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  • dneaves@lemmy.worldtoMinecraft@lemmy.worldHelp with first timeplay !
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    6 months ago

    Materials:

    Coal and emeralds are usually higher up in caves, where stone is (emeralds much less apparent, best obtained through trading with villagers), and are rarer the further down you go. Iron, copper, and lapis lazuli are found almost throughout all height levels of cave. Gold, diamond, and redstone usually start around where stone-meets-deepslate, and further down. Ancient Debris is only in the Nether, and far down in the layers of netherrack.

    Some non-ore materials, like bamboo, dripstone, moss, amethyst, coral, prismarine, etc., just require exploring the right biome to find them.

    “Templates” are usually in chests of points-of-interests (below).

    Points of Interest:

    Really the best way to find most of these are just exploring. If your world is oceanic, consider a boat or boat-with-chest. If the world is continental, maybe consider a horse/donkey/mule/camel (if you stumble across a saddle).

    Some PoI’s are common-ish enough where you’ll probably find at least one just by exploring, or exporing the right biome. Shipwrecks and underwater ruins in the oceans, pyramids in the desert, villages and incomplete nether portals in most biomes. These you just have to stumble across them, and you’ll know when you see them.

    Some PoI’s are very hidden, and really require luck and time to find, like “old-style” dungeon spawners, Ancient Cities, Trail Ruins. Trail Ruins in particular, you can spot them from the surface if you notice the terracotta and/or suspicious gravel (which looks like gravel at a glance, but it may be out-of-place next to dirt/grass), but they’re pretty rare to find. Ancient Cities are always in the Deep Dark, but requires a lot of digging/wandering around blindly to find due to the rarity. The old dungeon spawners are very obvious if you stumble across them, it just looks like a cobblestone cube with mossy-cobblestone mixed into the floor, and the spawner cage in the middle. Nether fortresses look like bridges and buildings of dark-red netherbricks. Piglin Bastions are giant towers of blackstone (plain, bricks, etc), with some guilded blackstone scattered in.

    Strongholds, can be found with Eyes of Ender (obtained later in the game, after killing Blazes and Enderman for their Blaze Rods and Ender Pearls respectively).

    Some, like Woodland Mansions, Ocean Monuments, and Trial Chambers (in 1.21) can be found by leveling up a Cartographer villager and purchasing the corresponding map from them.


  • Elm

    In short, it’s ruined my expectations of languages. It’s a functional language, like the style of Haskell, and transpiles to html or js (its meant for web). There’s very little that it allows for going wrong, and for things that could fail, it either tells you to port that out to JS and bring it back when you’re done, or you have to handle a Result type or Maybe type.

    It sounds strict, yes, but not having to deal with issues later is so nice.





  • Why does the for loop repeat after it exits to print a new line? If it exits the loop, shouldn’t it be done with it?

    There’s the new line after the for loop to make sure that the next recursion starts on a fresh line. Otherwise the next recursion would print on the same line, right where it left off, and you’d just have a line of “#”'s. The for loop itself is just for printing “#”'s.

    Why is n incremented and not i as stated with i++?

    I think this is a confusion with the recursion. Look at the line with draw(n - 1); this happens before any printing of hashes happens, and only continues after its done. And it calls itself as long as it’s not less than or equal to 0. To psuedo-code the order of operations here:

    draw 3 {
        draw 2 {
            draw 1 {
                draw 0 {};
                print "#" * 1;
            };
            print "#" * 2;
        };
        print "#" *3;
    };
    

    so n is never incremented as you think, it just calls decremented versions of the draw function before the current one finishes. The i’s are purely involved in the for loop, which only prints hashes. Does that make sense?


  • Although, i would agree with it not necessarily being “friendly”, since its a drastically different syntax than many beginners would be used to, the brackets and parenthesis here are not what you think they are.

    Unison is a language in the style of Haskell, F#, Purescript, Elm, etc. So that first line is actually type annotations.

    In Haskell, this would just be helloWorld :: IO () , meaning a function named “helloWorld” with no arguments and produces what is essentally a potentially-unsafe IO action with a Void return (the empty parenthesis () ).

    Here in Unison they call the bracket part “abilities” or something. Its saying the same thing as Haskell, but being more explicit in saying it can raise an exception.



  • I’ll be honest, I thought She-Hulk was alright. Was it Marvel’s best work? Not really. I think the ending was pretty… Different? Not good? A cop-out? Unsure.

    It kinda feels like they just slapped together something for the sake of slapping together something, for money. If it felt like it was a bit more planned out in terms of story line, flow, and if the ending was an actual ending, then I think it’d be better rated.

    Of course, the female-lead movies will have the misogynists that tank the ratings, and that’s unfortunately unavoidable. But I think some of She-Hulk’s ratings was that people were expecting a fully-fleshed-out season like their other streamables, like Daredevil, The Punisher, Wandavision. Those felt like complete, planned stories, even if meant to be supplemental to the movies. This felt different. In fact, most of the recent episodic stories feel different. Because I think they feel episodic: divided up while also trying to be a story.

    I’m not sure if the portayal of She-Hulk is true to her comics. I honestly have only read a small handful of comics, so I go into the movies and shows just taking it in as it’s shown.

    She-Hulk felt like they tried to slap some laughs, fourth-wall-breaking, and a variety of cameos into a sort of “what whacky adventures will Jen the Hulk Lawyer get into today?”, followed by a botched ending to wrap it all up.

    Now all of that said, I did enjoy it. Except the ending, if I haven’t made that clear enough. It was nice pieces of a story. I have nothing against She-Hulk as a character, or any of the female characters. I think its great to bring a wider variety of people (sex/genders, religions, sexual orientations, etc) into the multiverse. I just think this story was not great, and I hope that botching the story and causing bad ratings as a result wasn’t an intentional act in order to say “See, people don’t want this Marvel hero.”


  • Haskell for sure has a very sloped learning curve. The functional style, different syntax, a myriad of symbols and pragmas, as well as the tooling around it.

    The only reason I was able to pick it up as quick as I did was because I was used to Elm due to my job. Then it was just learning about the IO type (and how to use it), cabal, stack, built-in symbols, and the most common pragmas.

    But the symbols part is especially harsh, since symbols only hold meaning if they’re universally understood. Sure, the base- language ones are kinda adopted at this point, so they’ll stay, but the fact that external modules can also make symbols (sometimes without actually-named counterparts) adds some confusion. Like, would you just know what .: is supposed to mean off the top of your head?



  • dneaves@lemmy.worldtoMinecraft@lemmy.world*Permanently Deleted*
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    1 year ago

    In my opinion, this is usually how I classify things:

    • Vanilla: no mods, resource packs allowed (it just changes visuals anyway, and the funtionality is included in the base game).
    • Vanilla+: may contain mods/datapacks that simply tweak experiences in a way that don’t alter the flow of the game much. Things like Optifine/Iris, Sodium/Rubidium, fast leaf decay, immersive portals, right-click-harvest, mouse/crafting tweaks, and I’d even say player/mob heads. Essentially, doesn’t add blocks, items, etc, but just enhances small parts of the game that you’re already doing in vanilla.
    • Modded: adds blocks, items, functionality, or more, beyond the scope of Vanilla+

  • I mean it’s not great, but at least we did get Hulk in some capacity almost right away in the MCU.

    It’s unfortunate that all Marvel had their characters licensed out to various film studios (Universal, Sony, 21C Fox), but all that happened before Marvel had the means to produce the films themselves, and I think in hindsight they wouldn’t have done so. At least they’re seemingly recollecting the film rights, one way or another.


  • Iirc from back when I worked at Universal Studios 5-ish years ago, the reason we never really got an MCU Hulk movie is because Universal holds/held the rights to the Hulk in film. I think they permitted MCU Marvel to use the Hulk, but he couldn’t be the main character of the film/series. So he’s been limited to the Avengers, and appearances in things like Thor Ragnarok, She-Hulk (technically not The Hulk), etc. I think there was one additional stipulation, and that it was they couldn’t retcon Universal’s The Incredible Hulk’s story. Hence your point where Ruffalo’s Bruce Banner references events done in the Norton film.

    Additional sidenote, Universal own/owned the rights to comic representation of the Marvel characters (unsure if it was all or just some) for theme park attractions, or something like that (it’s been a while, exact details hazy). So when Disney acquired Marvel, I think Disney is/was limited to the Disney+Marvel movie versions of those until the usage contract expires for Universal (if it hasn’t already).

    Someone please correct me if I’m wrong on these details. I tried to use present/past tenses because I don’t know if anything still applies or not.