Ok, so I went to the trouble of decompiling the mod and if I've understood it correctly these are the rules; When the particle explodes: 1. The sum of its axis speeds must be > 0.5; i.e. abs(vx)+abs(vy)+abs(vz) > 0.5. 2. If true, the particle then checks each entity in a box of radius 1 around itself. For each one that is also a particle, it has a 15% chance of dropping strange matter. For others, nothing happens. 3. The particle then has a 5% base chance of dropping strange matter. (If #1 was true.) Then, if none of the entities it evaluated earlier was a particle, it explodes with power equal to 2.5 times the sum of its axis speeds.
If the more particles nearby the better, how feasible is it to send a whole bunch of particles into the same collision point at once? I’m assuming you can trigger each emitter with precisely timed redstone, I’m imagining a circle of a bunch of emitters that send particles into the middle, all firing slightly out of phase.
The rejuvenating TNT propably erases all data about the chunk it detonated in, including the "is populated" flag. In this case, loading the neighbouring chunks to the north west (not totally sure about the directions) triggers the reappearance of the ore, since chunk population happens in the center of a 2x2 chunk area. Meaning that after the detonation of the rejuvenating TNT any stone in the corresponding corners of said neighbouring chunks would also once again become filled with ore veins.
specifically, putting a 16x16 stone pillar in the +x +z direction by 8 blocks will about quadruple the yield, plus whatever would spill over from that area
I was going to correct you on quarry speed, but then I remembered that my memories of super-high-speed quarries are tied to surrounding them with large quantities of time-accelerating pedestals.
The problem you're encountering is called "population" internally. First a chunk is created in the bare state you are visually seeing. Then when a chunk is lazy loaded it executes the population code. There are two ways to force a chunk to be lazy: save it to file, unload it, and reload the chunk. A chunk is also considered "lazy" if it is NOT in the center of 5x5 of other chunks. This is also why most chunk loaders that load in a 3x3 load chunks lazy. If you increase it to 5x5 the center most chunk will be a full processed chunk. There is a very important caveat here. A lot of mods really fuck up chunk loading, especially in older versions. This often results in orphan chunks that never unload until the server stops. These orphaned chunks will also often be stuck in the processing mode despite not following the other rules. Actually, there is a way to force a chunk to be a processing chunk in vanilla, and it's with hoppers, passing an item between the chunk boarder back and forth will cause the chunk to become permanently loaded. This is to prevent items from being lost across chunk boarders, but results in vanilla survival chunkloading mechanics! Buildcraft Oil has a unique spawning mechanic. During the population a single piece of bedrock is replace with a unique piece of bedrock. When this is fully loaded it will then replace the blocks above it with the schematic for Oil? Why? Likely because minecraft reallllllly doesn't like to generate across subchunks in the population event. As for why the chunk only generating around 1/3rd uhhhhhh no idea, that doesn't happen normally. Forcing a chunk to repopulate should generate all the ore. It's possible the hackery buildcraft is doing is causing it to break, but considering you tested it in chunks without buildcraft's intervention, I find that to be unlikely. EDIT: as others have pointed out, and I'm adding it here for completionsake, it's because chunk population happens in 1/4th of four chunks at once to account for overlap. I have no idea if this is a wise-man's tale, but it adds up to me.
Afaik the population happens once a chunk loads that causes all 4 chunks to be loaded at the same time. That should help in sizing down the chunk loader mechanics
Fun fact:I once made a 800+ mod pack and orphaned chunks bricked my school laptop. Like actually bricked it. This is because I ran out of ram so badly it began to stuff its hard drive until it wrote back in the os
From one ex-server admin to another, chunk reversion - if I had to guess - may have had a lot to do with massive amounts/or a wide variety of types of items stored in a chunk, likely in an AE system. A similar, although correctable scenario often occurred when players on a server held one too many filled AE2 storage drives in their inventory, causing their player data to surpass a hard-coded limit. This differs from chunk reversion though, since we often could just fix this issue by using an NBT editor to pick the offending items out of playerdata and put them into a chest.
Correct! there is a dupe that uses a mini-reversion to copy items in containers by causing an overflow error and forcing the game to revert the chunk to a predictable, stable point in the past. Though this is done with books instead of AE Drives because AE Drives would, as you said, reset the entire chunk to world-gen state rather than reverting it to 1-2 minutes before the overflow occurs....also because its typically used in Vanilla and not modded minecraft :P
pretty sure the modern AE2 system cant do this since the drives arent treated like chests where each item or stack is counted but rather counts the total. ie instead of seeing hundreds of stacks of coal ie 64 coal+64coal etc.. and keeping those individual stacks listed, it just lists the total ie 100,000 coal
There is a youtuber by the name of JokeyPokey who actually used chunk regeneration in a skyblock world to get a grass block, and he did it by using several hundred beehives, which are among the most nbt-dense blocks in the vanilla game, so a sufficiently large AE2 system would make sense for causing that to happen
@@XiaoYueMao Unless im confusing AE2 with Refined Storage 2, the drives only store some pointer linking towards external storage containing the items iirc
A thing to note: the ore-less chunk is almost pure stone and has uneven bedrock. When the ores get put back in, the bedrock is flat and there is also gravel and dark/ light color stone. So maybe worldgen runs on the chunk after it gets hit by the explosive. Or maybe im wrong.
that is also my guess, only the terrain (and liquid ?) gen is done and not the feature (so cave, ore, structure, tree, ect), i wonder if a cave would appear.
the bomb attempts to prevent duping by spawning the chunk without any meta data, by default chunks have uneven bedrock, and flat bedrock is actually a data tag added to the chunk, likewise caves and ore is also data tags, by hard rendering the chunk again your forcing the chunk to recalculate the data the reason this happens is because chunk rendering, which adds the tags that handle ore distribution and such, are all handled on a 16x16 area that starts in the corner of a chunk, aka your re-rendering outside of the chunk the bomb effected and as such didnt get the memo from the bomb to not re-render. this is also why only 1 corner of the chunk re-rendered, as true corners arent a thing in Minecraft, the blocks that the other 3 corners use to check for rendering is within the bombed chunk and thus has the flag to not re-render whereas the other corner is outside the chunk the bomb could be fixed by the dev to add the "do not re-render" flag to the surrounding chunks as well, but hey, its a minor issue
By far the most fun method of ore production I’ve seen. Bravo, Goose! Another something I’ve never seen before! Also, just a “lol, lmao” on the Yogscast Voltz thing. What an era of modding that was.
Nah, one eradicates matter and the subsequent release of energy rearranges a lot of matter with gusto, the other just rearranges matter to get energy to rearrange other matter, with less gusto.
Thinking about the logistics of throwing the rejuvenating TNT with a cannon into the chunk on a redstone timer set to a little more than a quarry cycle.
@@qwertyram4598 so before using the rejuvinator goose mentjons that this modpack has flat bedrock after using the rejuvinator you can see that bedrock has returned to its original state being irregular which changes after goose reloads the chunks
10:00 No, wait, you weren't wrong. Nebulae only look like clouds from really, really, really far away. They're actually even emptier than most human-made vacuums on Earth. If you were in a nebula it wouldn't appear as a cloud, it'd just change the colour of the void of space like how the atmosphere looks, it wouldn't obscure anything other than very distant stars.
8:29 That's probably because they are items, they just happen to place a block when used. EDIT: About chunk regeneration, as others have said the fact only a quarter of the chunk is turned into ore is due to how chunk population works, it uses the corner of a chunk to ensure large veins actually spill over to neighboring chunks instead of hitting unloaded chunks. Place stone around the corner to quadruple your yield at the cost of complexity you might also want to dust off 1.7-era technical documentation about autosaving, as if memory serves that also unloads chunks that aren't being loaded by other means.
I remember that episode of the Yogscast. I watched all the views of it before it was compiled into a single video. Ahh. When Strange matter was used for just some copper mining. thoughts were the days...
8:31 "Unless it's redstone dust, a wood or iron door, a cauldron, or a brewing stand for some reason" It's because those are actually items that set a block and reduce their stack size when you click them on a block (same function hoes use). Flowers and torches, while they share the flat item model, are actual blocks because anything that does not have a full block shape will have a flat shape when held by default.
I always wanted to use the rejuv explosives to generate ores, but I tried using them on twiliight forest hollow hills, and they didn't regenerate the structures. It's really cool to see them actually get used!
I like how despite its many intricacies, trying to emulate a subatomic particle collision interaction in MC only gets it roughly half way there to the real deal. IRL its not just about the number of particles that you can try to collide, but also the luminosity of the supercollider, resulting in how many particle interactions per unit are plausible TO happen, versus putting one on one and hoping that it WILL happen.
23:30 At least in 1.7.10, mining lasers work if they can see bedrock OR void, so you should be *able* to build them in your base, even if you wouldn't want to for lag reasons. Edit: They're also more power efficient if built higher, which I believe also makes them generate ores more quickly since they are limited in how much power they can take in through the prechargers. I'm not certain if they're actually faster and that can always be ignored by just placing down more of them and feeding them with your functionally infinite power source.
8:35 That list of items happens to be exactly the ones that don't look exactly the same as an item and as a placed block, which I think is the pattern?
If I remember correctly, detonating a second red matter explosive nearby after a first one launches both black holes, you could simply follow them and capture the osmium as it whirls around in the vortexes
these videos are like a feast for my equally quirky brain, superb job showing how most of the balance of these mods also relied on people literally not knowing shit about how broken they were
That is the most bonkers way of generating a resource I've ever seen. It's... beautiful. It's art. This the kind of thing that makes me want to talk about it to the like two people I know who would GET how wild it is. Also, your writing is both informative and hilarious, bravo. Algorithm, get this goose to the top!
the moment i realised you were deliberately exploiting chunk reversion for infinite ores i was simultaneously horrified beyond belief and impressed by the ingenuity then i lost my shit laughing lmao love your content!
The reversion explosives thing is a bug in this version of the mod/modpack... or, well, several bugs. The reverting to a chunk with no ore is one bug, and the quarter-chunk ore generation is another. I ended up doing a similarly janky setup on a small server with friends several versions later than this, using a similar setup (minus the Modular Forcefields) to cheat RF-Tools dimensions out of their goodies without paying the absurd power costs to keep a dimension that replaced cobblestone with metal blocks running (I forget which obscenely expensive modded ore it was). At that point the explosives worked (mostly) fine, give or take the lag they caused, probably because not only do mods at this point in Minecraft's history not generally have awareness of each other, they also didn't standardize how they did chunk generation changes, which resulted in all sorts of whacky behavior. Like I'm pretty sure the oil pools are just sorta doing their own thing over top of normal world generation, so if you re-generate chunks the oil moves around.
on that bit of extreme inconsistency with use of metadata the witchery mod keeps a solid 90% of its items on a single id for no apparent reason. this means that any sort of id shifting very efficiently allows you to ignore massive swathes of the mod. thaumcraft has a similar issue, but id shifting in thaumcraft most often produces jank as opposed to useful things. also to any modmakers modding in relevant versions. the vast majority of id shifts either reduce the metadata, or outright set it to 0. anything you want far away from an id shift should be placed higher than its mundane counterparts. thermal expansion made this exceptionally clear with how easy it is to obtain creative items. Botania's guilty pool on the other hand is exceptionally difficult to shift to. there are further rules, specifically for blocks, but these are the best to remember. also if an item is especially gamebreaking (opencomputers dev card is a great example) give it both a unique id and metadata.
This is the first Minecraft series in actual _years_ that I've followed along with episode by episode. Haven't been so fascinated by a series since Yogscast Magic Police.
if the redmatter scales with collisions and speed and a collision has a chance of one particle surviving and getting a speed boost i wonder if a proper circular accelerator were built with just hundreds of particle injectors you would not only have hundreds of collisions at a time but also have the particles bouncing around off each other with some winning the lottery and getting multiple speed boosts thus raising the red matter generation.
Ive been bingewatching your GT:NH series so bad while waiting for this video to come out that it took a few minutes before I realised this isn't the same base
Chunk generation happens in two steps in this version and all previous versions I'm aware of (probably back to infdev). First the basic terrain is generated block-by-block. Then multiblock objects are added, known as "population". This is a second step because a multiblock object may cross into the next chunk, so that chunk's basic terrain needs to be available. Whenever Minecraft loads a chunk it checks if it should be populated. If the mod author wasn't paying attention (see: all the other mod bugs in this pack) they may have forgotten or not known to trigger population with the regeneration explosive.
One thing I loved about some of the earlier tech mods were the large setups you had to create that had things going on you could actually see, items moving around, resources moving and stuff. Like the early pipes in buildcraft, and some of the stuff in this video. I'm not a fan of a lot of the 1 block machines that just magically do everything with no show and nothing to watch for your hard work.
This was probably the most ridiculous build I have ever seen anyone do with Calclavia MFFS. Very fun to watch. :D If you want to make your life easier you could build a "frame quarry". MFFS has a module that allows it to move a force field one block in a certain direction, allowing your force field to basically conquer the world. Buildcraft Mining Wells allow to mine exactly one line of blocks down to bedrock. Combining these two mechanics (a row of Mining Wells that get moved around the world using MFFS), you get a hugely more powerful quarry than your current setup and have probably solved your emerald and osmium problems forever.
Another way to automate resource that i remember back in the day is that fortron also has stuff that moves blocks around, and, shockingly, it works EVEN for NBT data blocks! (Well, some other mod's block breaks... In interesting ways due to this, but it mostly works for a lotta blocks!) This mean that using it if i remember correctly can fully automate a quarry setup to move automatically along a line, and combined with clever setups with forton chunk loading, means it goes basically infinitely to the farlands. (Well, that is if the quarry setup doesn't get... Chunk erased when it enters unloaded chunk while your chunk loader setup mysteriously stopped working. But oh well. It should at least work for very, very, very long time.)
You should check out the luggage mod. All it adds is a tiny double chest with legs that follows you around and acts as storage for you. Also also the clay soldiers mod. Not that I think you should do a video on them I just think they're cool
Ah, Voltz and the rejuvenating explosives. I was on a server where the staff tried to have a free-for-all arms race of players vs their mega base; they were not amused when those were used to just delete core parts of their defenses.
Sad this pack dose not have a version of Tinkers Construct with smeltery damage to "juice". Emeralds are easy when you can just dump villagers into a smeltery and heal or soul shard spawn them.
Hello, on Strange Matter Generators, While my experiance is from Voltz, not Big Dig and there may be some slight differences , there are some observations i made: The classic design is the U-shaped one (some claim they also need to face east, this is false) The interaction is actually consistent on world reloads, from my experience the way to keep it consistent is to put both accelerators in the same chunk, then you need to reload the chunks after first building it. The particle seems to need to travel a couple of blocks before it will work towards strange matter. On the subject of atomic assemblers...The hacksaw ID:20219 is your best friend, make a half block and it will be usable in the assembler...yes that includes emeralds...and quartz But i guess its also fun to rig up world eaters Now onto flowing liquids, just remove the disintegration module, MFFS will put the force field blocks in the same place as the liquids because it doesnt see them as blocks, and are therefore valid placement areas, this will remove the liquids in the time it takes the force field blocks to materialize, which is less than the time it takes the disintegration module to complete a cycle Oh and you can save some energy on the disintegration module projectors by putting 1 scale module in the up/down slot of the projectors, this only increases the energy consumption by 1J, as opposed to using up your current ~131J per projector, almost halving your energy usage, this should make it far more manageable to transfer fortron This change causes it to take 5 cycles to remove 2 layers with max speed modules + 1 disintegration as opposed to 3 cycles with each projector handling 1 layer Also nice video
Can you make the restorer/miner more efficient by just isolating the ore itself and mining the column below it so it falls down it since it's a consistent chunk? I assume you don't need masses more of stone Although I do understand that's less visually satisfying than a chunk eater
I usually stick to playing modern modpacks, mainly because I burned myself out on old modpacks during the lull between 1.8 and 1.9. But I’m definitely feeling nostalgic for the jank that was the pseudoprimitive modding from back then
when he said the main limiting factor in ore production was the ability to move a Quarry to new locations I thought he was gonna make a Frame Quarry, the actual plan was far more insane
Slowly and surely turning the world back into skyblock
The goose yearns for the void
This is a nothing world prequel I’m pretty sure
Skyblock is to minecraft what crabs are to evolution
@@CloudPhase And trains are to transportation
@@844SteamFanand what roads are to rome
Ok, so I went to the trouble of decompiling the mod and if I've understood it correctly these are the rules;
When the particle explodes:
1. The sum of its axis speeds must be > 0.5; i.e. abs(vx)+abs(vy)+abs(vz) > 0.5.
2. If true, the particle then checks each entity in a box of radius 1 around itself. For each one that is also a particle, it has a 15% chance of dropping strange matter. For others, nothing happens.
3. The particle then has a 5% base chance of dropping strange matter. (If #1 was true.)
Then, if none of the entities it evaluated earlier was a particle, it explodes with power equal to 2.5 times the sum of its axis speeds.
Is this documented anywhere? Would be a shame for this information to be limited to this one comment under a video.
@@waterisaneurotoxin7788 "I went to the trouble of decompiling the mod" probably not documented anywhere
is it ok if i document this, with credit of course.
@@frogtank4407 go for it.
If the more particles nearby the better, how feasible is it to send a whole bunch of particles into the same collision point at once? I’m assuming you can trigger each emitter with precisely timed redstone, I’m imagining a circle of a bunch of emitters that send particles into the middle, all firing slightly out of phase.
The rejuvenating TNT propably erases all data about the chunk it detonated in, including the "is populated" flag. In this case, loading the neighbouring chunks to the north west (not totally sure about the directions) triggers the reappearance of the ore, since chunk population happens in the center of a 2x2 chunk area.
Meaning that after the detonation of the rejuvenating TNT any stone in the corresponding corners of said neighbouring chunks would also once again become filled with ore veins.
That could also explain why the ore yield is reduced... Interesting theory, hope Goose sees this comment
And I think the oil field thing is the world rerolling the chunk tag for an oil field. It just didn't happen again because the chance is rare.
Interesting
specifically, putting a 16x16 stone pillar in the +x +z direction by 8 blocks will about quadruple the yield, plus whatever would spill over from that area
@@coppertones7093would require 4 bombs per run tho
I was going to correct you on quarry speed, but then I remembered that my memories of super-high-speed quarries are tied to surrounding them with large quantities of time-accelerating pedestals.
The problem you're encountering is called "population" internally. First a chunk is created in the bare state you are visually seeing. Then when a chunk is lazy loaded it executes the population code. There are two ways to force a chunk to be lazy: save it to file, unload it, and reload the chunk. A chunk is also considered "lazy" if it is NOT in the center of 5x5 of other chunks. This is also why most chunk loaders that load in a 3x3 load chunks lazy. If you increase it to 5x5 the center most chunk will be a full processed chunk.
There is a very important caveat here. A lot of mods really fuck up chunk loading, especially in older versions. This often results in orphan chunks that never unload until the server stops. These orphaned chunks will also often be stuck in the processing mode despite not following the other rules.
Actually, there is a way to force a chunk to be a processing chunk in vanilla, and it's with hoppers, passing an item between the chunk boarder back and forth will cause the chunk to become permanently loaded. This is to prevent items from being lost across chunk boarders, but results in vanilla survival chunkloading mechanics!
Buildcraft Oil has a unique spawning mechanic. During the population a single piece of bedrock is replace with a unique piece of bedrock. When this is fully loaded it will then replace the blocks above it with the schematic for Oil? Why? Likely because minecraft reallllllly doesn't like to generate across subchunks in the population event.
As for why the chunk only generating around 1/3rd uhhhhhh no idea, that doesn't happen normally. Forcing a chunk to repopulate should generate all the ore. It's possible the hackery buildcraft is doing is causing it to break, but considering you tested it in chunks without buildcraft's intervention, I find that to be unlikely. EDIT: as others have pointed out, and I'm adding it here for completionsake, it's because chunk population happens in 1/4th of four chunks at once to account for overlap. I have no idea if this is a wise-man's tale, but it adds up to me.
Afaik the population happens once a chunk loads that causes all 4 chunks to be loaded at the same time.
That should help in sizing down the chunk loader mechanics
Fun fact:I once made a 800+ mod pack and orphaned chunks bricked my school laptop. Like actually bricked it.
This is because I ran out of ram so badly it began to stuff its hard drive until it wrote back in the os
goose casually finding an entirely new way to break a literal decade modpack is actually such an insanely goose thing, god bless you dude
Did not expect a callback to the Yogscast Voltz series holy hell
Oh shit the shipping and receiving
Shame one of the people involved turned out to be awful
@@IIxIxIvthe sjin stuff was apparently fake and was just a group of people that hated him. But hey the damage is already done
We just wanted some copper!
So glad to hear it
@@Yummymarshy It was ever thus.
From one ex-server admin to another, chunk reversion - if I had to guess - may have had a lot to do with massive amounts/or a wide variety of types of items stored in a chunk, likely in an AE system. A similar, although correctable scenario often occurred when players on a server held one too many filled AE2 storage drives in their inventory, causing their player data to surpass a hard-coded limit. This differs from chunk reversion though, since we often could just fix this issue by using an NBT editor to pick the offending items out of playerdata and put them into a chest.
Correct! there is a dupe that uses a mini-reversion to copy items in containers by causing an overflow error and forcing the game to revert the chunk to a predictable, stable point in the past. Though this is done with books instead of AE Drives because AE Drives would, as you said, reset the entire chunk to world-gen state rather than reverting it to 1-2 minutes before the overflow occurs....also because its typically used in Vanilla and not modded minecraft :P
pretty sure the modern AE2 system cant do this since the drives arent treated like chests where each item or stack is counted but rather counts the total. ie instead of seeing hundreds of stacks of coal ie 64 coal+64coal etc.. and keeping those individual stacks listed, it just lists the total ie 100,000 coal
@XiaoYueMao they are still able to do so in later versions, it's just more difficult.
There is a youtuber by the name of JokeyPokey who actually used chunk regeneration in a skyblock world to get a grass block, and he did it by using several hundred beehives, which are among the most nbt-dense blocks in the vanilla game, so a sufficiently large AE2 system would make sense for causing that to happen
@@XiaoYueMao Unless im confusing AE2 with Refined Storage 2, the drives only store some pointer linking towards external storage containing the items iirc
when he said the "power of neuroticism" line i mentally hallucinated credits that began rolling
As opposed to spiritually hallucinating the credits?
@@belthesheep3550
Well, hallucinating them spiritually wouldn't be very neurotic.
A thing to note:
the ore-less chunk is almost pure stone and has uneven bedrock.
When the ores get put back in, the bedrock is flat and there is also gravel and dark/ light color stone.
So maybe worldgen runs on the chunk after it gets hit by the explosive.
Or maybe im wrong.
that is also my guess, only the terrain (and liquid ?) gen is done and not the feature (so cave, ore, structure, tree, ect), i wonder if a cave would appear.
the bomb attempts to prevent duping by spawning the chunk without any meta data, by default chunks have uneven bedrock, and flat bedrock is actually a data tag added to the chunk, likewise caves and ore is also data tags, by hard rendering the chunk again your forcing the chunk to recalculate the data
the reason this happens is because chunk rendering, which adds the tags that handle ore distribution and such, are all handled on a 16x16 area that starts in the corner of a chunk, aka your re-rendering outside of the chunk the bomb effected and as such didnt get the memo from the bomb to not re-render. this is also why only 1 corner of the chunk re-rendered, as true corners arent a thing in Minecraft, the blocks that the other 3 corners use to check for rendering is within the bombed chunk and thus has the flag to not re-render whereas the other corner is outside the chunk
the bomb could be fixed by the dev to add the "do not re-render" flag to the surrounding chunks as well, but hey, its a minor issue
im goosing out
AAAAAAHHHH IM GOOOOOSIIIIIING
Ambatugoose
Im so glad that was an s
I'm goosing up
To ash and dust
I love the part where he said "Its goosing time." And then goosed all over the place."
for a second I thought you were going to throw a bunch of books into a chunk to get it to revert
sadly it need a restart, i already made a farm like that in vanilla (its chunk savesate rather than revert tho).
Currently bingeing all of the goose cinematic universe in order. I'll be back here in a bit.
By far the most fun method of ore production I’ve seen. Bravo, Goose! Another something I’ve never seen before!
Also, just a “lol, lmao” on the Yogscast Voltz thing. What an era of modding that was.
“I can duplicate Antimatter and grenades.”
Pretty sure those are both antimatter.
Nah, one eradicates matter and the subsequent release of energy rearranges a lot of matter with gusto, the other just rearranges matter to get energy to rearrange other matter, with less gusto.
they’re both grenades*
Thinking about the logistics of throwing the rejuvenating TNT with a cannon into the chunk on a redstone timer set to a little more than a quarry cycle.
First he implemented PubSub, now he's deleting CloudFormation. What's next, Azure Machine Learning?
the bedrock being flat was insane foreshadowing
I don't understand
@@qwertyram4598probably hides something under it
@@qwertyram4598 so before using the rejuvinator goose mentjons that this modpack has flat bedrock
after using the rejuvinator you can see that bedrock has returned to its original state being irregular which changes after goose reloads the chunks
14:46 "oh. A quarter million, yeah that sounds reasonable. For Goose."
haha funny big dig
i love the idea of "just break everything, no limits, no balance." games that let me do that are peak
10:00 No, wait, you weren't wrong. Nebulae only look like clouds from really, really, really far away. They're actually even emptier than most human-made vacuums on Earth. If you were in a nebula it wouldn't appear as a cloud, it'd just change the colour of the void of space like how the atmosphere looks, it wouldn't obscure anything other than very distant stars.
8:29 That's probably because they are items, they just happen to place a block when used.
EDIT: About chunk regeneration, as others have said the fact only a quarter of the chunk is turned into ore is due to how chunk population works, it uses the corner of a chunk to ensure large veins actually spill over to neighboring chunks instead of hitting unloaded chunks. Place stone around the corner to quadruple your yield at the cost of complexity
you might also want to dust off 1.7-era technical documentation about autosaving, as if memory serves that also unloads chunks that aren't being loaded by other means.
That Dear Liza joke got me laughing harder than it should've, hahah. Thank you Goose for continuing to goose on
Goose you should make a more immorally sourced wool farm
Ah yes, the joys of modded Minecraft. The "It worked, and I now have cheese. I do not know how it worked, but I'll take the cheese"
I'm so glad I found this channel, I love to see games broken to smithereens
I remember that episode of the Yogscast. I watched all the views of it before it was compiled into a single video.
Ahh. When Strange matter was used for just some copper mining. thoughts were the days...
8:31 "Unless it's redstone dust, a wood or iron door, a cauldron, or a brewing stand for some reason"
It's because those are actually items that set a block and reduce their stack size when you click them on a block (same function hoes use). Flowers and torches, while they share the flat item model, are actual blocks because anything that does not have a full block shape will have a flat shape when held by default.
And so the video flew by, thanks goose. Minecraft is my #1 watched game on youtube solely because of you.
Thank the forcefield mod for doing the exact opposite of what a forcefield should do and being insanely good at it
I audibly exclaimed seeing this appear on my front page! I love this series and your personality keep up the good work!
I always wanted to use the rejuv explosives to generate ores, but I tried using them on twiliight forest hollow hills, and they didn't regenerate the structures. It's really cool to see them actually get used!
I like how despite its many intricacies, trying to emulate a subatomic particle collision interaction in MC only gets it roughly half way there to the real deal.
IRL its not just about the number of particles that you can try to collide, but also the luminosity of the supercollider, resulting in how many particle interactions per unit are plausible TO happen, versus putting one on one and hoping that it WILL happen.
“Chugging worse than a steam engine at a frat party” lmaoooo
23:30 At least in 1.7.10, mining lasers work if they can see bedrock OR void, so you should be *able* to build them in your base, even if you wouldn't want to for lag reasons.
Edit: They're also more power efficient if built higher, which I believe also makes them generate ores more quickly since they are limited in how much power they can take in through the prechargers. I'm not certain if they're actually faster and that can always be ignored by just placing down more of them and feeding them with your functionally infinite power source.
Its a good day when the goose uploads
Hearing mister Goose mention the yogscast made my day
“…and wants my computer to DIE.” *UA-cam crashes*
8:35 That list of items happens to be exactly the ones that don't look exactly the same as an item and as a placed block, which I think is the pattern?
Good catch, all those items are placeholder items that when places transform into the correct block.
These videos are so nostalgic, looking back on old broken modded Minecraft! Also algorithm
I love how this is getting beyond clever. I never would have thought to use EXPLOSIVES to generate more ore. Absolutely brilliant.
If I remember correctly, detonating a second red matter explosive nearby after a first one launches both black holes, you could simply follow them and capture the osmium as it whirls around in the vortexes
these videos are like a feast for my equally quirky brain, superb job showing how most of the balance of these mods also relied on people literally not knowing shit about how broken they were
im loving the speed at which this series updates, so much stuff is happening
That is the most bonkers way of generating a resource I've ever seen.
It's... beautiful. It's art. This the kind of thing that makes me want to talk about it to the like two people I know who would GET how wild it is.
Also, your writing is both informative and hilarious, bravo. Algorithm, get this goose to the top!
I’ve known about this man for all of 2 days and I’m already binge watching him! Keep up the amazing work Mr. Neurotic!
the moment i realised you were deliberately exploiting chunk reversion for infinite ores i was simultaneously horrified beyond belief and impressed by the ingenuity
then i lost my shit laughing lmao love your content!
"Chugging worse than a steam engine at a frat party" is a saying I didn't know I needed until now.
When one wakes up to a new video notification from this channel, this is how you know the morning is good.
As someone who's started dipping my toes into Minecraft modding and automation, this is incomprehensible (but still enjoyable!)
The reversion explosives thing is a bug in this version of the mod/modpack... or, well, several bugs. The reverting to a chunk with no ore is one bug, and the quarter-chunk ore generation is another.
I ended up doing a similarly janky setup on a small server with friends several versions later than this, using a similar setup (minus the Modular Forcefields) to cheat RF-Tools dimensions out of their goodies without paying the absurd power costs to keep a dimension that replaced cobblestone with metal blocks running (I forget which obscenely expensive modded ore it was).
At that point the explosives worked (mostly) fine, give or take the lag they caused, probably because not only do mods at this point in Minecraft's history not generally have awareness of each other, they also didn't standardize how they did chunk generation changes, which resulted in all sorts of whacky behavior. Like I'm pretty sure the oil pools are just sorta doing their own thing over top of normal world generation, so if you re-generate chunks the oil moves around.
that's a new sentence
"I retrofitted my mobgrinder to dump a conga line of naked sheep into lava."
on that bit of extreme inconsistency with use of metadata
the witchery mod keeps a solid 90% of its items on a single id for no apparent reason.
this means that any sort of id shifting very efficiently allows you to ignore massive swathes of the mod.
thaumcraft has a similar issue, but id shifting in thaumcraft most often produces jank as opposed to useful things.
also to any modmakers modding in relevant versions. the vast majority of id shifts either reduce the metadata, or outright set it to 0. anything you want far away from an id shift should be placed higher than its mundane counterparts. thermal expansion made this exceptionally clear with how easy it is to obtain creative items. Botania's guilty pool on the other hand is exceptionally difficult to shift to.
there are further rules, specifically for blocks, but these are the best to remember.
also if an item is especially gamebreaking (opencomputers dev card is a great example) give it both a unique id and metadata.
This is the first Minecraft series in actual _years_ that I've followed along with episode by episode. Haven't been so fascinated by a series since Yogscast Magic Police.
A new Goose vid to end a lovely day on a much-needed vacation? If I'm dreaming, nobody wake me up
I approve of how you feed the automation beast with stubborn resources
if the redmatter scales with collisions and speed and a collision has a chance of one particle surviving and getting a speed boost i wonder if a proper circular accelerator were built with just hundreds of particle injectors you would not only have hundreds of collisions at a time but also have the particles bouncing around off each other with some winning the lottery and getting multiple speed boosts thus raising the red matter generation.
i absolutely love how every time automation doesnt work or you dont have the resources just yet, you just go, "ughhhh, manual labour"
"I'm not entirely out of the woods just yet though" My friend at no point did I believe you could even see the forest's edge
Your thumbnails are always exceptional, but you've outdone yourself this time. 🤣
Straight up "goosing it" rn
love your voiceovers! calming and easy on the ears
Ive been bingewatching your GT:NH series so bad while waiting for this video to come out that it took a few minutes before I realised this isn't the same base
The thumbnail and whatever the title means, I can already tell this is going to be a good video. 👀 :3
Chunk generation happens in two steps in this version and all previous versions I'm aware of (probably back to infdev). First the basic terrain is generated block-by-block. Then multiblock objects are added, known as "population". This is a second step because a multiblock object may cross into the next chunk, so that chunk's basic terrain needs to be available. Whenever Minecraft loads a chunk it checks if it should be populated. If the mod author wasn't paying attention (see: all the other mod bugs in this pack) they may have forgotten or not known to trigger population with the regeneration explosive.
I'm still peeved my youtube client doesn't let me see these early despite my membership. Oh well i guess
first channel i've seen with active channel members. deserved tho these videos are nice
One thing I loved about some of the earlier tech mods were the large setups you had to create that had things going on you could actually see, items moving around, resources moving and stuff. Like the early pipes in buildcraft, and some of the stuff in this video.
I'm not a fan of a lot of the 1 block machines that just magically do everything with no show and nothing to watch for your hard work.
The bucket thing hit me with so much nostalgia. (Also programming is a great reason to play, as a modder I have authority to say this)
The goose is loose 🪿
One small step for turbo-jank, one giant leap for cheesekind!
It's a great day when goose posts
She bigdig my goose till i break
love the series, you letting loose is fun to watch any day
This was probably the most ridiculous build I have ever seen anyone do with Calclavia MFFS. Very fun to watch. :D
If you want to make your life easier you could build a "frame quarry". MFFS has a module that allows it to move a force field one block in a certain direction, allowing your force field to basically conquer the world. Buildcraft Mining Wells allow to mine exactly one line of blocks down to bedrock. Combining these two mechanics (a row of Mining Wells that get moved around the world using MFFS), you get a hugely more powerful quarry than your current setup and have probably solved your emerald and osmium problems forever.
Another way to automate resource that i remember back in the day is that fortron also has stuff that moves blocks around, and, shockingly, it works EVEN for NBT data blocks! (Well, some other mod's block breaks... In interesting ways due to this, but it mostly works for a lotta blocks!)
This mean that using it if i remember correctly can fully automate a quarry setup to move automatically along a line, and combined with clever setups with forton chunk loading, means it goes basically infinitely to the farlands.
(Well, that is if the quarry setup doesn't get... Chunk erased when it enters unloaded chunk while your chunk loader setup mysteriously stopped working. But oh well. It should at least work for very, very, very long time.)
You should check out the luggage mod. All it adds is a tiny double chest with legs that follows you around and acts as storage for you. Also also the clay soldiers mod. Not that I think you should do a video on them I just think they're cool
Man I remember Clay Soldiers and as a kid I was obsessed with it even though it lagged my laptop out
I love this series so much, ty goose
1:56 - I know a neurodivergent when I see one (by being one too), dont worry Goose. It's very known by now in your videos. It's very there. /silly
I could tell like 5 minutes into the first new horizons video xD
@DrymarchonShaun EXACTLY
12:30 If anyone had "A reference to Kate and Leopold" on their Bingo Cards, scratch it off now.
finally, big digging in the pack called BigDig
Ah, Voltz and the rejuvenating explosives. I was on a server where the staff tried to have a free-for-all arms race of players vs their mega base; they were not amused when those were used to just delete core parts of their defenses.
Sad this pack dose not have a version of Tinkers Construct with smeltery damage to "juice". Emeralds are easy when you can just dump villagers into a smeltery and heal or soul shard spawn them.
I absolutely love seeing people destroy modpacks like this
This goose never stops to amuse me
Goose uploads, good day. Cheers dude!
No matter how late he uploads I’ll watch asap
It seems we are finally in the big dig part of big dig. Specifically via forcefeild mining and chunk regeneration.
Hello, on Strange Matter Generators, While my experiance is from Voltz, not Big Dig and there may be some slight differences , there are some observations i made:
The classic design is the U-shaped one (some claim they also need to face east, this is false)
The interaction is actually consistent on world reloads, from my experience the way to keep it consistent is to put both accelerators in the same chunk, then you need to reload the chunks after first building it.
The particle seems to need to travel a couple of blocks before it will work towards strange matter.
On the subject of atomic assemblers...The hacksaw ID:20219 is your best friend, make a half block and it will be usable in the assembler...yes that includes emeralds...and quartz
But i guess its also fun to rig up world eaters
Now onto flowing liquids, just remove the disintegration module, MFFS will put the force field blocks in the same place as the liquids because it doesnt see them as blocks, and are therefore valid placement areas, this will remove the liquids in the time it takes the force field blocks to materialize, which is less than the time it takes the disintegration module to complete a cycle
Oh and you can save some energy on the disintegration module projectors by putting 1 scale module in the up/down slot of the projectors, this only increases the energy consumption by 1J, as opposed to using up your current ~131J per projector, almost halving your energy usage, this should make it far more manageable to transfer fortron
This change causes it to take 5 cycles to remove 2 layers with max speed modules + 1 disintegration as opposed to 3 cycles with each projector handling 1 layer
Also nice video
Dude i love this serie so much
Can you make the restorer/miner more efficient by just isolating the ore itself and mining the column below it so it falls down it since it's a consistent chunk? I assume you don't need masses more of stone
Although I do understand that's less visually satisfying than a chunk eater
I mean... let's be real here. By the next episode the thing is going to be obsolete anyway.
I've seen a fair few ridiculous mining systems over the year. Cheesed chunk regeneration is certainly the most insane
Man just love your videos :) keep'em coming :D
I usually stick to playing modern modpacks, mainly because I burned myself out on old modpacks during the lull between 1.8 and 1.9. But I’m definitely feeling nostalgic for the jank that was the pseudoprimitive modding from back then
Sooo i may or may not have binged all of your videos
Good content
One problem
Not enough of it
I want you to know I felt a deep, genuine revulsion at the idea of automating chunk regeneration
LOVE that outro, have some youtube engagement metrics my good sir
when he said the main limiting factor in ore production was the ability to move a Quarry to new locations I thought he was gonna make a Frame Quarry, the actual plan was far more insane
Omg I love this!❤ this needs to be put on a t shirt!
absolutely amazing thumbnail omg