hope this can take bedrock beta posts. anyway, playing bedrock beta 1.17.0.50 on my xbox. no diamond found except for an armor chest that had 5 diamonds. borrowed two to have a diamond sword. since i dug down on beta 56 the first iron i found was at level 25. not a whole lot but able to just dig with an iron pick. found gold and adequate red stone but i just use it for clock and maps. tryed to use it but now only if i have iron doors playing hard mode. i found copper but really don't know what to do with it yet. i do like the new bedrock beta has the ores in clumps like the java does now. keeps from having deepslate iron and regular iron separate. i did breed two goats with wheat. coal now i get from the mountains. i did find 5 emerald digging coal and i found 5 emerald on the side of the cliff at the nearest town.
Well, there is probably a forum for bedrock updates but sure.
an "armour chest"? I guess you mean blacksmith in a village
It seems bedrock is maintaining the 'rarer diamond conundrum'.
Copper can be used to make some new tools, check creative mode. One example is the spyglass, a zooming device.
I liked getting gold, it felt exciting, esp. in bedrock where it was common.
Considering that gold can now be fortuned underground in ore form, I'm not too bothered about gold ingots not dropping from Drowned Zombies as I once was. If I need renewable gold for whatever reason I can just kill some Piglin in the Nether.
But we have plenty of gold for making gold railway tracks in 1.17 it seems.
They're not nerfing mining, quite the opposite, they're giving us more of an incentive to do this over farming.
Considering that gold can now be fortuned underground in ore form, I'm not too bothered about gold ingots not dropping from Drowned Zombies as I once was. If I need renewable gold for whatever reason I can just kill some Piglin in the Nether.
But we have plenty of gold for making gold railway tracks in 1.17 it seems.
They're not nerfing mining, quite the opposite, they're giving us more of an incentive to do this over farming.
yes, that waas a blacksmity chest for the diamonds. now i have a purple house. found an amethyst cave, small but got some blocks to use on my house. still very difficult to get iron. using stone picks unless i get redstone or gold. and not much gold. but still mining from level 25 down. doing different mining methods to b ecome efficient. any ideas? i didn't find any bedrock forums to post on but i think the beta is the same as java updates.
yes, that waas a blacksmity chest for the diamonds. now i have a purple house. found an amethyst cave, small but got some blocks to use on my house. still very difficult to get iron. using stone picks unless i get redstone or gold. and not much gold. but still mining from level 25 down. doing different mining methods to b ecome efficient. any ideas? i didn't find any bedrock forums to post on but i think the beta is the same as java updates.
If it isn't the same it is quite close. Off the top of my head the main difference between the two is that Bedrock has mountain generation proper. And to my surprise I found there was no recent/snapshot/beta discussion subforum in the Bedrock category here, so I imagine it should be here.
diamonds exist! i foound one diamond in a cave, fourth cave in an area. large caves and the diamond was at level -5 on 1.17.0 50. i see stalactites and stalagmites. have to figure out which is which. one diamond is nice but you can only use it for a shovel or juke box. playing regular mode so not too many spiders and zombies. still looking for the amethyst cave. lots of coal at level 25 but not much here at -5. i kept going down. i hit the base at -61. little bit of redstone on the lowest level. did hit one iron at -50. did get a 32 gold and adequate iron. finally found coal aroound level 30.
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I've found several geodes so far; my first rail tunnel on this world (so far; need to explore more, I've *never* played this long without having a well-developed village!) actually runs through one - i lit it up and made that section of tunnel glass - and just the other day I started a new branch in the mine under my beach house and stumbled into one just a few steps from the mine-workshop door.
I've found more diamonds in caves than in my mine tunnels; but I haven't spent a lot of time just mining at diamond level - broke through into a *huge* cave network while I was still carving out the workroom, and by the time I was done I had enough for the rest of my tools/armor. (i've kept the world-height changes on my test world - a big part of what I'm testing is how the new ore distribution changes the way i play, especially the way i start a world. so i've got three sets of mines: y 45 for copper, y 15 for iron, y -40 for diamond...
As far as coal goes, there isn't *any* at negative levels; bring enough to last, and keep an eye on your torch/coal/wood inventory levels as you get deeper into a cave system... I've been harvesting more coal while exploring than mining, really - fortune all the coal i see while running up and down mountains, then find a cave/tunnel into the mountain for the night and find *more* coal (and iron/copper/gold, maybe an emerald or two)...
now on bedrock 1.17.0.52. changes made to copper are not changed in present version. i still have one nugget per block and 8 coppers equal two copper blocks. fyi i delete all old worlds when a new version comes out and i start from scratch again. at least i can start a new game pretty rapidly.
a big part of what I'm testing is how the new ore distribution changes the way i play, especially the way i start a world. so i've got three sets of mines: y 45 for copper, y 15 for iron, y -40 for diamond...
I'm very interested in this, as I love mining. Why a copper mine in particular? Unless you're planning to make a scaled up model of the Statue of Liberty (which, not gonna lie, I'm actually considering) what do you need lots of it for?
I've been thinking mines devoted to iron, gold, and diamond. The iron mine will net plenty of copper as a byproduct, the gold mine will yield lapis, and the diamond mine redstone.
EDIT: Oh, I'm also planning to hollow mountains out for coal and emerald.
Also, why -40? Isn't diamond significantly more abundant further down?
I'm very interested in this, as I love mining. Why a copper mine in particular? Unless you're planning to make a scaled up model of the Statue of Liberty (which, not gonna lie, I'm actually considering) what do you need lots of it for?
I've been thinking mines devoted to iron, gold, and diamond. The iron mine will net plenty of copper as a byproduct, the gold mine will yield lapis, and the diamond mine redstone.
EDIT: Oh, I'm also planning to hollow mountains out for coal and emerald.
Also, why -40? Isn't diamond significantly more abundant further down?
Copper is a new beacon material. I personally have no use for redstone-related ores (gold,redstone,cooper,quartz) so this is useful to me.
I am insterested because of the multiple levels of the mine.
Also, did emerald generation change? Why hollow out a mountain and expect (only) to find that and coal?
Copper is a new beacon material. I personally have no use for redstone-related ores (gold,redstone,cooper,quartz) so this is useful to me.
I am insterested because of the multiple levels of the mine.
Also, did emerald generation change? Why hollow out a mountain and expect (only) to find that and coal?
That's a good point about it being a beacon base.
And yes, emerald will only be found high up in mountains in 1.18 unless something changes. On the other hand, it will appear in larger blobs rather than single blocks.
Quote from AlfaLulz »
Frogs
This would be a good addition. Frogs could spawn in swamp biomes too.
And yes, emerald will only be found high up in mountains in 1.18 unless something changes. On the other hand, it will appear in larger blobs rather than single blocks.
This would be a good addition. Frogs could spawn in swamp biomes too.
Thanks to the changes to iron which can be fortuned in 1.17
iron is actually common enough for this to be practical and still supply you with enough iron for everything else.
I don't believe it would be necessary for anyone to bother with Iron Golem farms any longer.
There never was any need anyway given how common iron actually is:
These results are from modifying my "blocks mined" code to count all ores placed during world generation which have at least one block in a vein exposed (only veins below sea level were counted but the additional coal above sea level is pretty minor):
I covered a level 4 map, with the total number of chunks generated being larger due to the view distance loading chunks outside of the area:
For comparison, this is what I've mined in my first world:
That's just the ore that is exposed in the walls of caves, which is only about 8% of all the iron generated, showing how I easily mine up to a thousand iron per play session, and average a full beacon's worth (1476 iron) every two days, and 1.6.4 has less iron than newer versions (this offsets the reduction in cave density and may even be why they increased ore generation), and the area I checked was centered around 0,0, where mineshafts are less common in 1.6.4, so the real amount of exposed ore is higher (about 10% of the underground volume is due to mineshafts but the small size of their corridors means a higher surface/volume ratio than caves).
Also, Mojang is unneedlessly messing around with ore distribution in such a way that it will become much harder to collect resources by mining (instead of making a mine at e.g. y=11 to get everything you need mines at different elevations for each resource, slowing down overall resource gathering rates), or even caving (ores that only generate if they are completely hidden, which completely defeats the point of a "cave update" and is reason enough for me to be completely disgusted with 1.17-1.18 and continue on with the development of my own mods without a second thought to vanilla).
In fact, I'm even doing the opposite in TMCWv5 to compensate for a significant increase in air volume in the middle layers due to significantly more large caves than previous versions and the fact that in TMCWv4 I collected noticeably less rarer resources than in vanilla or older versions of TMCW:
// Generates additional ore which only generates if it is exposed to air. Last two numbers = x*z grid within
// which one vein generates, except for amethyst, which has 1/8 the chance, hence the smaller than expected
// grid size. Redstone also places one vein over half the normal range (1/4 the density).
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreGold, 8, 1, 30, 27, 1, 5); // 1/10
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreRedstone, 7, 4, 12, 8, 1, 1); // 1/4
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreDiamond, 7, -4, 12, 8, 2, 2); // 1/4
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreLapis, 6, 12, 16, 32, 4, 2); // 1/8
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreAmethyst, 7, -4, 12, 8, 2, 2); // 1/4
Likewise, I've changed the generation of emerald ore to generate twice as many blocks over twice the range (anywhere below sea level) to help offset the relative rarity of biomes with emerald ore compared to vanilla (all biomes with emerald ore are together only about half as common as extreme hills in vanilla 1.6.4); the move by Mojang to make it only generate high up in mountains means that you'll probably never find any by caving since caves rarely generate much above sea level (I have no idea if this has been changed in 1.17; in TMCW I do generate additional caves above sea level in mountain and elevated biomes like savanna plateau and mesa).
That's not to say that I've added my own way to use Fortune on iron and gold with a "smelting" enchantment which makes them drop ingots, making it even better since you don't need to smelt it either, but I won't be using it while caving since I have no need for nearly all of the resources I collect (there are over 3 million resources, including 2/3 of a million iron (more than mined ore can account for; in other words, just the iron found in chests exceeds my needs). I'm pretty certain that absolutely nobody has ever used that much iron for any reason, outside of Creative builds and even then they probably used an editor to place the blocks instead of placing them by hand).
There never was any need anyway given how common iron actually is:
These results are from modifying my "blocks mined" code to count all ores placed during world generation which have at least one block in a vein exposed (only veins below sea level were counted but the additional coal above sea level is pretty minor):
I covered a level 4 map, with the total number of chunks generated being larger due to the view distance loading chunks outside of the area:
For comparison, this is what I've mined in my first world:
That's just the ore that is exposed in the walls of caves, which is only about 8% of all the iron generated, showing how I easily mine up to a thousand iron per play session, and average a full beacon's worth (1476 iron) every two days, and 1.6.4 has less iron than newer versions (this offsets the reduction in cave density and may even be why they increased ore generation), and the area I checked was centered around 0,0, where mineshafts are less common in 1.6.4, so the real amount of exposed ore is higher (about 10% of the underground volume is due to mineshafts but the small size of their corridors means a higher surface/volume ratio than caves).
Also, Mojang is unneedlessly messing around with ore distribution in such a way that it will become much harder to collect resources by mining (instead of making a mine at e.g. y=11 to get everything you need mines at different elevations for each resource, slowing down overall resource gathering rates), or even caving (ores that only generate if they are completely hidden, which completely defeats the point of a "cave update" and is reason enough for me to be completely disgusted with 1.17-1.18 and continue on with the development of my own mods without a second thought to vanilla).
In fact, I'm even doing the opposite in TMCWv5 to compensate for a significant increase in air volume in the middle layers due to significantly more large caves than previous versions and the fact that in TMCWv4 I collected noticeably less rarer resources than in vanilla or older versions of TMCW:
// Generates additional ore which only generates if it is exposed to air. Last two numbers = x*z grid within
// which one vein generates, except for amethyst, which has 1/8 the chance, hence the smaller than expected
// grid size. Redstone also places one vein over half the normal range (1/4 the density).
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreGold, 8, 1, 30, 27, 1, 5); // 1/10
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreRedstone, 7, 4, 12, 8, 1, 1); // 1/4
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreDiamond, 7, -4, 12, 8, 2, 2); // 1/4
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreLapis, 6, 12, 16, 32, 4, 2); // 1/8
this.generateExposedOre(chunkCache, chunkX, chunkZ, BlockStates.oreAmethyst, 7, -4, 12, 8, 2, 2); // 1/4
Likewise, I've changed the generation of emerald ore to generate twice as many blocks over twice the range (anywhere below sea level) to help offset the relative rarity of biomes with emerald ore compared to vanilla (all biomes with emerald ore are together only about half as common as extreme hills in vanilla 1.6.4); the move by Mojang to make it only generate high up in mountains means that you'll probably never find any by caving since caves rarely generate much above sea level (I have no idea if this has been changed in 1.17; in TMCW I do generate additional caves above sea level in mountain and elevated biomes like savanna plateau and mesa).
That's not to say that I've added my own way to use Fortune on iron and gold with a "smelting" enchantment which makes them drop ingots, making it even better since you don't need to smelt it either, but I won't be using it while caving since I have no need for nearly all of the resources I collect (there are over 3 million resources, including 2/3 of a million iron (more than mined ore can account for; in other words, just the iron found in chests exceeds my needs). I'm pretty certain that absolutely nobody has ever used that much iron for any reason, outside of Creative builds and even then they probably used an editor to place the blocks instead of placing them by hand).
One reason I took that comment away is because it had nothing to do with copper
but since you replied to it sure, I'll honor you a reply about it back, as I've got respect for you since you at least do make an effort to back your statements with numbers.
I am not sure if the 1.17 update messed with the ore generation itself to the point where they would be harder to mine for, but being able to fortune iron and gold does suggest that they'd be easier to get in larger quantities if you put in the time to strip mine for them.
being able to mine more iron than I did before is good news, not just for me but for everybody else.
I think I remember you saying before that ores wouldn't be as exposed in cave systems, I concede that is definitely a problem, especially since it is claimed to be a cave update. But are they making iron ore generation itself less common? or are they just doing a better job at hiding them?
There is a difference between changing the actual rarity of the ores and having less exposed items, which a workaround is to strip mine for them. Having the patience to hollow out terrain column by column should be rewarded, otherwise there's no point to mining and it just becomes a boring grind, since at this point all it ever does is discourage us from playing the game, and going onto a different game to pass the time.
comments from one who normally plays bedrock. someone said it is good to mine for iron on level 14. i concur but if i find a cave it is easier to look for iron in the cave. i am playing the latest beta, 1.17.0.52 on bedrock. i did find three diamond in cave at level -5. i dug down to level -59 and hit bedrock. unfortunately i dug one block to the right and lava poured in. when i played 1.16.5 i would look for iron at level 57 and get iron to make sheers and iron sword. no more now. i go down to level 14 unless i find a cave first. the look for iron there. as for digging for copper on level 45, i find plenty of copper when i am looking for iron. i strip mined at level -40 for diamond but nada. only diamond i find is in the caves. the last couple of beta's i have found emerald but this time no emerald at all. my trader has beetroot seeds for one emerald but can't find any so far.
i think that the update will make the game more fun. caves had been same for at least 7 years. Cliffs will give us oppurtunity to flourish our adventure in the game. Tbh i always wanted a big mountain to build a small house but the current ones wasn't '' that high '' or so. let's just wait
Wait, are Drowned still gonna also drop gold or not?
Well, there is probably a forum for bedrock updates but sure.
an "armour chest"? I guess you mean blacksmith in a village
It seems bedrock is maintaining the 'rarer diamond conundrum'.
Copper can be used to make some new tools, check creative mode. One example is the spyglass, a zooming device.
https://minecraft.fandom.com/wiki/Drowned
So it's a replacement.
I liked getting gold, it felt exciting, esp. in bedrock where it was common.
Considering that gold can now be fortuned underground in ore form, I'm not too bothered about gold ingots not dropping from Drowned Zombies as I once was. If I need renewable gold for whatever reason I can just kill some Piglin in the Nether.
But we have plenty of gold for making gold railway tracks in 1.17 it seems.
They're not nerfing mining, quite the opposite, they're giving us more of an incentive to do this over farming.
True, and that's quite nice of them.
I only meant that it takes a couple extra steps to install compared to a snapshot.
Oh okay
(although for some slower people like me, that can mean a lot of confusion).
yes, that waas a blacksmity chest for the diamonds. now i have a purple house. found an amethyst cave, small but got some blocks to use on my house. still very difficult to get iron. using stone picks unless i get redstone or gold. and not much gold. but still mining from level 25 down. doing different mining methods to b ecome efficient. any ideas? i didn't find any bedrock forums to post on but i think the beta is the same as java updates.
If it isn't the same it is quite close. Off the top of my head the main difference between the two is that Bedrock has mountain generation proper. And to my surprise I found there was no recent/snapshot/beta discussion subforum in the Bedrock category here, so I imagine it should be here.
Figured it was time for a change.
diamonds exist! i foound one diamond in a cave, fourth cave in an area. large caves and the diamond was at level -5 on 1.17.0 50. i see stalactites and stalagmites. have to figure out which is which. one diamond is nice but you can only use it for a shovel or juke box. playing regular mode so not too many spiders and zombies. still looking for the amethyst cave. lots of coal at level 25 but not much here at -5. i kept going down. i hit the base at -61. little bit of redstone on the lowest level. did hit one iron at -50. did get a 32 gold and adequate iron. finally found coal aroound level 30.
I've found several geodes so far; my first rail tunnel on this world (so far; need to explore more, I've *never* played this long without having a well-developed village!) actually runs through one - i lit it up and made that section of tunnel glass - and just the other day I started a new branch in the mine under my beach house and stumbled into one just a few steps from the mine-workshop door.
I've found more diamonds in caves than in my mine tunnels; but I haven't spent a lot of time just mining at diamond level - broke through into a *huge* cave network while I was still carving out the workroom, and by the time I was done I had enough for the rest of my tools/armor. (i've kept the world-height changes on my test world - a big part of what I'm testing is how the new ore distribution changes the way i play, especially the way i start a world. so i've got three sets of mines: y 45 for copper, y 15 for iron, y -40 for diamond...
As far as coal goes, there isn't *any* at negative levels; bring enough to last, and keep an eye on your torch/coal/wood inventory levels as you get deeper into a cave system... I've been harvesting more coal while exploring than mining, really - fortune all the coal i see while running up and down mountains, then find a cave/tunnel into the mountain for the night and find *more* coal (and iron/copper/gold, maybe an emerald or two)...
now on bedrock 1.17.0.52. changes made to copper are not changed in present version. i still have one nugget per block and 8 coppers equal two copper blocks. fyi i delete all old worlds when a new version comes out and i start from scratch again. at least i can start a new game pretty rapidly.
I'm very interested in this, as I love mining. Why a copper mine in particular? Unless you're planning to make a scaled up model of the Statue of Liberty (which, not gonna lie, I'm actually considering) what do you need lots of it for?
I've been thinking mines devoted to iron, gold, and diamond. The iron mine will net plenty of copper as a byproduct, the gold mine will yield lapis, and the diamond mine redstone.
EDIT: Oh, I'm also planning to hollow mountains out for coal and emerald.
Also, why -40? Isn't diamond significantly more abundant further down?
Copper is a new beacon material. I personally have no use for redstone-related ores (gold,redstone,cooper,quartz) so this is useful to me.
I am insterested because of the multiple levels of the mine.
Also, did emerald generation change? Why hollow out a mountain and expect (only) to find that and coal?
That's a good point about it being a beacon base.
And yes, emerald will only be found high up in mountains in 1.18 unless something changes. On the other hand, it will appear in larger blobs rather than single blocks.
This would be a good addition. Frogs could spawn in swamp biomes too.
Understood, and sorry about the typos!
There never was any need anyway given how common iron actually is:
I covered a level 4 map, with the total number of chunks generated being larger due to the view distance loading chunks outside of the area:
For comparison, this is what I've mined in my first world:
That's just the ore that is exposed in the walls of caves, which is only about 8% of all the iron generated, showing how I easily mine up to a thousand iron per play session, and average a full beacon's worth (1476 iron) every two days, and 1.6.4 has less iron than newer versions (this offsets the reduction in cave density and may even be why they increased ore generation), and the area I checked was centered around 0,0, where mineshafts are less common in 1.6.4, so the real amount of exposed ore is higher (about 10% of the underground volume is due to mineshafts but the small size of their corridors means a higher surface/volume ratio than caves).
Also, Mojang is unneedlessly messing around with ore distribution in such a way that it will become much harder to collect resources by mining (instead of making a mine at e.g. y=11 to get everything you need mines at different elevations for each resource, slowing down overall resource gathering rates), or even caving (ores that only generate if they are completely hidden, which completely defeats the point of a "cave update" and is reason enough for me to be completely disgusted with 1.17-1.18 and continue on with the development of my own mods without a second thought to vanilla).
In fact, I'm even doing the opposite in TMCWv5 to compensate for a significant increase in air volume in the middle layers due to significantly more large caves than previous versions and the fact that in TMCWv4 I collected noticeably less rarer resources than in vanilla or older versions of TMCW:
Likewise, I've changed the generation of emerald ore to generate twice as many blocks over twice the range (anywhere below sea level) to help offset the relative rarity of biomes with emerald ore compared to vanilla (all biomes with emerald ore are together only about half as common as extreme hills in vanilla 1.6.4); the move by Mojang to make it only generate high up in mountains means that you'll probably never find any by caving since caves rarely generate much above sea level (I have no idea if this has been changed in 1.17; in TMCW I do generate additional caves above sea level in mountain and elevated biomes like savanna plateau and mesa).
That's not to say that I've added my own way to use Fortune on iron and gold with a "smelting" enchantment which makes them drop ingots, making it even better since you don't need to smelt it either, but I won't be using it while caving since I have no need for nearly all of the resources I collect (there are over 3 million resources, including 2/3 of a million iron (more than mined ore can account for; in other words, just the iron found in chests exceeds my needs). I'm pretty certain that absolutely nobody has ever used that much iron for any reason, outside of Creative builds and even then they probably used an editor to place the blocks instead of placing them by hand).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
One reason I took that comment away is because it had nothing to do with copper
but since you replied to it sure, I'll honor you a reply about it back, as I've got respect for you since you at least do make an effort to back your statements with numbers.
I am not sure if the 1.17 update messed with the ore generation itself to the point where they would be harder to mine for, but being able to fortune iron and gold does suggest that they'd be easier to get in larger quantities if you put in the time to strip mine for them.
being able to mine more iron than I did before is good news, not just for me but for everybody else.
I think I remember you saying before that ores wouldn't be as exposed in cave systems, I concede that is definitely a problem, especially since it is claimed to be a cave update. But are they making iron ore generation itself less common? or are they just doing a better job at hiding them?
There is a difference between changing the actual rarity of the ores and having less exposed items, which a workaround is to strip mine for them. Having the patience to hollow out terrain column by column should be rewarded, otherwise there's no point to mining and it just becomes a boring grind, since at this point all it ever does is discourage us from playing the game, and going onto a different game to pass the time.
comments from one who normally plays bedrock. someone said it is good to mine for iron on level 14. i concur but if i find a cave it is easier to look for iron in the cave. i am playing the latest beta, 1.17.0.52 on bedrock. i did find three diamond in cave at level -5. i dug down to level -59 and hit bedrock. unfortunately i dug one block to the right and lava poured in. when i played 1.16.5 i would look for iron at level 57 and get iron to make sheers and iron sword. no more now. i go down to level 14 unless i find a cave first. the look for iron there. as for digging for copper on level 45, i find plenty of copper when i am looking for iron. i strip mined at level -40 for diamond but nada. only diamond i find is in the caves. the last couple of beta's i have found emerald but this time no emerald at all. my trader has beetroot seeds for one emerald but can't find any so far.
i think that the update will make the game more fun. caves had been same for at least 7 years. Cliffs will give us oppurtunity to flourish our adventure in the game. Tbh i always wanted a big mountain to build a small house but the current ones wasn't '' that high '' or so. let's just wait