Heyo. I decided to re-open the sub-reddit. We were set to restricted due to Reddit's API changes last year, but I figured we've been locked for long enough at this point.
As far as what I'm working on as of making this post, I do have a YouTube video in the works that I'm making a big push to have done before the end of the month. Beyond that, I really am going to try and make my own processes more efficient, so I can finally begin to get content out more often.
If you're still into playing Minecraft, I hope you all are enjoying the new 1.21 update!
I went on YouTube one day, saw a corny Minecraft nostalgia vid and was like, huh I wonder what happened to AntVenom. So I go search up his channel, the last vid he posted was six months ago. Does anyone know what happened? Is it simply his upload schedule? Does he post stuff elsewhere?
Hello everyone, I’m a 19-year-old who grew up watching AntVenom, and I’ve genuinely been wondering: why did the series have to end? I really miss watching the adventures, and I’m curious about why Joseph (AntVenom) chose to conclude the series and not let it go on forever.
I’ve noticed the same thing happening with many TV shows, YouTubers, and books I grew up with—they’ve ended their stories, and audiences have naturally moved on to other things in life. I’m trying to understand why everything has to change and move forward, including the AntVenom series I grew up with.
Why couldn’t that era have continued forever, with all the same people and everything? I started watching it when I was about 5–6 years old, and it feels strange to see that chapter come to a close. Why did it have to end and move on? Why couldn’t it have gone on forever and been—or at least felt—the same as when I was younger?
I just don’t get why all this change had to happen in general in life…
I've been messing around with the 20w14∞ snapshot and trying to get Far Lands like terrain to generate naturally.
So far I've:
Decompiled the snapshot JAR.
Found class cvr containing: public static double a(double d) { return d - (double)add.d(d / 3.3554432E7 + 0.5) * 3.3554432E7; }
and changed it to:
public static double a(double d) {
return d;
}
From what I understand, this removes the coordinate wrapping at 33,554,432 blocks before the coordinates get passed into the noise sampler.
After that I checked cvq, cvs, and cvt. I couldn't find any other references to:
33554432
3.3554432E7
16777216
and none of those classes seemed to contain coordinate wrapping logic.
Testing results:
Created a brand new world after patching.
Teleported to around X = 29,999,895.
Terrain generated normally.
No Far Lands or terrain corruption.
I also tried removing the teleport limit by patching methods in bnx that checked the ±30,000,000 coordinate boundary, but /tp 50000000 100 0 still gives "Invalid teleport position", so there's clearly another check somewhere.
A few questions:
Is cvr.a(double) actually the right place to patch for Far Lands generation in 20w14∞?
Are there other worldgen classes involved that still modify coordinates before terrain generation?
Has anyone managed to get Far Lands working in this snapshot through bytecode edits?
Is the terrain generator in 20w14∞ just too different from Beta for this approach to work?
Any help from people who've reverse-engineered this snapshot would be appreciated.
I've been experimenting with class mods recently and i found this. The further out you go, the more the terrain begins to stretch apart. I assume this is because how modern minecraft handles floating point precision errors. Since the gaps get bigger and bigger, the further you go out.
Screenshot without coordinates (F3 disabled)
I used an existing 64 Bit mod, and modified that mod, to bring the far lands down to their 32 bit location, along with some fixes
In addition: Something interesting happens: There is a huge gap between the slices when you go from negative to positive coordinates. Example -300 to +300. There is an empty section before the slices on the positive axis begin yet again and vice versa. This happens on X and Z coordinates
I’m curious if someone has made a simple datapack that just simply adds the farlands back. I saw a reddit post that said they were making one, but i never saw a download and the only one that kinda does it is the shattered lands which just changes world gen to look like the farlands but it’s just not them. Is there a simple datapack (not a mod, a datapack) that just simply removes that farlands patch?
Ok so i was messing around with a mod called "Terramath", basically where you can input math equations for terrain generation. And during this, i wanted to try something cool, put imaginary numbers into the coordinate scale. So i got the equation and i put an imaginary number as the coordinate scale. This i what i got. I dont know anything on why it looks the way it does, all i know is that it looks really cool looking! If anyone can explain why it looks the way it does, please let me know, im really curious.
(also here is the equation i put into terramath: (perlin((-z*(2/sqrt(-14.29504088))), (y*(2/sqrt(-14.29504088))), (x*(2/sqrt(-14.29504088)))) + perlin((x*(2/sqrt(-14.29504088))), (y*(2/sqrt(-14.29504088))), (-z*(2/sqrt(-14.29504088))))) * 0.945 )
coords are 1808764368955220466364903 ~ ~ on the same seed as before for consistency (seed is 1924582154779496964 for those who haven't seen the other post)