For context, I am trying to beat the game on random seed in peaceful mode and have had several runs die here in the route. For this route I need to get liquid/ores/dirt replacing the stone in the structure that I built above me. Any small mistake in 3-5 hours where you load the wrong chunk = reset. I've had a few runs die here, and this was my first successful attempt.
Now I will try my best to explain the technical side of how what's going on. Our overall goal is to beat the game on peaceful mode in a version 1.9 or above on a random seed. So, you can't trade for eyes, craft eyes, or obtain eyes in any way. You "can" get a 12 eye theoretically, but the odds of this are 1/10^12, so it's not worth attempting. Immediately, this should then seem impossible. The route ends up using a series of very complex glitches in order to trick the game in order to trick the game into placing an end portal block in the world (no portal frames, just the void looking block itself).
Firstly, it's important to understand what happened in the clip. You'll see me look up and see a stone structure with ores, liquids, and dirt. I did not place any of those. I only placed the stone. However, I never saved the chunks as having been populated with all of this stuff. I did this by placing chests with written books in them with over 2MB of data, beyond the cap of what a chunk can store, so it can't be saved at all. This means that the game will think that these chunks need to be filled with ores, dirt, gravel, and importantly for us: liquid pockets (what ends up becoming waterfalls). I then reapplied this trick with the chests/books for the second time during the clip to prevent them from saving as populated for future use.
But how does this relate to beating the game in peaceful? Well, at least the version we are on (1.12.2) has a feature it turns on for waterfalls call "instant tile tick" (ITT). This means that it instantly updates the game without needing to wait for tick delay. So, the idea is that you can see a fully flowed waterfall to make it look like it has always been there. It normally turns ITT off right after it lets the water flow down. However, you can throw an error during this phase having some of this newly generated water trigger a chain reaction that powers a dispenser with a water bucket (my understanding is that it creates an infinite loop of picking up and placing the water bucket, so it throws an error). We do some special tricks to prevent the error from crashing the game, and with this error, it prevents the game from running the code that would turn off ITT.
I will now be very brief because now it's getting ahead of where I am in the run. So, cool, we have ITT turned on. This has several uses in the route, but I think the important one to understand for now is that it makes a chain of observers fire as fast as possible. We also need to make sure this observer line is running on a separate thread, which we can achieve by taking advantage of the fact that stained glass updates looking for beacons occur on a 2nd thread. This is then known as the async observer line. So the main thread of the game can be updated by a player, and a second thread of the game can be updating an observer as fast as possible. So, if we find just the right spot in a very specific chunk, we can then break and place a cauldron (stored as 00111011 00000) while the other thread thinks there is supposed to be a water source there (stored as 000001000 10000). But, the other thread is only updating the last 5 bits of this (based on where we the constantly flickering observer is placed), and so it can replace the last 5 bits of the cauldron's value with the water's, to end up with: 00111011 10000, which is the binary value for an end portal block!
There's a lot I'm leaving out here (the invisible chunk, the 4000+ chests we need to place, the rehash/stall chunks, and so on) but I hope that this gives more context for why I am doing all of this.
Also important: I did not come up with this route. Shout out to Myren Eario, CactusCreative, rpm0618 & Matthew Bolan for making this all possible, they have taught me everything I know.
@muntWizard915@SSuper_SSoldier@camwyns He's like 5 hours into a run to get to this point and there's no way of knowing if he's done it right or the run is dead until he sees whether the chunks reload or not
@MeikiVT@camwyns This is actually a pretty good explanation, in essence he's finally managed to properly get the game to start loading new chunk data
https://t.co/3nLB3S9mlF
For context, I am trying to beat the game on random seed in peaceful mode and have had several runs die here in the route. For this route I need to get liquid/ores/dirt replacing the stone in the structure that I built above me. Any small mistake in 3-5 hours where you load the wrong chunk = reset. I've had a few runs die here, and this was my first successful attempt.
Now I will try my best to explain the technical side of how what's going on. Our overall goal is to beat the game on peaceful mode in a version 1.9 or above on a random seed. So, you can't trade for eyes, craft eyes, or obtain eyes in any way. You "can" get a 12 eye theoretically, but the odds of this are 1/10^12, so it's not worth attempting. Immediately, this should then seem impossible. The route ends up using a series of very complex glitches in order to trick the game in order to trick the game into placing an end portal block in the world (no portal frames, just the void looking block itself).
Firstly, it's important to understand what happened in the clip. You'll see me look up and see a stone structure with ores, liquids, and dirt. I did not place any of those. I only placed the stone. However, I never saved the chunks as having been populated with all of this stuff. I did this by placing chests with written books in them with over 2MB of data, beyond the cap of what a chunk can store, so it can't be saved at all. This means that the game will think that these chunks need to be filled with ores, dirt, gravel, and importantly for us: liquid pockets (what ends up becoming waterfalls). I then reapplied this trick with the chests/books for the second time during the clip to prevent them from saving as populated for future use.
But how does this relate to beating the game in peaceful? Well, at least the version we are on (1.12.2) has a feature it turns on for waterfalls call "instant tile tick" (ITT). This means that it instantly updates the game without needing to wait for tick delay. So, the idea is that you can see a fully flowed waterfall to make it look like it has always been there. It normally turns ITT off right after it lets the water flow down. However, you can throw an error during this phase having some of this newly generated water trigger a chain reaction that powers a dispenser with a water bucket (my understanding is that it creates an infinite loop of picking up and placing the water bucket, so it throws an error). We do some special tricks to prevent the error from crashing the game, and with this error, it prevents the game from running the code that would turn off ITT.
I will now be very brief because now it's getting ahead of where I am in the run. So, cool, we have ITT turned on. This has several uses in the route, but I think the important one to understand for now is that it makes a chain of observers fire as fast as possible. We also need to make sure this observer line is running on a separate thread, which we can achieve by taking advantage of the fact that stained glass updates looking for beacons occur on a 2nd thread. This is then known as the async observer line. So the main thread of the game can be updated by a player, and a second thread of the game can be updating an observer as fast as possible. So, if we find just the right spot in a very specific chunk, we can then break and place a cauldron (stored as 00111011 00000) while the other thread thinks there is supposed to be a water source there (stored as 000001000 10000). But, the other thread is only updating the last 5 bits of this (based on where we the constantly flickering observer is placed), and so it can replace the last 5 bits of the cauldron's value with the water's, to end up with: 00111011 10000, which is the binary value for an end portal block!
There's a lot I'm leaving out here (the invisible chunk, the 4000+ chests we need to place, the rehash/stall chunks, and so on) but I hope that this gives more context for why I am doing all of this.
Also important: I did not come up with this route. Shout out to Myren Eario, CactusCreative, rpm0618 & Matthew Bolan for making this all possible, they have taught me everything I know.
@Yahnolla@EdibleStars369@ABlackCommune I don't know if you're able to comprehend that you still have this as an option, while someone in a wheelchair would quite simply not have another option at all
@BrutanaCarl@wylfcen Loud and wrong. The Académie Française started complained about anglicisms in its 1835 edition and anytime we hear from them they're bitching about people using "realise" wrong in French.
@reyantm@Chibrequin667 Beuh après dire que ça n'a "rien à voir" avec la Bastille c'est tout de même faux. La fédération elle-même a cette date a cause de la prise. Tout revient a la Bastille en fin de compte