G’day ladies and gents cubic meter here you’re probably looking at this thumbnail like damn that explosion looks sick but surely it’s fake right surely you can’t make a TNT explosion literally look like a nuclear explosion in Minecraft right if the explosion is fake then what Nerf made this gigantic Crater well to figure it out let’s find ourselves in unsuspecting Village and deliver it a present an explosive present and after charging the momentum for a while our payload will emerge from The Silo Above The Silo our payload will find itself a block of powdered snow which facilitates the momentum Cancellation on the target then the Flying Machine returns to The Silo and our payload is nowhere to be seen it has arrived at the Target before we go over let’s go ahead and tick freeze so you can get a better look at it and our payload should be somewhere Above here let’s go ahead and drop down the tick rate and then unfreeze oh hello that is a literal TNT nuke and just wait until it explodes oh okay what have I done here oh my God looking back at the replay in one moment there is a happy and thriving Village the next After devastation and just to add insult to inventory their bodies get flung into freaking orbit that’s amazing what have I done but more importantly how have I done it let me introduce to you the new and improved orbital strike Canon 2.0 now this is some insane Redstone Tech if you haven’t seen my Previous videos about the orbital strike Canon I would highly recommend you watch them to get the context for this Beast the Canon has been upgraded substantially with a customizable payload encoder decimal encoded Fire Control and the compact profile that can be easily hidden underground but what you’re probably wondering is how we were Able to make that amazing nuclear explosion well the shape of the explosion at the Target destination all begins with the payload encoder this is like an advanced integrated circuit with various settings such as counters time is more counters as well as what I like to call a redstone breadboard for example This First Slice has this counter set to 24 meaning that when we activate this slice it will send 24 pulses down into the TNT duping rails these rails will send a trigger over to this TNT Jupiter we go ahead and disable TNT explosion damage we can go ahead and Trigger the Jupiter And you can see it will duplicate the TNT by actuating it vertically this enables us to do something extremely powerful with the TNT in our payload because the TNT is generated inside of lazy chunks it will be frozen in suspended animation and every time a TNT entity is created It will get some random momentum in a specific Direction here’s a quick demonstration of why preserving the random momentum of the TNT in our payload is so powerful let’s go ahead and disable entity ticking and then create hundreds of TNT entities in the same spot with their random momentum preserved in suspended animation The instant we start entity ticking again you can see the TNT spreads out in a perfect circle the reason we observe this pattern is that the random momentum given to TNT always has the same magnitude in the velocity but the direction is picked at random so using the Jupiter We obtain a whole bunch of suspended TNT entities with random momentum and once these TNT fly to the Target destination and are loaded in they will spread out in A Perfect Circle but what’s even more insane is that after we’ve duped an entire batch of TNT we also retain the option to completely Nullify the random momentum so we can also make TNT that will simply just fall straight down we can even select the momentum axes independently and only cancel the momentum on one axis meaning we have the option to create all kinds of patterns with our payload All of the magic to control the shape of the payload is done right here we start with the option to Simply trigger the duper which will dupe 18t all at once however if we want a more precise count we can switch on the single dupe option Which will force it to only duplicate a single TNT so if we go ahead and activate both of these rails together you’ll see we only dupe a single TNT instead of the whole eight once I finished preparing a batch of TNT we will then activate the alignment we also Have the added option to cancel the X momentum or the Z momentum if we take a look at the settings for this First Slice we’ll see we have it configured to do all 18t at once and from this counter do that 24 times meaning we get 192 TNT in total when we Trigger the alignment we do not cancel the X and we do not cancel the Z meaning this First Slice will produce TNT that will form that perfect ring so now through the control of the random momentums we can control the shape of our payload but if we’re going to make Something as sophisticated as a nuclear explosion we’re going to need an additional control this is why we also control the fuse time of the TNT using tick precise timers the basic idea is that a hopper mine cart can pull an item every game tick for each one of these items will Represent a single game ticker fuse time on our TNT if we want our fuse time to be shorter we want to put more items in this Hopper Minecart so to demonstrate let’s spawn some TNT here and then once the timer triggers the TNT moves over into the lazy chunks Where it’s now in suspended animation and therefore won’t explode if we get the fuse time of our TNT entity you can see it is currently exactly one game tick if we reduce the count by a single item like so and then run it again it now activates one game tick sooner And if we look at the fuse time of our TNT it now has exactly two game ticks of fuse the only caveat is that this option is not available to TNT that has random momentum because in order to burn down the fuse time the TNT has to be in Entity processing chunks which means if it has random momentum it will quickly lose that momentum as its motion is processed this means for any batch that has random momentum in it we are forced to use the full fuse time of the TNT of 80 game ticks which corresponds to the minimum count in These timers all right we can control the amount of TNT the shape of the TNT the fuse time of the TNT but there is one last mechanism that we need to truly Elevate the capabilities of this Cannon and that involves the payload scheduling which is controlled by this device right Here however this is where fiends get rather complicated what we are essentially doing is saying once we have created a batch of TNT with a specific count shape and fuse time we go down to this circuit and ask what is the next payload we want to create Currently this Canon is set to create that gigantic nuclear explosion so if we follow the programming we have the 24 batches of TNT which retain their random momentum and therefore have the full fuse time of 80 game ticks when this batch is created who will power these droppers making This item flick across when this counter is triggered we then send a signal down to the breadboard which has been configured to transmit the signal the next slice which will then retrieve the programming for the next payload the second payload will dupe a single count of only a Single TNT this single TNT will also have its momentum completely canceled and the minimum fuse time of only a single Tech we now arrive at the scheduling counter for the second slice which apart from the First Slice has 10 items in it meaning if there are still Items in this dropper when it gets activated the signal will instead be bypassed into the second breadboard which has been configured to Loop the signal back to the first slice and so what this essentially means is that we trigger this 24 times and Trigger this once then loop back to this 24 once And that whole process will be repeated 10 times once the scheduling counter reaches zero the signal is instead sent to this breadboard which is configured to transmit to the next slice so instead of making the full nuclear explosion let’s go ahead and disconnect this connect the third slice and then disconnect this So now we are only going to create the first two payloads but the Canon now running and my player in spectator mode with spectacular chunks Falls we can now see the canon in action we speed up the tick rate a bit You’ll see the encoder flipping back and forth between the first and the second slice palette has just finished charging and has been delivered up to that powdered snow once that flying machine reaches the bottom we’ll activate this chunk loader which will load the payload and send it on its way If we just watch the target destination in the sky you see that our payload has exploded immediately as it flew above the target even though it isn’t unloaded chunks with the game Frozen I’m going to tick forward a single step with my player right above the payload oh there it is Would you look at that a payload looks like it’s forming some sort of geometry if we continue stepping oh hello hmm that looks familiar it turns out that what we have done is first created a batch of 192 TNT and then we’ve created a single TNT that will explode immediately after it has Finished moving towards the target destination so what has happened his first 192 TNT with a random momentum making it form a circle will arrive at the destination then immediately after it a single TNT Will Fly Above It and explode giving momentum to the TNT that is already at The Target this means that over repeated batches that get accelerated at the Target destination we essentially stagger the batches into this cone shape but then why the hell have we got this ring forming at the top well it turns out that Mojang has actually implemented a speed limit on entities when they are First loaded in a chunk this means if the payload is in an unloaded chunk and then all of a sudden the chunk is loaded any momentum which is greater than 10 blocks per tick will be set to zero and you can clearly see from the shape of this cone that the downwards momentum Builds up faster than the horizontal momentum meaning the downwards momentum eventually exceeds 10 blocks per tick however the horizontal momentum is still within that limit so assuming that there wasn’t a speed limit on the TNT when the chunk is loaded the TNT will continue all the way down in this cone shape however Once the TNT exceeds the downwards velocity of 10 blocks per tick the downwards of Aussie is set to zero and then it forms a flat ring and amazingly this quirk in the way that entities are handled in Minecraft just happens to create the perfect conditions to produce a perfect mushroom cloud out Of TNT so a special thanks to the developer who decided to put speed limits on entities when chunks are loaded so we now have the capability of making perfect mushroom clouds out of explosions using TNT however these explosions are not all that destructive that is what the next three slices Of the payload encoder are designed for it’s really funny to think that this fancy ass show of a mushroom-shaped TNT is mostly superficial in fact literally all of the damage is contained inside of this neat little unit right here who grab ourselves a good view foreign There we go that was the charge that does all the damage and this is not even big by the Canon standards if we go in and Fiddle with the Canon’s settings a bit you can obtain a much much bigger explosion but bear in mind there is a performance Limit to how much TNT you can stuff into a single payload but if all you need is the devastating effect of the explosion I would suggest simply forgoing the first two slices and wiring it directly to the payload that actually does the damage so that was just about all the Details you need for the payload encoder but what about actually firing and aiming the cannon well for the previous orbital strike Cannon we had these enormous duping arrays that would allow for omnidirectional Fire Control but this required quite complicated and buggy Mechanics for an Excel spreadsheet to convert coordinates to valid settings For the Canon so for the new orbital strike Canon we’ll focus on simply firing towards a single quadrant so this means that depending on where your Cannon is in your world and its orientation you’ll only be able to fire in a certain direction but from the way that I’ve seen people Using the orbital strike Canon I can’t imagine this being much of an issue given that people tend to build it very far away from the Target anyway this means the cannon should offer a perfectly fine Field of Fire provided to build it off in the corner of your world Somewhere let’s say we want to strike a Target like this medieval village we want to go ahead and grab the coordinates of roughly the center as well as the coordinates for the origin of the cannon then the conversion from coordinates to fire setting uses a very Simple equation that we can run in Excel let’s input level eight or three and four five six eight and these are the settings we need to put into the decimal encoders to start with we want to make sure we get our bearings with the cannon so if we look At this encoder right here it controls the count for the TNT on the z-axis and this encoder right here controls the count for the TNT on the x-axis for the x-axis we add a number of 416. so all we need to do is punch in 400 plus 10 Plus 6. and that will give us 400 and 16. on the z-axis we have 200 and 80 one with decimal values it’s literally that easy to Prime the Canon we then hit this note block and just like with the previous orbital strike Canon it will wait for the player To leave the area so that the system can start chunk loading on its own we can simulate that by going to spectator mode with spectator loose chunks false and as you can see the machine starts immediately you go ahead and tick wall we’re already charging the payload And that is the cannon firing if we fly over to the village now and load the chunks that the payload is in there it is oh doesn’t look like it was very effective but fortunately with this new encoded design the Canon now holds on to the previous fire settings so you can Trigger it immediately and not have to change anything and it will fire again with the exact same settings at the exact same position and there is the second payload fired on exactly the same position there we have it the new and improved orbital strike Canon with nuclear strike capabilities but also Consider that using the pallet encoder you can make all sorts of different kinds of payloads for example if you just have a whole bunch of TNT and a whole bunch more TNT then offset the second batch of TNT by a single tick you would recreate the same step charge that the previous oval Strike Cannon could make or if you mix up a stab charge with a limited amount of TNT with a ring charge as well as a propellant charge you can make a stab charge which penetrates a certain depth and then start to spread out the possibilities are endless but if you Want to try experimenting with this machine yourself be sure to grab a copy of the World download down the description and if you find any really cool payload settings be sure to join the wavetech Discord where you can post them and share them with our community Oh and I just realized pretty much the instant that this video goes live I’m going to be hitting a hundred thousand subscribers unfortunately I’ve been absolutely flat out with University as it is my last semester before I graduate in fact I barely even had time to make this video so if you’re feeling Motivating me a little feel free to subscribe and I’m sure we’ll be able to figure out some way to celebrate when we reach the 100K benchmark thank you all very much for watching and try not to destroy Minecraft with my new Canon Video Information
This video, titled ‘I am become DEATH, the DESTROYER of Minecraft Worlds!’, was uploaded by cubicmetre on 2023-09-02 07:40:30. It has garnered 114372 views and 11104 likes. The duration of the video is 00:22:03 or 1323 seconds.
In this video we experience what is was like for Oppenheimer during the trinity test with actual nukes in Minecraft. It turns out due to a miraculous coincidence of mechanics in the game it is in fact possible to make explosions that perfectly imitate nuclear bombs in Minecraft. Which is all made possible thanks to a new innovation to the orbital strike cannon which allows it to fire programable warheads. What an age for innovation, in minecraft, we live in.
Wavetech Server Discord: https://discord.gg/SR6q7sC
This cannon makes use of TnT dupers designed by @lntricateuwu and Hex encoders designed by @Kahyxen
*Note: The nuclear payload won’t work properly with optimizedTnT enabled, so I suggest not trying to recreate it on low spec systems.*
Downloads for the cannon, and no this doesn’t work on Bedrock Edition or on paper servers: https://www.mediafire.com/folder/fyhy4ospuq810/Orbital_Strike_2.0
Mods that I use: https://www.mediafire.com/file/rrtgqhxe7l04qc0/mods.zip/file
Second Channel where I post my Music: https://www.youtube.com/channel/UCU__v62MRRYVO8IRDKh0adQ