Uploaded January 2023 | Updated September 2026, 1 week ago
I've been having A Time, and after some consideration I think I want to start uploading smaller videos here. I keep too much locked behind unlisted videos, private chats, and my brain(the least trustworthy!!), and that just feels unfair. But I suppose that should include publishing all my unlisted videos too, even if old stuff might be kinda wrong or cringe. So here you go ❤️ Smthn smthn growing as a person new year new me.
Original Title: Minecraft in a Bit More Than 5 Seconds
Original Upload Date: Feb 7, 2018
Original Description: Done again with a different strat that doesn't execute commands after generating the new world. So that's pretty nifty I guess.
Notes:
This was just a video demonstrating an application of a glitch I had found back in probably 2016, way before I got involved with Minecraft Speedrunning. I don't remember the specifics(I guess that's why I'm making this channel), but all I really called it was the "Hardcore Mode Glitch."
From what I remember, back in the day the hardcore death screen had an option to "delete world." Contrary to what the name implies, it does not delete the world. In fact, it doesn't even properly close the world. So it boots you to the title screen, but keeps the world open. Normally the title screen would pause the world anyway, but you can stop this by opening the world to LAN before dying. You can then browse the title screen and world menus while the hardcore world is still ticking along. It should completely close if you try opening a new world, but this can be avoided as well. If you induce enough lag that you can load a new world in-between ticks(?), then it'll keep ticking even after you enter the new world. As you might be able to guess the implications of that are quite whimsical.
This video is a follow up to my previous Remote Credits video(youtu.be/q5FO7JkAr_0). I again use a super high randomTickSpeed to lag the game and keep a hardcore world loaded while I generate a new world. Again the goal is to trigger the credits in that world while in the new world. However this version does not trigger any commands after the new world is loaded. Instead I use end crystals to temporarily disable the end portals in fountain so that I can place the player inside. Then once the new world is loaded I shoot one of the crystals with a arrow dispenser, interrupting the crystal animation and re-placing the end portals in the fountain. Since the player is in the fountain though, this triggers the credits.
I've been having A Time, and after some consideration I think I want to start uploading smaller videos here. I keep too much locked behind unlisted videos, private chats, and my brain(the least trustworthy!!), and that just feels unfair. But I suppose that should include publishing all my unlisted videos too, even if old stuff might be kinda wrong or cringe. So here you go ❤️ Smthn smthn growing as a person new year new me.
Original Title: Minecraft in a Bit More Than 5 Seconds
Original Upload Date: Feb 7, 2018
Original Description: Done again with a different strat that doesn't execute commands after generating the new world. So that's pretty nifty I guess.
Notes:
This was just a video demonstrating an application of a glitch I had found back in probably 2016, way before I got involved with Minecraft Speedrunning. I don't remember the specifics(I guess that's why I'm making this channel), but all I really called it was the "Hardcore Mode Glitch."
From what I remember, back in the day the hardcore death screen had an option to "delete world." Contrary to what the name implies, it does not delete the world. In fact, it doesn't even properly close the world. So it boots you to the title screen, but keeps the world open. Normally the title screen would pause the world anyway, but you can stop this by opening the world to LAN before dying. You can then browse the title screen and world menus while the hardcore world is still ticking along. It should completely close if you try opening a new world, but this can be avoided as well. If you induce enough lag that you can load a new world in-between ticks(?), then it'll keep ticking even after you enter the new world. As you might be able to guess the implications of that are quite whimsical.
This video is a follow up to my previous Remote Credits video(youtu.be/q5FO7JkAr_0). I again use a super high randomTickSpeed to lag the game and keep a hardcore world loaded while I generate a new world. Again the goal is to trigger the credits in that world while in the new world. However this version does not trigger any commands after the new world is loaded. Instead I use end crystals to temporarily disable the end portals in fountain so that I can place the player inside. Then once the new world is loaded I shoot one of the crystals with a arrow dispenser, interrupting the crystal animation and re-placing the end portals in the fountain. Since the player is in the fountain though, this triggers the credits.

![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)








