other biomes. Large Biomes worlds are zoomed two more times than regular worlds, which makes most biomes bigger. Rivers are added after these additional zoom levels, so yes, they should be the same size.


 * 14. Sheep explicitly randomize the baby's color (if the colors of the parents can't be combined). For cats, it matches the color of whichever one initiates breeding. When both are trying to mate with the other, it's very hard to predict which one will start it. Sitting cats cannot initiate breeding, which is a useful trick for controlling the color of offspring. As for horses, their appearance is complex enough that I'm not even going to guess as to how breeding them works.


 * 15. Close, though the 'fire' counter is never negative. If it's positive, it decreases by one every tick, and does one point of fire damage every 20 ticks. The Fire Protection enchantment reduces burning time by 15% per level, though only the highest-level item counts (multiple enchanted items don't stack).


 * {| class="wikitable"

! Cause !! Burn time
 * Lava || 15 seconds
 * Fire block
 * rowspan="3" | 8 seconds
 * Lightning strike
 * Skeleton or zombie exposed to sun
 * Blaze fireball
 * rowspan="3" | 5 seconds
 * Fire charge
 * Flaming arrow
 * Fire Aspect enchantment || 4 seconds per level
 * Attack by unarmed burning zombie || 2, 4, or 6 seconds, depending on difficulty (chance is 30%, 60%, or 90%)
 * }
 * Fire charge
 * Flaming arrow
 * Fire Aspect enchantment || 4 seconds per level
 * Attack by unarmed burning zombie || 2, 4, or 6 seconds, depending on difficulty (chance is 30%, 60%, or 90%)
 * }
 * Fire Aspect enchantment || 4 seconds per level
 * Attack by unarmed burning zombie || 2, 4, or 6 seconds, depending on difficulty (chance is 30%, 60%, or 90%)
 * }
 * }


 * 16. Only 'stationary' lava can cause fires. Here, 'stationary' just means that it's not updating its flow (spreading or receding); whether the lava appears to be moving or still does not matter, nor does whether or not it's a source block. On each block tick, it tries to set fires in one of two ways. The first, which happens one-third of the time, is that it picks three blocks on the same layer, up to one block away in both the x and z directions (i.e., somewhere in a 3x3 square centered on the lava). If any of those blocks are made of a flammable material and have air above them, fire is set on top of that block.
 * The second method requires that the block directly above the lava be air. A random block in a 3x3 square one layer above the lava is chosen; if any of the six blocks adjacent to it are made of flammable materials, fire is set there. There's a 50% chance of repeating this another layer up, requiring an air block and setting fire two layers above the lava.


 * 17. Most mobs can attack every 20 ticks. Iron golems can attack every 10 ticks (I think). Blazes can attack in melee every 20 ticks; with fireballs, the delay is either 6, 60, or 100 ticks, depending on which state they're in. Witches can attack every 32 ticks. Skeletons can attack every 20-60 ticks, more frequently the closer their target is to themselves.


 * 18. I don't see anything obvious that would do this. Can you replicate it in vanilla Minecraft?


 * 19. Hmm. This one is bugging me, because what I see in the code does not at all match what happens in-game. In the code, it looks like the amount of durability lost is proportional to the amount of damage done. In-game, unarmed mobs seem to always remove 1 point of durability, and armed mobs (zombies and zombie pigmen) remove 1, 2, or 3 points, depending on difficulty (easy/normal/hard); actual damage inflicted doesn't matter.


 * 20. I don't know this one; I've mostly worked with client code, not so much the server and network management stuff.


 * 21. The bounding box of item entities is a 0.25 block cube. They will stack with other items that are within 0.5 blocks of themselves horizontally. Players are 0.6 blocks wide and 1.8 blocks tall; they can pick up items that are within 1 block horizontally and 0.5 blocks vertically. As far as I can tell, only some part of the item's bounding box must be within the search area, not the entire thing.


 * 22. If the connection between client and server is lost, the character will stand still (as if the player is AFK) until the connection times out on the server's side.


 * 23. The original text that is replaced by random characters is a random 3-8 character substring of "XXXXXXXX".


 * Responses to the previous set of questions are above. -- Orthotope 09:27, 27 April 2013 (UTC)

Recent vandal strike
Don't bother with blocking the 199.231.84.## addresses. I did a range block. 22:21, 25 May 2013 (UTC)

Deletion
You recently deleted User:70.181.68.266/Sandbox, and I was wondering if you could undo the delete, move the contents to the bottom of this page (I'll deal with it later), and delete the page again? It had all of 70.181.68.226's hard work on it (userboxes, templates, etc). ×Meeples10× ᐸ Talk Contribs 10:28, 28 May 2013 (UTC)


 * Honestly, I'd prefer have them create an account and restore it to their own userspace, rather than using someone else's. -- Orthotope talk 12:38, 28 May 2013 (UTC)

About the creeper page incident...
Thanks for restoring the pages to their rightful place. I have no idea why someone would do what the vandal did! --71.118.222.30 01:09, 14 June 2013 (UTC)


 * Because some people are stupid, and like to make everyone else aware of that. -- Orthotope talk 03:57, 14 June 2013 (UTC)


 * How... stupid. --71.118.222.30 04:36, 14 June 2013 (UTC)

Size of spawning area of mob packs
In Spawn there is a photo describing the mechanics of mob packs spawning. According to the description the spawning area is 41x1x41. In File:Spawning_science.jpg there is the exact same photo with the exact same description only that in this page it reads that the spawning area is 11x1x11. Both cases can't be valid at the same time. One is wrong and should be edited. I leave it up to you to correct it since you undid my edit. 94.69.14.220 09:56, 19 June 2013 (UTC)purple


 * After a bit of digging through source code, it seems you are correct; my apologies. The image doesn't show a 41x1x41 area, which is why I thought your edit was incorrect; providing an edit summary explaining changes is helpful. -- Orthotope talk 19:57, 19 June 2013 (UTC)


 * This is why in the description in Spawn it reads "(not to scale)". But there was no clarification in the description of the second link. OK, I'll keep that in mind for the future. 94.69.13.174 23:16, 19 June 2013 (UTC)purple

Some more questions
1. There are conflicting statements about the light level that a spider stops being hostile. I have seen 6, 9, and 11 (6 is definitely wrong). What is the actual value?

2. What is the exact number (as a fraction or decimal) for the minimum height to take fall damage? It seems like the number is between 3 and 4. Also, would this deal less than half a heart of damage?

3. With Fortune, it seems like redstone ore drops 4-(5 plus Fortune). However, lapis lazuli has each drop be 1-(1+fortune), effectively multiplying it. Is this correct?

4. Can zombies see through anything, or just wooden doors?

5. Are silverfish blocks in extreme hills considered an ore in the code?

6. What are the chances of contents in Nether Fortress chests?

7. How exactly does spam kicking in vanilla work?

8. How exactly do witches spawn? Is it similar to how Nether Fortresses spawn different mobs than the rest of the Nether?

9. The riches variable is currently "unknown, but increases when trading". Is it what allows rarer offers when more offers are made?

10. It seems like mineshafts do not generate close to each other. I have never seen anyone report 2 center rooms close to each other, while it should be a 1 in 25 chance (as long as they are far enough from 0,0), and if diagonal touching is counted, it's about a 1 in 13 chance. Is there a reason why it never happens, or is it just that nobody has found it to be special?


 * hotdogPi-t--c--Try my quiz! Do not click! 00:27, 23 June 2013 (UTC)

The Player
Thanks for reverting the edit by 50.40.85.35. I said this because I didn't think it was fair to thank Kanegasi and not give you any credit! I looked at the recent changes, and I was sure we had another vandal on the loose! Lucky our admins are so attentive. --70.181.68.226 04:15, 25 June 2013 (UTC)

Question about Upcomin' Features
I've had a rather close eye on the Upcomin' Features pages fer quite some time, and have seen some things get pulled off without an official project cancelin' from Mojang and no mention in the Unimplemented Features page. I've kept a policy ta restore legitimate information t'the Upcomin' Features section that is backed by Jens, but now that information's been moved 'round the "Mentioned" section.... an' I got's ta wonder, why is informations that hasn't been debunked in there? More specifically, the "Panda", "Day and Night Cycles, and Seasons", "Collidin' Clouds", and "More Sea Life" implementations. Them four are still possible, an haven't been dropped or overridden by any new idea like the scarecrow with Snow Golems. I must be missin' somethin' because it's bein' treated as if it's a reasonable thing.

Just some clarity would be mighty nice so I can stop worryin'. ClockSpiral 20:50, 26 June 2013 (UTC)


 * Oh, also the Spike Block under the Dropped In Limbo section. That feature is just as valid as the Red Dragons, an' oughta be kept in the Upcomin' Features section as well. ClockSpiral 20:55, 26 June 2013 (UTC)


 * Mojang usually doesn't announce that they've cancelled or dropped an idea. In general, when they haven't made any further mention of a feature in over a year, I think it's safe to assume it isn't being actively worked on. If they do take up any of these ideas again, they can be moved back to the Upcoming Features page. -- Orthotope talk 21:38, 26 June 2013 (UTC)


 * Aye aye, I'll keep that in mind. Thank yas fer clarifyin'! ClockSpiral 07:50, 5 July 2013 (UTC)