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Openai/69558c0c-d6e4-800b-8304-eab31684eaee
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=== User: Alright, to fix the coordinate pairs we set the limit to 30 million by 30 million, from the top edge of the void to wor… === Alright, to fix the coordinate pairs we set the limit to 30 million by 30 million, from the top edge of the void to world height limit. To fix the unique walking paths, lets say that on one path, you cannot cross the same coordinate pair twice (the number is NOT infinite, but maybe too large for you to handle), "mob variants" meaning anything you can find naturally (such as spider jockeys or chicken jockeys, baby zombies, small salmon, etc). Next, the number of banner types is not infinite, because we have a finite amount of items, and therefore combinations, as well as the maximum limit of six different applications to one banner. Next, with death messages, we exclude name tagged mobs. Next, again with the blocks, finite amount of blocks so finite amount of possibilities. We exclude blocks automatically regenerated, such as contact with lava and water. Next, the amount of possible applicable effects. Once again, finite amount of effects in Minecraft, so finite amount of possibilities. To fix the issues of times, we assume that they all are put into affect at the same time for each calculated possibility, and ignore order of application. With the blocks, NBT data is often changed or reset when mined by a player, so we account for that. Obviously, waterlogged blocks cannot be obtained in the player's inventory, same with growth stages of plants. Next, with breeding mobs, we do not alter the mobs in anyway (except for dyeing sheep), and don't name tag them.
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