Uploaded February 2023 | Updated September 2026, 1 week ago
A messy little demonstration of something I just found. Basically lets you place two blocks in the same tick but at different positions, without any sort of lag.
Minecraft TAS people(me included) often say "you can only place one block per tick." But this isn't quite true. In fact, there is no hard limit on the number of times you can place a block in a tick! If you press “place block” 5 times in a tick, it will actually try to place 5 blocks. The issue is that your target position(aka the coords of the block you're looking at) only updates once per tick. And since each block you try to place uses this same position to calculate where it should be placed, this usually means all 5 of your blocks will try placing in the same exact spot. This is actually fine for some blocks like snow layers or scaffolding, since they let you place multiple in the same position by design(try placing 64 scaffolding in a tick, its fun!!). But, for other blocks like stone or smthn, trying to place 5 in one position will only let one successfully place, while the rest get canceled.
So, if that's the case, then what's happening in this video?
While it is true that every block you try to place will use the same target position, this isn't the only factor involved in deciding where the block get placed. Under most circumstances, the position it chooses is just adjacent to the target position, offset based on the face of the hitbox you were looking at that tick. However, if the block at the target position is deemed "replaceable," then the block gets placed right at the target position instead(think placing a block on tall grass). This gives us two possibilities for where a block can be placed for a given tick: adjacently to the target position, or directly on the target position. So if you place two blocks in a tick, and one chooses the adjacent position, and the other chooses the replaced position, then they'll both successfully place. This is what I'm calling a "double place," since it places blocks at two different positions in a single tick.
But now the question is, what makes a block replaceable? And how can we actually use this?
Well, if the block at your target position is one of these then it's always replaceable, unless you're trying to place that same block:
Structure Void
Grass
Fern
Dead Bush
Tall Grass
Large Fern
Warped Roots
Nether Sprouts
Crimson Roots
Seagrass/Tall Seagrass
Fire/Soul Fire
Air
Water
Bubble Column
Lava
Or if the block at your target position is one of these, then it's a bit more specific:
Scaffolding - Replaceable if you're placing scaffolding
Sea Pickle - Replaceable if it has less than 4 pickles and you're placing a pickle
Turtle Egg - Replaceable if it has less than 4 eggs and you're placing an egg
Slabs - Replaceable if you're placing its other half
Snow Layer - If it's 1 layer, always replaceable unless placing another snow layer. If there's more than 1 layer, then it's only replaceable if you're placing a snow layer on the top. At 8 layers it's never replaceable.
Vines - Always replaceable, unless the block is fully vined(all 5 sides)- even if there's less than 5 blocks for it to cling to or if you're placing a vine. It's actually impossible to place a vine adjacent to another vine.
That's a lot of info, but its nothing scary. Just satisfy one of these conditions for one block you place, and then don't satisfy any for another. Consider the "Standard Replaceable Blocks" examples in the video:
The first block I try to place sees that the block at my target position is grass/snow/fire(replaceable!), so it places directly at my targeted position. But then the second block sees that the block at the target position is now cobblestone(not replaceable!) so it places adjacently instead. This successfully places the two blocks in a single tick.
But what about the "Replaceable Blocks via Insta-mine" examples? TNT/slime definitely aren't replaceable, but air sure is! If you insta-mine a block and place two blocks in the same tick, first the insta-mine turns the block at your selected position to air. So when your first block tries to place, it sees air at the target position(replaceable!), so it places directly at the targeted position. Then the next block sees that the block at the target position is now cobblestone(not replaceable!) so it places adjacently. You can even do this underwater, since water is replaceable too.
The "Stacked Replaceable Blocks" section just shows that this isn't exclusive to placing 2 blocks. For the 1st one, the first 10 blocks are placing scaffolding on scaffolding(replaceable!), so it does its thing. But the 11th is placing cobblestone on scaffolding(not replaceable!) so places adjacently.
Not sure when it was added, but I managed to do it in vanilla 1.8-1.19. I actually think this is what happens in my HDWGH TAS(youtu.be/6FrDXg3W8uM) at 1:00 when I place 2 sandstone. I always chalked it up to lag, but I could have just placed them on the side of the grass block.
A messy little demonstration of something I just found. Basically lets you place two blocks in the same tick but at different positions, without any sort of lag.
Minecraft TAS people(me included) often say "you can only place one block per tick." But this isn't quite true. In fact, there is no hard limit on the number of times you can place a block in a tick! If you press “place block” 5 times in a tick, it will actually try to place 5 blocks. The issue is that your target position(aka the coords of the block you're looking at) only updates once per tick. And since each block you try to place uses this same position to calculate where it should be placed, this usually means all 5 of your blocks will try placing in the same exact spot. This is actually fine for some blocks like snow layers or scaffolding, since they let you place multiple in the same position by design(try placing 64 scaffolding in a tick, its fun!!). But, for other blocks like stone or smthn, trying to place 5 in one position will only let one successfully place, while the rest get canceled.
So, if that's the case, then what's happening in this video?
While it is true that every block you try to place will use the same target position, this isn't the only factor involved in deciding where the block get placed. Under most circumstances, the position it chooses is just adjacent to the target position, offset based on the face of the hitbox you were looking at that tick. However, if the block at the target position is deemed "replaceable," then the block gets placed right at the target position instead(think placing a block on tall grass). This gives us two possibilities for where a block can be placed for a given tick: adjacently to the target position, or directly on the target position. So if you place two blocks in a tick, and one chooses the adjacent position, and the other chooses the replaced position, then they'll both successfully place. This is what I'm calling a "double place," since it places blocks at two different positions in a single tick.
But now the question is, what makes a block replaceable? And how can we actually use this?
Well, if the block at your target position is one of these then it's always replaceable, unless you're trying to place that same block:
Structure Void
Grass
Fern
Dead Bush
Tall Grass
Large Fern
Warped Roots
Nether Sprouts
Crimson Roots
Seagrass/Tall Seagrass
Fire/Soul Fire
Air
Water
Bubble Column
Lava
Or if the block at your target position is one of these, then it's a bit more specific:
Scaffolding - Replaceable if you're placing scaffolding
Sea Pickle - Replaceable if it has less than 4 pickles and you're placing a pickle
Turtle Egg - Replaceable if it has less than 4 eggs and you're placing an egg
Slabs - Replaceable if you're placing its other half
Snow Layer - If it's 1 layer, always replaceable unless placing another snow layer. If there's more than 1 layer, then it's only replaceable if you're placing a snow layer on the top. At 8 layers it's never replaceable.
Vines - Always replaceable, unless the block is fully vined(all 5 sides)- even if there's less than 5 blocks for it to cling to or if you're placing a vine. It's actually impossible to place a vine adjacent to another vine.
That's a lot of info, but its nothing scary. Just satisfy one of these conditions for one block you place, and then don't satisfy any for another. Consider the "Standard Replaceable Blocks" examples in the video:
The first block I try to place sees that the block at my target position is grass/snow/fire(replaceable!), so it places directly at my targeted position. But then the second block sees that the block at the target position is now cobblestone(not replaceable!) so it places adjacently instead. This successfully places the two blocks in a single tick.
But what about the "Replaceable Blocks via Insta-mine" examples? TNT/slime definitely aren't replaceable, but air sure is! If you insta-mine a block and place two blocks in the same tick, first the insta-mine turns the block at your selected position to air. So when your first block tries to place, it sees air at the target position(replaceable!), so it places directly at the targeted position. Then the next block sees that the block at the target position is now cobblestone(not replaceable!) so it places adjacently. You can even do this underwater, since water is replaceable too.
The "Stacked Replaceable Blocks" section just shows that this isn't exclusive to placing 2 blocks. For the 1st one, the first 10 blocks are placing scaffolding on scaffolding(replaceable!), so it does its thing. But the 11th is placing cobblestone on scaffolding(not replaceable!) so places adjacently.
Not sure when it was added, but I managed to do it in vanilla 1.8-1.19. I actually think this is what happens in my HDWGH TAS(youtu.be/6FrDXg3W8uM) at 1:00 when I place 2 sandstone. I always chalked it up to lag, but I could have just placed them on the side of the grass block.








![Faster 5% Dragon Insta-Kill Setup 1.12 SSG
(if you want setup info skip towards the end :] Most of this is just context for my own selfish indulgence)
Recently I released a video showing off a potential setup for a 1.12 ssg insta-kill(https://youtu.be/VMHl0SOFw_0). And while it was good enough for people to hit it, it left a lot to be desired in terms of consistency and speed. Originally I estimated that ~3.8% of dragons would give you enough velocity based on 5000 random end fights that perched and charged within 30 seconds. I then eyeballed that about 50% of those would bonk on terrain and lose the necessary velocity before you could use it. This left a rough 2% estimate of hitting it, but it was also slightly inaccurate
(fwiw, almost exactly 30% of end fights met the 30 second charge restriction, and almost all were insta-perches. Which makes sense, since the 1.12 dragon is so fast that it can get to the 7/8 node faster than it can register the end crystals(which takes 5 seconds). As a result it only rolls a 1/3 to insta-perch since it doesnt think theres any crystals up, similar to how the first holding path only ever routes to the middle nodes. And factoring in 1/8 & other 1/13s, you get ~30%.)
Anyway, while confirming my physics n stuffs, I noticed that the dragon almost always spawns with a yaw of 229.78471. Im not entirely sure /why/ this is the case or if you can manipulate it, but it seems to come from the fact that it uses world random. Which conveniently gets reset right before dragon spawn if theres end island chunks that need to be generated(smthn smthn end city gen resets world random)(?). Regardless, its pretty epic cuz it makes the dragon paths a bit more predictable than I assumed. And it actually brings my original setup up to a 5% to get the velocity, ignoring bonks.
And! Speaking of bonks, I took the time to simulate the full client/server physics interaction during the insta-kill. This let me get actual numbers on how often/where the player bonks, and all in all it gave an estimated ~3% chance of that original setup hitting(or maybe a bit higher I forget the exact decimal)
But anyway, now for this setup. It again works by using the end terrain/obsidian pillars to strategically slow down different dragons and create hotspots where a tickle spot is more likely to be. So by standing in one spot when the dragon takes off you can set its target to get the right path, and then you can get the best chance of hitting the insta-kill by standing elsewhere in a good hotspot. And using blocks is just the easiest way to align yourself and prevent getting launched by the initial velocity transfer
SETUP INFO!
Pickaxe is kinda required, and you can do the setup up as soon as you want, its just hard to see. You just cant get much closer without sneaking or dealing with fireballs. All that matters tho is that you stand at (54.3, 59, 38.7)(Y important!) when the dragon takes off, and then move to (56.7, ~, 39.7) to shoot. Y isnt important there, but digging down in that corner is prolly best. This gives you a 7.00% chance of getting close to the tickle spot, and to help avoid bonking/snagging your Z server velocity you also want to place an endstone somewhere (47-55, 60, 39). Technically the lower X the better, but X 50 works fine. This gives you an overall 5.56% chance of getting enough velocity and not bonking, out of 100k end fights that perch and charge within 23 seconds of dragon spawn(vs 3.7% without the end stone). Of course this assumes you shoot tick perfectly(as shown in the vid, Keep in mind this timing is a few ticks later than the first setup cuz the dragon slowed), but again you only lose 9% of your velocity each subsequent tick. So better late than early, but it does get increasingly rarer to hit the later you are. This setup also averages 12.3 seconds from perch leave to death dance(12.2-12.55), vs 13.9(13.75-14.35) for the old setup. (oops the original times I had there were jank sorryyyy)
Anyway thats all for now. Hopefully better/faster setups coming soon, but maybe this can tide you over. Id wait until I had something better but this is More Dramatic and Also I Felt Bad. Im also considering looking at 1.9 setups(?) Im hesitant cuz hunger sucks, but on the other hand theres potential for some silly stuff. Its the only version with the bug that directly ties the dragons yaw to its head/neck hitbox heights(they literally use the dragons yaw in degrees to offset the hitbox y in meters). And since the dragon slows down partly based on those hitboxes, it might not slow down in scenarios where a 1.12 dragon would, or vice verse depending on wherever the head ends up. And since the dragon slowing down is what makes different setups good or bad, that could result in some fun stuff. Of course, Id actually have to look into it to find out, but thats like the only version difference anyway
also! these %s includes the backwards dragons, which always fail, and happen 4% of the time Faster 5% Dragon Insta-Kill Setup 1.12 SSG](https://i.ytimg.com/vi/sJOT9dejeno/mqdefault.jpg)

