Hello welcome to minecraft uh today we’re doing a psi spell challenge the challenge is to make a spell or a set of spells that allows you to easily dig out a staircase tunnel starting from the surface and going down to bedrock there’s uh bonus challenges such as placing stair blocks facing The appropriate direction while the tunnel is being made lighting up the tunnel having the staircase uh place blocks or conjure blocks to ensure the tunnel stays closed whenever it hits ravine uh conjuring blocks not not to remove water and lava in the event you run into something like that and uh yeah so I don’t know if i’ll be doing all of those but uh i’ve got this old spell here that let’s see if i have a lucas i think this is lubecast i put this here you’ll see it’s useful for making any directional stuff so i figure i can use a lot of the Same components uh a lot of the same parts and logic from this one as uh to make the stair spell in this case uh i won’t need the y to be three segment it’ll only be up or down since it’s stairs i don’t think i’ll be using for tunnels and uh I also won’t be doing diagonals i thought occurred but i feel like diagonal downwards tunnels would be far too much of a pain if it’s just scaffolding diagonals easy you saw it was just one block kind of offset every so often so i guess i’ll uh start fiddling around with that i’ve already Got the bass spells set apart because this is going to be the main thing i’m using this is all probably completely unusable in it so i’ll start filling around with this and see how it goes all right progress has been made i’ve got this which basically does uh this The casting straight up uh doesn’t work but it’ll give you the single direction that way i can have the tunnel going in one single direction the way i want to have this work is when you cast out a block it’ll set that block and then from there It’ll go in the direction you’re looking so if i want the tunnel to dig that way cast it like that it’d start from this block and go down that way this way do that so okay so i’ve been working on that a bit more but i said the next thing i should Know is how uh how tall i want the stairway to pay so i’m thinking this height which means you’ll never be bumping your head if i do one lower you can bump here if you’re running down fast that’s one two three four five plus the place there so That’s uh that gives me the next piece of information i need to know all right well uh made a bunch of progress kind of got immersed in it and forgot to kind of uh you know look at every now and then but uh yes essentially so i’ve kind of followed that around Got it into a nice position that’s that was just this and i started heading on this section here which is going to be so all this does here is it will i don’t think i needed that or did i i don’t remember anyways uh all this does Is you know it stores the direction and that’s just a one-off thing it’ll save the vector and this will never get used again after the first loop because this is going to be a loop cast bullet and so now i’m working on this part right here which Has turned into this so far and what this will do is it will take that direction it will get my position from the previous tick uh just using change log and uh some sort of loop sync type logic to go back to the proper loop position the changelog position So that’ll uh the way this is gonna work is it’s gonna be you cast it and it’ll start at your feet and go so yeah and uh actually doing it that way i i think i’ll uh i think i’ll have it so you can actually shoot up or down and you can Create a staircase up to the surface or down to whatever depth you want let’s see all right so all i should need to do now is i need to get the trick dies set up properly so the place block will only activate when it’s uh in the right spot instead of when i’m Breaking these i don’t want the entire thing to be filled with stairs like uh like this because uh that wouldn’t exactly be a tunnel down to bedrock now wouldn’t that just be a ton of stairs and uh other than that i also need to get the direction proper which uh that requires me Getting the opposite direction of that and i’m not gonna run a bunch of connectors around so i think i’ll just get another safe save vector and use a uh yes vector negate that should just basically give me the opposite to that direction and that should be that then i like i said i Gotta figure out the trick die orders get the rotation right and then i need to uh combine it with this which i think i’ll do a little more work so that way the constant can be the uh the y value the dust signum of the y value and then feed that as The y input for that which gets saved that should be perfect also i ignore these i was using this as reference for uh making this little part right here using the change log because uh that was used in this spell over here that’s basically just this chunk right here So instead of having to think about it i just kind of pasted down a few rows because as i keep moving along keep overriding it and didn’t want to have to keep shifting the mouse and going so just paste it a few times and uh Yeah that way i always can just look off the side of my screen and reference that when making this just makes it a little easier oh yeah one more thing so as you can see i’ve been keeping this square and this was you know perfectly in the six bandwidth uh Range however uh once i had that other piece right there this is definitely gonna be at least a seven bandwidth spell so i guess i might well start shifting some of this around to make space for that as well as uh get used to the next bandwidth limitation that i’ll definitely be Having to use for this and hopefully i’ll know actually now this will definitely be uh the uh an ivory or ebony cad type spell unless you go the option of um getting some of the more advanced cores once you get your first uh psy metal cat assembly i usually just Make the iron one to start that i make a bass guy or one so i can get psy metal and i make a simon one out of whatever gold i have and i generally don’t upgrade even making the cores until i’ve gone to the end and got ivory and ebony It just you know makes a bit more sense for me i like efficiency all right so something i just realized actually the vector negates that uh that won’t be all the time if i have this able to make stairs to the surface then the stairs will be facing This way as you’ll be going up however if i have the thing digging a stairway down the stairs will obviously be facing the opposite direction so uh yes i’ll have to add a bit more logic to that uh should be able to yes since i’m calling from the saved vector For for the yeah for the directions so i can just take the y out of that and then use that to negate that that should work all right well i guess i’ll see if that works also so in terms of the die the trick dies so if you’re wondering why they have a Cosine that basically inverts it so ones become zero zero becomes one or in this case it’s more of um zero will activate this and every number greater than zero or that’s not zero will not activate this or am i getting that backwards anyways it um it essentially allows me to invert this So yeah that’s because i want this to activate on the first loop because this one is going to be the one that uh that allows this one to activate on the first loop and then not never again because this is to store your initial look because the way the spell works is You’ll shoot it and then you can do whatever else you just kind of gotta stay within the sphere of influence of the actual tricks going on so uh yeah and then the other one is for the place block like i was saying you know you don’t want a Solid stair tunnel that kind of wouldn’t be a tunnel so yes both of these have to be um behind this one in activation order so they have to be either here or anywhere underneath it and rotating and moving stuff around you know it’ll give this more or less room where i can place These and this one needs to have this one in front of it and this one has to be behind it so yeah that’s that’s uh where i’m working on with those but for now i’ll try and get the place working and go from there well here i went ahead and redid this i Got the sign num coming from the y value so that gives me that i fed that into there kind of reoriented it let’s see it was this and that looks like went from this to this so hopefully uh i can kind of re-order stuff i need to to fit it in better Here or there usually the spells are actually quite easy to sort of uh shift into puzzle pieces that just barely fit perfectly together like uh this one for example this is actually two completely separate spell pieces you know just by moving the pieces off you can see that you know these two Pieces aren’t connected at all it’s uh they’re just perfectly conformed around each other so it looks like it’s mostly one perfect square this one’s just barely over six bandwidths so that annoys my ocd a bit but uh yeah i try to go for uh perfectly shaped spells in All my cases because it’s nice and also lower cad uh requirements for bandwidth and such also bandwidth has the uh advantage of so i personally believe there’s no reason to ever make a spell larger than eight bandwidth unless you have well actually uh i guess decided uh Recently so now we have 36 as max core’s max complexity but uh so there may be some scenarios now but with the old 32 i believe was the limit there was never any reason to go to nine bandwidth because if you need nine bandwidth you’d have to uh You have to stick with a 10 socket component which means you can only have 10 spells in your cad whereas if you’re able to make all your spells 8 bandwidth or less you can have 2 extra spells with the 2 12 sockets also the sockets does have an impact on How many vectors you can save so there’s more than just the amount of spells you can store there’s also you can use some slightly more advanced spells keeping everything to 8 bandwidth so uh yes hopefully i’ll be able to get this all shaped up nice and fine Well that was actually uh quite simple to do that real quick all i did was i took the same vector got the y value from that sign them and then multiplied that so it’ll multiply it by uh 1 or negative one so yeah that should be that should be Exactly what i’m looking for and now to i think all i’ve got to do now merge these two spells and get the trick order right with the die place block and break block so yeah let’s see if i can do that okay so i’ve got these two spells uh two These two sections that spell shoved together and it’s one over the complexity limits so i’ll just have to fiddle around here and there see if i can’t cut out one complexity somewhere i’ve got a bit of redundancy here and there like i’ve got the two loop cast indexes but that’s more Because they’re on such opposite sides i i don’t think it’d work out trying to have those share but i’m sure there’s something else somewhere here i could cut out and i’ll go fill around with that see what i can’t do all right so actually i’ve decided uh I’m gonna test this out just with a i got myself creative cad putting on chest through my outcome there so i don’t get cat interference as you can see the creative stats there and uh so the trick order is actually right if i just um kind of move this down so i Rotated the grid uh or mirrored it left to right so the first trick to activate going all the way across and whatnot should be the brake block and i’ll do all the math for that then i’ll reach this die which will mean only on um the proper Lock height will it uh not kill this trick so it’ll place back here it’ll like skip it skip it and so on so forth as it goes down then i’ll reach this last one and this last one will prevent the uh save vector from happening after loop zero said loop cast Index it starts at zero goes to one two three four five so zero is actually the first one is the second so on so forth but uh if it’s not loop zero according to the index this cannot activate thanks to this so i’m going to try this out let’s uh Let’s see how this works well i think i missed let me try again i forgot it does uh start in your position yep i guess i couldn’t place that one block because uh i’m standing there all right that’s working nice now let’s uh i think it should work like this Yeah i’d say that’s uh that’s just about what i’m wanting i might if i have any complexity leftover i might add some uh stuff to make it so that like you saw how the first stair when i went up it just um didn’t place it by feet because it’s i’m Standing there can’t place blocking the player but yeah it’s working pretty well so far cool actually i might just uh call it here for now i’ll play around with this a bunch but uh i might end up making a completely different type of spell this one is basically just my span spanner spell Uh but it makes stairs and uh digs holes so yeah i’ll i’ll fiddle around with this i’ll definitely try and shave that one extra complexity off so that way it’s actually castable in survival and uh also hopefully get it down to 8 bandwidth because like i said i hate 9 bandwidth i feel Like there’s never any reason to make a spell nine bandwidth so yes i’ll i’ll go you know mess around with this and uh for now this is uh this i’ll just leave this here so yeah psy Video Information
This video, titled ‘PSI Spell Challenge #5’, was uploaded by TauKinth on 2021-03-25 23:55:09. It has garnered 9671 views and 106 likes. The duration of the video is 00:17:03 or 1023 seconds.
This is the fifth spell challenge posted in the Psi: Taurus Silver Discord group https://discord.com/invite/vqg6qTH
Here’s the spell as is in the video | https://imgur.com/Q7sVIiU | and this is the version I made after reducing complexity by one and moving around pieces a bit | https://imgur.com/1fVH46a |