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Openai/69558c0c-d6e4-800b-8304-eab31684eaee
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=== : === This is not opinion β it follows directly from how Minecraft defines space, state, and combinations. ==== This alone makes the task count infinite. ==== ===== - The Overworld, Nether, and End are all effectively infinite grids. ===== * Coordinates are unbounded integers (within engine limits, but still astronomically large). * You require: > ===== - Let coordinates be points on β€Β³. ===== * The number of coordinate pairs is infinite. * Between any two points, the number of distinct paths is infinite: - You can detour arbitrarily. - You can loop. - You can zigzag in unlimited ways. Even if you restrict to simple paths with no revisits, there are still infinitely many. π Conclusion: Just this one requirement β β tasks. ==== Still infinite, even before status effects. ==== ===== - Slimes: size varies continuously across splits ===== * Zombies: - Baby / adult - Armor combinations - Item pickup states - Reinforcement calls * Villagers: - Profession Γ level Γ biome Γ trades Γ discounts These combinations are combinatorial, not enumerated lists. π Finite? No β variants are not capped. ==== This pushes the infinity into a higher order. ==== ===== - ~30+ effects ===== * Each has: - Duration (integer ticks β unbounded) - Amplifier (unbounded via commands, but even in survival many exceed practical caps) - Multiple simultaneous effects The number of subsets of effects alone is: 230β1,073,741,8242^{30} \approx 1,073,741,824230β1,073,741,824 Then multiply by: * Durations * Amplifier levels * Order of application * Overlapping timing π This is not just infinite β itβs combinatorially infinite. ==== Death messages are parameterized, not enumerated. ==== Examples: * %1$s was shot by %2$s * %1$s was slain by %2$s using %3$s Where: * %2$s = any entity name (custom named mobs β infinite) * %3$s = any item with any name, lore, enchantments You can create new death messages forever by renaming items. π Infinite unique death messages. ==== Even this is not finite in your ruleset. ==== Why: * Blocks can exist in: - Every orientation - Every waterlogged state - Every growth stage - Every NBT state * Some blocks regenerate (stone, deepslate, end stone via world mechanics) Also: * You included obtaining, not just touching β durability, metadata, and container state matter. π Not finitely enumerable. ==== Banners are finite: ==== * 16 colors * 6 pattern layers * Pattern ordering matters Total banner designs: Β 2.3Γ1016\text{~}2.3 \times 10^{16}Β 2.3Γ1016 Thatβs: * Finite β * Still physically impossible β But even completing this does not counteract the infinite tasks above. ==== Some mobs: ==== * Breed with random genetics * Produce inheritable attributes * Can be named, modified, or affected mid-process Even if breeding pairs were finite (they arenβt), stateful outcomes are not. π Unbounded outcome space. ==== Fixing the seed removes structural randomness, but not: ==== * Coordinate infinity * Path infinity * Time-based variance * State combinations * Player-driven naming and ordering The seed only fixes terrain, not possibility space.
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