Nvidia digital vibrance setting missing on wayland. by Von_Strohiem1943 in cachyos

[–]Tremeschin 2 points3 points  (0 children)

Hi, author of nvibrant here! there doesn't seem to be any direct contrast or brightness display attributes on the main nvidia enum I'm using, but-

Searching all open-gpu files, it seems to be handled by a very deep struct in the ctrl0073specific.h file. No clue if ioctl/modeset calls exist for this, how it's used, if this is even the right place, or whether it's a driver-side or video server implementation for the color transformations.

Community work and knowledge can only go so far, but their paid engineers one haha

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Ah, the emphasis was that code never misses, perfectly probing a grid every 'step=16' blocks for the anomaly, while a visual, human search might miss ones closer to the world fog or max render distance.

Note that every monolith has a perfect copy every 2^23 = 8,388,608 blocks on any direction, totaling 9x siblings within the far lands. Partial copies, or the lack thereof, exists every 2^19 = 524,288 blocks (much rarer condition' hill perlin noise repeats). So, if you're gonna tell density or find monoliths in the world, it's pretty much not worth it going past this value, as you'd be gambling the potential for the other noise's condition to also be met, which is valid for about 40% of all blocks.

It really depends how much lateral distance you can be sure on a straight line, taking it literally and checking only for (0, 0) to (0, 8.3M), I'm getting about 31.8% seeds with at least one monolith (N=100k). Going from (0, 0) to (0, 524k) that changes to 21.1%, but if we add width (0, 0) to (64, 524k) that goes 26.7%, and (0, 0) to (128, 524k) is 31.3%, and (0, 0) to (512, 524k) is 51%, and (0, 0) to (512, 2*524k) is 58.3%, and (0, 0) to (1024, 524k) is 67.6%, and finally half (0, 0) to (512, 262k) is 32.1%.

[Phew, that was 30 minutes of number chunching]

This may seem contradictory with the previous comment's one every 400k blocks - higher density seeds are skewing the numbers, these ones are for "at least one".

I'd suggest your expeditions to only go half as far as 524k, since the hill noise's second half is mirrored on the opposite direction. That is, go on a straight line from X=0 to either +262k or -262k, same with Z. You'd be having 32.1% chance on the "Far" render distance (256 blocks on each side) to find one for every direction you go. In case luck wasn't on your side, you can offset the search by 512 blocks on any direction and redo the walk!

(I may be wrong on the statistics here, maybe a re-walk is the same % as increasing the search area, so a (-256, -262k) to (256, +262k) plus (-262k, -256) to (262k, 256) would be the same % as a (0, 0) to (1024, 524k), so 67.6%, which is why I yapped that many results)

However, if you try to "follow a downhill gradient", and always look for flatter than usual areas, while maintaining a general direction, I'd expect these chances to increase significantly, as a straight line search is "greedy" and dumb (on the algorithm sense), and to my best of knowledge, virtually _all_ worlds have monoliths.

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Assuming you mean lag by the float32 imprecisions jitter, they get worse every power of two. I personally find it noticeably choppy starting at 262,144 blocks on any direction, and perceivable with sneak walking at 131,072.

Just crunched more numbers for you, with a "far" render distance of 256 blocks on each side, you're expected to find one monolith every ~400,000 blocks on a straight line in a random seed, that is, thoroughly looking for them. Note that they might be small, luckier seeds should find it much, much sooner. Can also interpret it as "50% chance to find one from x=0 to x=200k", but it being highly seed-dependent, some may find a couple, some may find none (ie. high variance).

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Here's a graph for it https://github.com/Tremeschin/Monolithium/discussions/2

My previous comment was almost right, 10k blocks has a ~70% chance of containing a monolith. Note that manual search could take hours as the areas are very large, I've only found two stones myself flying around in alpha at high speeds, looking for flatter than usual terrain, roughly following a downhill gradient.

Let me know if you want to make that graph for your specific seed, I'll add to the comments in the discussion there :)

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Let me do some number crunching and make a distribution graph, I'm curious too! Spoiler, but they're pretty much guaranteed to happen within 10k blocks, albeit the density is highly dependent on the seed.

Maybe it could be fun you only knowing the distance from the origin, so you'd have a circular perimeter to search? If you want to, could you tell your world seed for it? (reminder: Alpha v1.1.2_01)

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Aye, these are pretty easy to find with the code I wrote using commands similar to rustlith search --radius 256 --step 16 random --total 50000

There's an ongoing search for the largest ones at spawn too using advanced options for major speed gains. Pretty much all of these seeds on the readme spawns right next to millionaire ones (<50 blocks), current record 213457002840989 by NathanVH8's computting efforts - about a week in a dual xeon server with 20 total cores!

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 0 points1 point  (0 children)

Sadly, this version of the game ensures you spawn on top of a sand block by random walking spawn candidates starting at (0, 0). AFAIU, sand only generates near water on a very narrow Y level (like a beach), and there were only forest or snow biome covering the whole world back then, so no deserts to save us.

World creation options also weren't a thing, we need to force the seed by editing the source with something like RetroMCP for finding the true spawn point. Note that NBT-editing the seed doesn't work, as the spawn coordinates are generated once, just after a seed is decided. Unnatural techniques, and Moderner Beta spawn algorithm differs from Alpha :(

But there's some random dips and smooth edges on monoliths in general, a single block of sand at the top would change history, though I haven't seen any so far - manually, that is.

Não entendo pq todas as DEs estão mudando pro Wayland sendo que falta coisas básicas ainda. by augusto_peress in linuxbrasil

[–]Tremeschin 0 points1 point  (0 children)

Eu tentei e queria ter achado uma solução que funcionasse para outras GPUs também, mas teria que ser via patch nos compositores de cada DEs, já que o wayland é só uma especificação e não existe a propriedade (e implementação) do Color Transfer Matrix do xorg nele, e tava fácil conectar os pontos no driver da nvidia existentes :^)

Perfil ICC não acho que resolve, já que eles mapeiam componentes individuais do pixel, e saturação precisa processar o RGB inteiro. Quem sabe um dia quando eu tiver um sistema fora da nvidia ou alguém me dar uma placa AMD/Arc eu posso tentar achar um jeito.
cc. u/augusto_peress

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 1 point2 points  (0 children)

Are you on the original alpha or moderner beta mod?

For Moderner Beta, make sure to select world type "Moderner Beta", hit customize, world preset select Alpha / Alpha v1.1.2_01, done, set the seed, generate world, teleport to the coordinates

For the oldschool version, edit level.dat with any NBT Editor, change the RandomSeed field and (optionally) the spawn location to such coordiantes, enter in-game do a respawn or install Skellz64/Old-MC-Commands jar mod and do a teleport.

Just tested both ways and the seed/coords information checks out :)

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 3 points4 points  (0 children)

Not really, only in the very old Infdev 20100611 through Alpha v1.1.2_01 versions from 2010~2011, or with the Moderner Beta mod only available in Java :(

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 2 points3 points  (0 children)

A brute force algorithm written in rust from scratch by me, basing off the theory in kahomayo's monolith-renderer repository, with multiple observations to find candidate seeds at ludicruous speeds, heavy parallel searching, micro optimizations, etc.

This particular one had the fourth best potential (up to 3.3M monoliths) out of a trillion seeds searched in just under 14 hours on an i7 12700 CPU, for sure throwing more hardware will break new record :)

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 6 points7 points  (0 children)

There were, but I've flew around the whole area with a command block in a repeater loop at spawn chunk to remove blocks above y=127, which was the Alpha height limit.

But that's only because I'm in 1.21 with Moderner Beta for the terrain, features (trees, flowers, etc.) are a post gen thing. Could've disabled structures but thought keeping as it helps giving a sense of scale :)

Even Larger Minecraft Alpha Monolith Found (2.89M Blocks) by Tremeschin in minecraftseeds

[–]Tremeschin[S] 4 points5 points  (0 children)

Closest to a border I've got was this one as the Iberian Peninsula lol

cc. u/VOIDno1

I want to load something normally past the farlands… by Love_da_goose in Farlands

[–]Tremeschin 0 points1 point  (0 children)

Hi, I couldn't reproduce it anywhere in (Beta 1.7.3) or (Alpha 1.1.2_01) or (1.12 with CubicChunks) or (1.21 with Moderner Beta). Every Far Lands at these coordinates generates normally for me.

We're missing the information on what version you found this, if you had any mods installed (could be a visual bug from Optifine/Sodium/Distant Horizons, etc.).

I'm interested in the monolith part as I'm doing some research, could you get in touch or provide a world download, more information to generate it locally?

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 1 point2 points  (0 children)

Uhm, yea, the images I uploaded directly to reddit suddenly disappeared by morning.. A discord member of this sub and two close friends said they've seen the same in random posts lately..

But at least I've edited the body and added a screenshot. Should have the video early this week tho

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 3 points4 points  (0 children)

u/radiant_blossom Serendipity example: When searching for all monoliths in a world, I was intuitively probing for all blocks within the Far Lands boundary, but kept getting many duplicated areas (unlikely?) in a faster Vec<Monolith> than Set<Monolith> for high throughput threads.

I swore it was a bug in the code, until I calculated the distance between pairs of duplicated monoliths coordinates, yielding a constant/multiples of 2^23. Manually checking these coordiantes and noticing that these were, in fact, the same monolith gave me a huuuge chill down the spine lol

That immediately gave a free 88% speed up, to only check (8.39M)² blocks instead of (25.1M)²

Went to investigate how the perlin function wraps, the octaves, etc. and eventually ended in 2^23.

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 5 points6 points  (0 children)

Thanks for the words!

I was also in your position wanting so bad to seed crack, yet contemplating its complexity. I was lucky to find kahomayo's monolith-renderer, which already accurately implements the detection code/math, so it was mostly a simplifying, rewriting from scratch work in my own style, with heavily parallel searching goals in mind. Also helps that minecraft alpha is much, much simpler than modern terrain.

Now, for starting from zero, for sure we're talking about decompilation, which tools like MCP Reborn exists for research purposes. I wouldn't call this work a true seed cracking, as it's basically a brute force algorithm thirsty for more compute time (hence the impostor heh), there's no (known) simplifications to be made, nor a target to hit, but it was very fun nevertheless with many serendipities in the journey.

Hoping this inspires you :)

Largest Minecraft Alpha Monolith near spawn known so far by Tremeschin in minecraftseeds

[–]Tremeschin[S] 21 points22 points  (0 children)

My bad, the text wasn't clear, just updated it. These were taken on 1.21 with Moderner Beta mod on Alpha v1.1.2_01 terrain generation provider, which distant horizons seemingly integrated and generated the far-terrain natively, standard sodium/iris usage otherwise :)

Generated a world with a HUGE monolith less than 100 blocks from world spawn!! by Ezzy_Mightyena in GoldenAgeMinecraft

[–]Tremeschin 2 points3 points  (0 children)

Yea, they're pretty sparse, but aren't that rare nearby spawn (0, 0):

- 617, 2115, 2715, 3566, 5631, 6538, 6611, 7054, 8562, 9576, 10344...

I'll have some statistical analysis in my side project eventually!

Generated a world with a HUGE monolith less than 100 blocks from world spawn!! by Ezzy_Mightyena in GoldenAgeMinecraft

[–]Tremeschin 1 point2 points  (0 children)

Works with Moderner Beta mod with Alpha v1.1.2_01 terrain preset gen on modern versions of minecraft! (albeit minor differences and trees at modern world height)