Uploaded May 2025 | Updated September 2026, 1 week ago
hiii im back farming videos off of speedrunning clips.. Be sure to submit your favorites in the comments for a chance to win!!! this time, I saw Couriway place a gold block inside of his head, letting him crawl for a bit until the server got mad and tp'd him out. This isn't particularly new, but it got me curious if it was possible to do this quickly, while sprinting, and without the server tp'ing you out. Spoiler: Yeah, I guess it is, if you're really desperate...
The way it works is simple enough tho; you only get blocked from placing a block(get it?) if it intersects your server hitbox, which is centered around your server position. And your server position really only gets updated if you either move more than 0.03m, or wait 20 ticks. So if you're standing outside a block position, and then move less than 0.03m into it, you can still place a block there. This intersects your head, forcing you to start crawling on the client. It also doesn't make a place sound, which is kind of unsettling
This doesn't force the server to start crawling though, since it's still outside of the block. Meaning if you try crawling any deeper than 1e-5m into the block, it'll get suspicious and tp you back out(like what happened to Couriway). So naturally, if you just don't crawl any deeper than 1e-5m(until your server position updates again), then everything works just fine. This way when your server position does update it won't think you're clipping into a block, and will decide to start crawling as well. and then that's it!
none of this is suuuper precise, but doing it all nicely in One Sprinting Motion is definitely tas only. Slowing down to less than 0.03m/t is kinda annoying if you're already moving, and trying to place the block while sprinting and moving into a 0.00001m range is about as moderately difficult as it sounds. I ended up just using the 1e-5m range on the side wall of the block instead of the wall facing me, which is far less aesthetically pleasing(and why I placed the block off to the side), but unfortunately probably optimal.
And alsoooo you can do this by just clipping into the head block with a float gap clip thing(youtube.com/watch?v=oG1SZsszCXg ) instead of placing it with an un-updated server position, which I did at the end just for fun. but imo the server position stuff is a bit more interesting than my 23874th float clip video... but dw tho more of those to come whenever i find motivation to finish reworking my input finder lol
otherwise that's all!!! sorry for still not uploading recently... I swear I've still got a lotttt of things/videos i really want to make/explore, i'm just in a perpetual state of distraction and Unfortunately those videos are not the main distraction lately!!! :sob:
hiii im back farming videos off of speedrunning clips.. Be sure to submit your favorites in the comments for a chance to win!!! this time, I saw Couriway place a gold block inside of his head, letting him crawl for a bit until the server got mad and tp'd him out. This isn't particularly new, but it got me curious if it was possible to do this quickly, while sprinting, and without the server tp'ing you out. Spoiler: Yeah, I guess it is, if you're really desperate...
The way it works is simple enough tho; you only get blocked from placing a block(get it?) if it intersects your server hitbox, which is centered around your server position. And your server position really only gets updated if you either move more than 0.03m, or wait 20 ticks. So if you're standing outside a block position, and then move less than 0.03m into it, you can still place a block there. This intersects your head, forcing you to start crawling on the client. It also doesn't make a place sound, which is kind of unsettling
This doesn't force the server to start crawling though, since it's still outside of the block. Meaning if you try crawling any deeper than 1e-5m into the block, it'll get suspicious and tp you back out(like what happened to Couriway). So naturally, if you just don't crawl any deeper than 1e-5m(until your server position updates again), then everything works just fine. This way when your server position does update it won't think you're clipping into a block, and will decide to start crawling as well. and then that's it!
none of this is suuuper precise, but doing it all nicely in One Sprinting Motion is definitely tas only. Slowing down to less than 0.03m/t is kinda annoying if you're already moving, and trying to place the block while sprinting and moving into a 0.00001m range is about as moderately difficult as it sounds. I ended up just using the 1e-5m range on the side wall of the block instead of the wall facing me, which is far less aesthetically pleasing(and why I placed the block off to the side), but unfortunately probably optimal.
And alsoooo you can do this by just clipping into the head block with a float gap clip thing(youtube.com/watch?v=oG1SZsszCXg ) instead of placing it with an un-updated server position, which I did at the end just for fun. but imo the server position stuff is a bit more interesting than my 23874th float clip video... but dw tho more of those to come whenever i find motivation to finish reworking my input finder lol
otherwise that's all!!! sorry for still not uploading recently... I swear I've still got a lotttt of things/videos i really want to make/explore, i'm just in a perpetual state of distraction and Unfortunately those videos are not the main distraction lately!!! :sob:
![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)









