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Welcome, explorers and aspiring game architects, to the Minecraft Mechanics Lab! Ever dropped into a brand new Minecraft world and felt that thrill of the unknown? Towering mountains, sprawling deserts, mysterious oceans – each world a unique canvas brimming with potential adventures. But have you ever stopped to wonder how? Minecraft creates these seemingly endless, intricate landscapes? It’s not magic, but something arguably more fascinating: Procedural Generation (PG).

Minecraft doesn’t store petabytes of pre-built worlds. Instead, it uses a complex set of rules and algorithms to generate the world around you, chunk by chunk, as you explore.1 This process is a masterful blend of mathematics, programming logic, and clever game design, creating worlds that feel organic, surprising, and infinitely replayable.

This article will peel back the layers of Minecraft’s world generation. We’ll start with the single number that defines an entire universe, delve into the noise algorithms that sculpt mountains and valleys, understand how vibrant biomes find their place, explore the depths of modern cave systems, see how structures like villages and temples are placed, and finally, consider the game design philosophy that makes it all work so well. Prepare to look “under the hood” and gain a deeper appreciation for the mechanics that build the worlds you love to explore and shape.

The Seed: The World’s DNA

Every unique Minecraft world begins with a single, seemingly simple thing: a seed. This seed isn’t a physical object you plant, but rather a string of numbers (or text that gets converted into a number) that acts as the foundational blueprint for an entire world.2 Think of it like the unique genetic code for your Minecraft universe. In modern Minecraft, this is typically a 64-bit number, allowing for an astronomical 264 (over 18.4 quintillion) possible unique seeds, and thus, unique worlds.2

The seed’s primary role is to initialize Minecraft’s Pseudo-Random Number Generator (PRNG).5 Unlike true randomness (which is incredibly difficult for computers to achieve), a PRNG generates a sequence of numbers that appears random but is actually entirely determined by the starting value – the seed.5 Feed the same seed into the PRNG, and you will get the exact same sequence of “random” numbers every single time.5

This deterministic nature is crucial. It means that if you and a friend use the exact same seed (and the same version of Minecraft, as generation algorithms change between major updates), the world generation algorithms, guided by the identical sequence from the PRNG, will produce the exact same mountains, rivers, biomes, cave systems, and structure locations.2 This is why you can share amazing world seeds online – the seed allows anyone to replicate that specific world generation.4

It’s vital to understand that the seed itself doesn’t contain the world data. Mojang doesn’t store 18 quintillion worlds! Instead, the seed is the input to a vast, complex set of functions – the world generation algorithms.3 As one analogy puts it, imagine a giant machine (the algorithm) with hundreds of levers (variables controlled by the PRNG sequence derived from the seed).5 The seed sets the initial state, and the machine deterministically produces the world based on those settings. This allows Minecraft to generate potentially massive worlds on the fly without needing to store every block, only the instructions (the seed and player modifications).3

Painting the Canvas: Noise Algorithms & Terrain Shaping

Once the seed has initialized the PRNG, the first major step is shaping the basic landscape. How does Minecraft create terrain that looks so natural, with rolling hills, jagged mountains, and gentle valleys, rather than just a random jumble of blocks? The answer lies primarily in mathematical functions called noise algorithms, most famously Perlin noise and its successor, Simplex noise.1

Noise functions, in this context, aren’t about unwanted sound. They are algorithms designed to generate pseudo-random values that exhibit a degree of continuity and smoothness.1 Unlike “white noise,” where each point is completely independent and random, Perlin and Simplex noise ensure that points close to each other have similar values, creating gradual transitions.9 Given an input coordinate (like an X, Z location on the map), the noise function deterministically outputs a value (often between -1 and 1, or 0 and 1).9

The core idea behind Perlin noise involves setting up a grid of random gradient vectors. For any given point, the algorithm looks at the gradients in the surrounding grid cells, calculates their influence based on distance and direction (using dot products), and interpolates these influences to produce a smooth, continuous value.9 This creates organic-looking patterns rather than sharp, blocky changes.1

However, a single noise function often produces terrain that’s too uniform. To create realistic detail – small bumps on large hills, rough patches on mountainsides – Minecraft employs a technique often compared to musical octaves.1 Multiple layers of noise are generated at different frequencies (level of detail) and amplitudes (intensity) and then combined.1

  • A low-frequency, high-amplitude layer defines the large-scale features: continents, major mountain ranges, broad valleys.
  • Medium-frequency layers add smaller hills and variations.
  • High-frequency, low-amplitude layers add fine details and surface roughness. Summing these layers (ytotal​=ylow_freq​+ymid_freq​+yhigh_freq​) results in a complex, natural-looking height profile.1

This combined noise value, typically calculated for each (X, Z) coordinate column, often determines the heightmap – the basic elevation of the land.3 In the initial terrain shaping phase, the world might simply consist of stone blocks below the calculated height and air blocks above.1 A global sea level is then defined (historically Y=63), and areas below this level that are designated as air are filled with water blocks.1

It’s worth noting the difference between the two main noise algorithms mentioned:

  • Perlin Noise: Developed by Ken Perlin in the 1980s for the movie Tron, it revolutionized procedural graphics.9 However, it has a known artifact: features tend to align noticeably along the cardinal axes (X, Y, Z) and diagonals, making the generated terrain look somewhat grid-like upon close inspection.10
  • Simplex Noise: Also developed by Ken Perlin later, Simplex noise was designed to address Perlin’s shortcomings.9 It uses a simpler grid structure (simplices – triangles in 2D, tetrahedrons in 3D) which reduces the directional artifacts and is generally faster to compute, especially in higher dimensions.9 While there were patent concerns regarding Simplex noise, particularly in 3D 12, these may have expired or are often considered not applicable to terrain generation. OpenSimplex Noise was developed as a patent-free alternative with similar benefits.13 Many modern procedural generation systems, potentially including Minecraft’s later versions, likely use Simplex or Simplex-like noise for better results.10

The beauty of these noise algorithms is that they provide controlled randomness. The output looks random and natural, but it’s entirely determined by the input coordinates and the initial seed via the PRNG.5 This reproducibility is key to Minecraft’s design, allowing vast, complex, unique, yet shareable worlds. The layering of noise octaves is fundamental to achieving the visual complexity we see, mimicking how large geological forms contain smaller variations in the real world.1

Adding Color: Biome Generation

Generating the shape of the land is only the first step. A world made entirely of stone, water, and air wouldn’t be very interesting! The next crucial stage is determining the biomes – distinct environmental regions characterized by specific geography, climate, vegetation, color palettes, mobs, and even structures.2 Think of the difference between a hot, sandy Desert, a cold, snowy Taiga, or a lush, humid Jungle.

Minecraft’s biome generation has evolved significantly. Older versions (pre-1.18) used different systems, potentially involving layered noise maps or techniques like cellular automata to grow and place biome regions.15 While effective, these systems sometimes led to abrupt or unrealistic transitions.

The Caves & Cliffs: Part II (1.18) update introduced a sophisticated multi-noise biome generation system.15 Instead of a single factor determining the biome, the system uses several independent noise maps, each representing a different environmental parameter across the world 15:

  • Temperature: How hot or cold an area is.
  • Humidity/Precipitation: How wet or dry an area is.
  • Continentalness: How far inland or close to a coast an area is (influencing transitions from shores to deep inland).
  • Erosion: How eroded or mountainous/hilly the terrain “wants” to be (influencing jaggedness vs. smoothness).
  • Weirdness: A factor adding unusual variations or deviations from standard biome types.
  • (Implicitly) Peaks/Valleys (or Depth/Height): Often interacts with the other parameters, influencing biome placement based on altitude.

For any given (X, Y, Z) coordinate in the world, the game samples the values from each of these noise maps. The specific combination of these values at that point determines which biome is placed there.15 Mojang developers have described this as effectively navigating a complex, multi-dimensional space (e.g., a 5D matrix where neighbors influence placement).18

For example, a location might have values corresponding to: High Continentalness (far inland), Low Erosion (implying potential for peaks), and Low Temperature. Looking this combination up in the game’s internal biome tables might result in the placement of a Jagged Peaks biome.18 Another location with Low Continentalness (near coast/ocean) and Medium Erosion might result in a “middle” biome like a Jungle, depending on its Temperature and Humidity values.18

This multi-noise system allows for much more nuanced and realistic biome placement and transitions. The system includes rules to ensure logical clustering and prevent jarring juxtapositions, like placing a freezing biome directly next to a hot desert.3 Instead, it tries to insert intermediate biomes (like temperate or lush zones) to create smoother gradients between climate extremes.3 This creates large-scale climate patterns across the world.

A crucial aspect of the 1.18 system is the semi-independence of terrain shape and biome type.18 While the noise parameters used for biome selection (like Erosion and Continentalness) are correlated with the noise parameters used for terrain shaping (height, roughness), they are not rigidly linked.18 The terrain is generated first based on its own noise maps, and then the biome is “layered” on top based on the biome parameters.21 This decoupling allows for greater variety – you might find a Forest biome sprawling across flat plains, climbing gentle hills, or even clinging to the side of a mountain. This makes the world feel more organic and less predictable than older systems where biome often strictly dictated terrain shape.

Once the biome is determined for a chunk, the surface blocks are replaced accordingly – grass and dirt for forests and plains, sand for deserts, snow for tundras, mycelium for mushroom islands, etc..1 Biome-specific features like trees, flowers, and passive mobs are then added in a later “population” step.

Digging Deeper: Caves, Aquifers, and Ores

Minecraft’s surface is only half the story. The underground realms, vastly expanded and reimagined in the 1.18 update, are generated with equally complex procedural systems.

The Evolution of Caves:

Early Minecraft cave generation was relatively simple, possibly using techniques like “random walk” algorithms where a point carves a path in random directions.2 Later versions introduced “carver” caves – algorithms that generated finite tunnels and chambers, which sometimes intersected to form larger networks.22 While functional, these often resulted in predictable patterns and limited verticality.

1.18+ Noise Caves:

The Caves & Cliffs update revolutionized underground generation with noise caves.21 Instead of carving paths, this system uses 3D noise fields to define where solid blocks shouldn’t be placed, essentially sculpting caves out of negative space.15 Values in the 3D noise map above or below certain thresholds determine whether a block at a given (X, Y, Z) coordinate should be solid (stone, deepslate) or empty (air, or later, water/lava).25 This approach allows for vastly more complex and varied cave shapes:

  • Cheese Caves: Generated using noise parameters that create large, open volumes with significant verticality, often featuring tall pillars of stone connecting floor and ceiling. The name comes from their resemblance to the holes in Swiss cheese.21 These vast caverns offer impressive scale but can be dangerous due to potential falls and numerous mob spawning locations.25
  • Spaghetti Caves: Long, wide, meandering tunnels that wind through the underground, often connecting different cave systems or opening into larger cheese caves.21
  • Noodle Caves: Similar to spaghetti caves but much thinner and more twisting, like tight corridors or cracks.21 These can appear even high up in mountains.20 Generating these thin tunnels in 3D likely involves techniques like finding the intersection points between two or more 3D noise fields (“ridged noise”).27

This shift to defining caves via 3D noise fields represents a significant leap in procedural generation capability. It moves beyond simple path carving to sculpt complex, interconnected volumes, enabling the massive, awe-inspiring underground landscapes introduced in 1.18.

Aquifers:

Complementing the new cave shapes are aquifers – localized bodies of water (or sometimes lava) with their own water level, independent of the global sea level.20 These are generated using additional noise layers or potentially Voronoi diagrams applied within the potential cave spaces.30 A noise value determines the local water level for a region; any generated cave space below that level within the region is filled with water (or lava), while space above remains air.30 This can create stunning underground lakes, flooded cave networks, and even underwater entrances to dry cave systems.20 Aquifer generation is carefully managed near oceans and rivers to prevent unrealistic flooding patterns.20

Ore Distribution (1.18+):

The massive increase in world depth (down to Y=-64) and the introduction of huge noise caves necessitated a complete overhaul of ore distribution in 1.18.21 The changes weren’t just about adjusting to the new space; they were a deliberate game design choice aimed at adding strategic depth to mining.23

  • No Single Best Level: The primary goal was to eliminate the pre-1.18 reality where players could efficiently find most valuable ores by mining at a single “optimal” Y-level (like Y=11).23
  • Height-Based Biasing: Ores now generate in specific height ranges with strong biases.23 For instance:
  • Iron: Generates below Y=72 (biased towards Y=16) and also above Y=80 (increasing with height).
  • Copper: Generates between Y=0 and Y=96 (biased towards Y=48), with larger amounts in Dripstone Caves.
  • Coal: Generates above Y=0 (biased towards Y=96+), less exposed to air.
  • Lapis Lazuli: Generates below Y=64 (biased towards Y=0), rarely exposed below Y=-32 or above Y=32.
  • Gold: Generates below Y=32 (biased towards Y=-16), with extra below Y=-48 and in Badlands biomes.
  • Redstone: Generates below Y=16, increasing significantly below Y=-32.
  • Diamond: Generates below Y=16, increasing with depth, significantly less exposed to air.
  • Emerald: Generates only in Mountain biomes above Y=-16, increasing with height (very rare below Y=0).
  • Reduced Air Exposure: Critically, valuable ores like Diamonds and Lapis Lazuli have reduced “air exposure”.23 This means they are less likely to generate on the surface of cave walls. While players might find some diamonds while exploring the new massive caves, efficient diamond hunting now requires more traditional branch mining or strip mining into solid deepslate.29
  • Large Ore Veins: To offer high-reward targets, 1.18 introduced large, snake-like ore veins.21 These are rarer but contain significant amounts of ore mixed with a specific stone type: Copper veins mixed with Granite generate higher up, while Iron veins mixed with Tuff generate deeper down.32

These ore distribution changes cleverly balance the vastly increased accessibility of the underground provided by noise caves. While exploration reveals more space than ever, strategic resource gathering requires players to understand the new distribution patterns and employ targeted mining techniques, adding a layer of planning and decision-making to resource acquisition.23

Finding Treasures: Generating Structures

A procedurally generated landscape, no matter how beautiful or complex, can feel empty without points of interest. Minecraft populates its worlds with generated structures – pre-designed or modular buildings and complexes like Villages, Temples, Mineshafts, Strongholds, and Ancient Cities.33 These serve multiple crucial purposes: they act as landmarks, provide challenges (mobs, traps), offer valuable loot, introduce lore elements, and sometimes house key gameplay mechanics (like the End Portal in Strongholds).33

How Structures Generate:

Structure placement isn’t purely random; it follows specific algorithms and rules tied to the world seed.3

  1. Potential Location Finding: The game first determines potential locations for structures. This might involve checking chunks based on their coordinates relative to the world seed, or using specific large-scale patterns. For example, Strongholds in Java Edition generate within specific concentric rings around the world origin (0,0), with a maximum of 128 possible strongholds distributed across these rings.33 (Older versions had a limit of 3 strongholds within a closer radius 36). Other structures might use a grid-based approach, attempting to place a structure within a certain region of chunks.
  2. Condition Checks: Just because a location is flagged as potential doesn’t mean a structure will spawn there. Several conditions must be met 16:
  • Biome Validity: Most structures can only generate in specific biomes.33 Villages require Plains, Savanna, Taiga, Desert, or Snowy Plains/Taiga (Bedrock).37 Swamp Huts only appear in Swamps.33 Ancient Cities are exclusive to the Deep Dark biome.38 Ocean Monuments require Deep Ocean variants.33
  • Space and Terrain: The location must have suitable terrain and enough clear space for the structure to fit without being excessively buried or floating awkwardly.16 Villages, for instance, generally require relatively flat land.16 The generation algorithm checks if the structure’s bounding box can be placed without too much obstruction, although imperfect generation (like villages spawning on cliffs or structures cut off by caves) can still occur.
  • Structure-Specific Rules: Some structures have unique constraints. Ancient Cities always generate with their floor centered around Y-level -51 or -52.38 Ocean Monuments generate deep underwater.33 Strongholds have limits on how many can generate per world.33
  1. Assembly (for Complex Structures): Many larger structures aren’t monolithic templates but are assembled procedurally from smaller, pre-designed structure pieces or modules according to a set of rules.16
  • Villages generate a central point (like a well or bell), then paths radiate outwards, with buildings (houses, farms, blacksmiths, etc.) placed alongside the paths.16
  • Strongholds start with a spiral staircase room and randomly add connecting corridors, libraries, prison cells, storerooms, and eventually, the crucial Portal Room.35 The generation ensures a Portal Room is included.35
  • Nether Fortresses, Mineshafts, and Ancient Cities also use modular generation to create sprawling, varied layouts.16
  1. Population and Loot: Once placed, structures are often populated with specific mobs (Villagers and Iron Golems in Villages 37, Witches and Cats in Swamp Huts 33, Guardians in Ocean Monuments 33, Pillagers in Outposts/Mansions 33) and contain chests with loot tables specific to that structure type.33

Examples:

  • Villages: Found in habitable surface biomes.37 Consist of paths, various building types (houses, farms, libraries, butcher shops, etc.), a central well/bell, and are populated by Villagers corresponding to workstations, sometimes Cats, and often an Iron Golem.16 Offer trading, shelter, and resources. A rare variant is the Zombie Village, with Zombie Villagers and missing doors/torches.37
  • Strongholds: Underground fortresses made of Stone Bricks (including mossy, cracked, and infested variants).35 Generated in rings far from spawn.36 Contain various rooms like libraries (with bookshelves and chests), prison cells, storerooms, and the unique End Portal room, which houses the portal to The End dimension and a Silverfish spawner.35 Players use Eyes of Ender to locate the nearest Stronghold.35
  • Ancient Cities: Massive, rare structures found only deep underground (Y=-51/-52) within Deep Dark biomes.38 Constructed primarily from Deepslate variants, Sculk blocks, Wool, and unique Reinforced Deepslate (unobtainable in survival).39 Feature large central structures resembling a Warden’s head, long corridors, ruined side structures with chests, and hidden chambers containing Redstone contraptions.39 Loot includes unique items like Echo Shards (for Recovery Compasses), Disc Fragments (for Music Disc 5), and the Swift Sneak enchantment.39 Associated with the Warden mob, summoned by Sculk Shriekers.38

Structures serve as vital anchors in the vast procedural landscape. While the terrain offers endless novelty, structures inject handcrafted or carefully curated content, providing players with recognizable landmarks, reliable gameplay loops (trading in villages, fighting guardians in monuments), progression milestones (finding the End Portal), and concentrated rewards.33 They prevent the world from becoming “procedural oatmeal” – endlessly varied but ultimately lacking distinction or purpose.34

Furthermore, the placement process demonstrates a layered constraint system. The output of earlier generation phases (terrain height, biome distribution from noise functions) directly influences and constrains where structures can be placed in later phases.16 A village needs flat land in a suitable biome; an Ancient City needs the Deep Dark biome at the correct depth. This layering ensures structures feel integrated into their environment while still fulfilling specific design roles, bridging the gap between pure randomness and intentional game design.

The Grand Design: Why Generate Worlds This Way?

We’ve journeyed through the technical intricacies of Minecraft’s world generation – from seeds and noise to biomes, caves, and structures. But why does Minecraft use such complex procedural systems? The answer lies in the game’s core design philosophy and the unique player experience it aims to create.2

Encouraging Exploration:

At its heart, Minecraft is a game about exploration and discovery.1 Procedural generation is the engine that drives this. By creating vast, unique, and unpredictable worlds with every new seed, PG inherently motivates players to venture out and see what lies over the next hill, across the ocean, or deep within a newly discovered cave system.29 The sheer scale ensures there’s always new territory to map 1, while the diversity of biomes and the lure of finding rare structures provide constant rewards for the curious explorer.2

Resource Management & Strategy:

Minecraft is also a survival game centered around gathering resources and using them to build, craft, and overcome challenges.43 World generation directly shapes this loop:

  • Terrain dictates building possibilities, travel routes, and potential hazards.1
  • Biome distribution controls access to vital resources like different wood types, specific crops, or biome-exclusive mobs.2 Finding a particular biome might become a player-defined goal.
  • Cave systems and, crucially, the strategic ore distribution introduced in 1.18, define the mining experience.23 Players must make choices about where and how to mine based on the resources they need, adding a layer of strategic planning.32

Enabling Emergent Gameplay:

One of the most celebrated aspects of sandbox games like Minecraft is emergent gameplay – complex, interesting, and often unexpected situations that arise naturally from the interaction of simpler game systems, rather than being explicitly scripted by the designers.34 Minecraft’s procedurally generated world is a fertile ground for emergence.42 The unique combination of terrain features, resource placement, structure locations, and mob spawning in any given area can lead to unforeseen challenges and opportunities.

Imagine finding a village generated precariously on a cliff edge, requiring careful navigation or creative building solutions. Picture discovering a mineshaft that intersects with a stronghold, which in turn breaks open into a massive lava-filled cheese cave. Consider using the naturally generated terrain to build a unique cliffside base, or exploiting a narrow ravine as a natural defense against mobs. These are not pre-scripted events; they emerge from the interplay of the player’s actions and the unique, procedurally generated environment. The world itself becomes a dynamic participant in the player’s story.44

Mojang’s Philosophy & Challenges:

Developing and maintaining such a complex system isn’t without its challenges. Mojang faces a constant balancing act 2:

  • Randomness vs. Playability: The world needs to be surprising but also navigable and fair.2 Pure randomness can be chaotic.2
  • Variety vs. Cohesion: The world needs diverse content, but too much randomness without underlying rules can lead to nonsensical “procedural oatmeal”.34 Biome placement rules 3 and structure constraints 33 help maintain coherence.
  • Performance: Generating complex terrain, caves, and structures on the fly requires significant processing power, especially with increased world height and detail.1 Optimizing generation is an ongoing task.46
  • Maintaining the “Minecraft Feel”: Mojang often iterates cautiously, aiming to grow the game slowly and preserve its core identity.47 This sometimes leads to criticism that updates add too little content, leave features underdeveloped, or shy away from major changes that might feel too “mod-like”.47 Major mechanical changes, like the 1.9 combat update, often face the most scrutiny.47

Mojang uses snapshots and beta releases to gather community feedback during development 47, reflecting an iterative approach. Their design pillars appear to prioritize player freedom, creativity, exploration, and fostering long-term engagement through a constantly refreshing world.2

Ultimately, Minecraft’s procedural generation is far more than just a technical method for creating content. It is the foundation upon which the game’s core pillar of player agency rests.42 By providing a unique, unpredictable, and infinitely malleable world for every player and every playthrough, PG empowers players to define their own goals, devise their own solutions based on their specific environment, and craft personal narratives through their interactions. The generated world isn’t just a backdrop; it’s an active participant in the Minecraft experience.

The design also highlights the inherent tension between enabling emergence and maintaining design control.44 Mojang uses the powerful randomness of PG systems to foster unexpected moments and player creativity.44 Simultaneously, they layer numerous rules, constraints, and curated elements – noise parameters, biome placement logic, structure generation conditions, loot tables – to ensure the world remains playable, navigable, rewarding, and fundamentally “Minecraft”.2 This delicate balance is constantly being tuned and refined through updates, reflecting the ongoing dialogue between developer intent and the boundless possibilities of procedural generation.

Conclusion: Beyond the Blocks

Our journey through Minecraft’s world generation reveals an incredibly intricate system humming beneath the surface. From a single seed number acting as the world’s DNA 2, layers of sophisticated noise functions sculpt the terrain 1, while multi-dimensional environmental parameters paint diverse biomes across the landscape.15 Deep underground, 3D noise carves out colossal cheese caves and winding spaghetti tunnels 21, aquifers create hidden lakes 21, and a carefully balanced ore distribution challenges players to mine strategically.23 Finally, pre-designed or modular structures are carefully placed according to complex rules, providing landmarks, challenges, and rewards.16

Minecraft’s world generation is a testament to the power of combining mathematical algorithms, artistic vision, and deliberate game design. It uses the controlled chaos of pseudo-randomness and noise to create worlds that feel natural and endlessly surprising.5 It employs logical rules and constraints to ensure these worlds are coherent and playable.3 And fundamentally, it provides the boundless, dynamic canvas that enables Minecraft’s core experience: unparalleled player freedom, exploration, creativity, and the emergence of unique stories.2

So, the next time you generate a new Minecraft world, take a moment. Look at the shape of that mountain range, the transition between that forest and desert, the structure of the cave you just stumbled into. Perhaps you’ll see not just blocks, but the elegant dance of algorithms and design choices working together to build something truly special.

For those hungry to learn more, resources like Mojang’s GDC talks (especially those by developers like Henrik Kniberg 18), technical Minecraft wikis, and online procedural generation communities offer deeper dives. And if you’re leaning towards programming or game design, why not try experimenting with noise functions and simple procedural generation yourself? The Minecraft Mechanics Lab is all around you – go explore!

Works cited

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