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Openai/69558c0c-d6e4-800b-8304-eab31684eaee
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==== Let’s pretend we impose rules to try to make it finite. ==== ===== Even then: ===== ===== - ~1,000+ block types (including variants) ===== * Each can be: - Placed - Broken - Interacted with - Powered - Updated - Waterlogged - Oriented - Affected by gravity / light / redstone Even one interaction per block already hits thousands of tasks. ===== - ~2,000+ items ===== * Each can be: - Crafted - Found naturally - Used - Broken - Enchanted - Renamed - Stored in every container type This alone explodes into tens of thousands of tasks. ===== - ~80+ mobs ===== * Variations include: - Baby/adult - Hostile/passive - Every biome spawn - Every difficulty - Every weapon/effect interaction - Breeding, killing, naming, curing, riding, etc. That’s easily several thousand distinct tasks minimum. ===== - Every structure type ===== * Every loot table * Every biome * Every dimension * Every terrain extreme Because world seeds are infinite, even “see every structure” is not finite unless you restrict it to one seed. ===== - Java: ~120–130 advancements ===== * Bedrock: similar achievement count But advancements are not exhaustive — they only represent a tiny fraction of possible actions. ===== - Every redstone component ===== * Every possible circuit logic * Every command * Every command argument permutation Commands alone are combinatorially infinite.
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