Uploaded September 2023 | Updated September 2026, 2 weeks ago
This is a very messy video i don't know why i did anything i did but it's a very fun concept so I'm posting it anyway. Just in case this sickness kills me before I make a better one lol. enjo anyway ig :)
So, being on the ground is determined by two criteria: First, you have to be moving downward. Second, that downward movement has to be interrupted in some way, so the distance you end up moving isn't equal to the distance you were trying to move. Usually the only way this interruption can happen is by bonking a block, which impedes any movement past it. For example when you're just standing idly on the ground, gravity from the previous tick tries to push you downward. But then this movement gets stopped by the ground, so you get marked as on the ground for the next tick. But! There is actually another way to do this: If you try to make a movement smaller than 0.0000001m(1e-7) on an axis, the game simply won't move you on that axis. This creates a discrepancy, and so if that intended movement was on the -Y, you actually get incorrectly counted as being on the ground. Tangentially this same concept is also what causes the perfect 90 degree x surf, just with your z velocity instead. You get a z velocity of like 1e-18 before getting snapped, creating a half-collision on the z axis and thus preventing your x velocity from ever resetting.
Unfortunately though, at the start of every tick your velocity on any axis will get reset to 0 if it's smaller than 0.003m/t. This means you can't just carry in the right velocity from a jump or let gravity trigger it. Instead you have to use your actual movement acceleration from your inputs to get the 0.0000001m velocity. This is easy for the x surf since it's all horizontal, but normally this won't even touch vertical velocity, so no dice. The exception, of course, is with swimming. This let's you adjust your y velocity with jump, sneak, and most importantly by changing your pitch. Although sneaking doesn't always count since it comes before the .003 snap unlike jump and pitch for whatever reason
So with this in mind, I just went ahead and found some inputs that would get my y velocity between -0.0000001 and 0.0m/t. Not always a super easy task in general, but I kept the examples pretty simple here. I end up swimming so that my y velocity starts at 0, and then I swim for one tick with a pitch of -3.76 with jump and sneak held, and for another tick at 27.68, this time with just space held. fwiw there's A LOT of angles that work, those were just the ones I chose. Pressing jump and sneak for the first tick doesn't inherently affect my velocity since the jump and sneak velocities cancel out. But annoyingly negative pitches just don't affect your y velocity if you're swimming at the surface unless you're pressing jump, so that just forces it to work without changing stuff. Pressing jump on the second tick does affect it, since the +.04m/t from it is what sets up the velocity correctly. Not necessary with different angles, but what I went with. And all and all this will get you a y velocity of like -4.7E-8! Which counts as being on the ground. You only see -0.0 on the menu though because since this counts as a colliding with the ground your velocity gets set to 0
From there it's just a matter of jumping on the next tick to ~ do the water jump ~, but there's a bit more to that as well. You can either stay touching the water and jump as long as your eye level or whatever is above the water, or you can completely exit the water horizontally on that next tick when you jump. If you exit the water the jump will be like any old sprint jump, with friction that kills like half of your horizontal speed. But if you're still in the water when you jump, you only get the water friction, which only kills like 10% of your horizontal speed. This kills a bit of you jump height too, but the speed you retain is quite significant(adjusting pitch can giv height too btw). Essentially the equivalent of skipping the ground friction tick in a normal sprint jump altogether, which makes this one jump literally faster than where sprint jumping on flat ground caps out at. Not quite as fast as where 2 high ceiling sprint jumping caps out, but that still feels crazy
Anyway that's all I've got rn sorry if that's a mess. You can 100% do this with elytras too which would be cool since they're so mobile(whoever made the .003 thing is a meanie...), but the angles are prolly much harder to get right. It also might be possible to chain these to just flat out swim faster? But I'm not sure. It's definitely faster for exiting water though, probably in all situations, presumably by quite a bit. The water friction straight to air friction is just sooooo good for speed. 100% some cool stuff to do with it but that'll have to wait until I feel better. Also I'd be curious if anyone's done this before, because it's obviously too precise to just happen, but it feels so obvious now that I've realized it
Music: Piano 1 - c418
This is a very messy video i don't know why i did anything i did but it's a very fun concept so I'm posting it anyway. Just in case this sickness kills me before I make a better one lol. enjo anyway ig :)
So, being on the ground is determined by two criteria: First, you have to be moving downward. Second, that downward movement has to be interrupted in some way, so the distance you end up moving isn't equal to the distance you were trying to move. Usually the only way this interruption can happen is by bonking a block, which impedes any movement past it. For example when you're just standing idly on the ground, gravity from the previous tick tries to push you downward. But then this movement gets stopped by the ground, so you get marked as on the ground for the next tick. But! There is actually another way to do this: If you try to make a movement smaller than 0.0000001m(1e-7) on an axis, the game simply won't move you on that axis. This creates a discrepancy, and so if that intended movement was on the -Y, you actually get incorrectly counted as being on the ground. Tangentially this same concept is also what causes the perfect 90 degree x surf, just with your z velocity instead. You get a z velocity of like 1e-18 before getting snapped, creating a half-collision on the z axis and thus preventing your x velocity from ever resetting.
Unfortunately though, at the start of every tick your velocity on any axis will get reset to 0 if it's smaller than 0.003m/t. This means you can't just carry in the right velocity from a jump or let gravity trigger it. Instead you have to use your actual movement acceleration from your inputs to get the 0.0000001m velocity. This is easy for the x surf since it's all horizontal, but normally this won't even touch vertical velocity, so no dice. The exception, of course, is with swimming. This let's you adjust your y velocity with jump, sneak, and most importantly by changing your pitch. Although sneaking doesn't always count since it comes before the .003 snap unlike jump and pitch for whatever reason
So with this in mind, I just went ahead and found some inputs that would get my y velocity between -0.0000001 and 0.0m/t. Not always a super easy task in general, but I kept the examples pretty simple here. I end up swimming so that my y velocity starts at 0, and then I swim for one tick with a pitch of -3.76 with jump and sneak held, and for another tick at 27.68, this time with just space held. fwiw there's A LOT of angles that work, those were just the ones I chose. Pressing jump and sneak for the first tick doesn't inherently affect my velocity since the jump and sneak velocities cancel out. But annoyingly negative pitches just don't affect your y velocity if you're swimming at the surface unless you're pressing jump, so that just forces it to work without changing stuff. Pressing jump on the second tick does affect it, since the +.04m/t from it is what sets up the velocity correctly. Not necessary with different angles, but what I went with. And all and all this will get you a y velocity of like -4.7E-8! Which counts as being on the ground. You only see -0.0 on the menu though because since this counts as a colliding with the ground your velocity gets set to 0
From there it's just a matter of jumping on the next tick to ~ do the water jump ~, but there's a bit more to that as well. You can either stay touching the water and jump as long as your eye level or whatever is above the water, or you can completely exit the water horizontally on that next tick when you jump. If you exit the water the jump will be like any old sprint jump, with friction that kills like half of your horizontal speed. But if you're still in the water when you jump, you only get the water friction, which only kills like 10% of your horizontal speed. This kills a bit of you jump height too, but the speed you retain is quite significant(adjusting pitch can giv height too btw). Essentially the equivalent of skipping the ground friction tick in a normal sprint jump altogether, which makes this one jump literally faster than where sprint jumping on flat ground caps out at. Not quite as fast as where 2 high ceiling sprint jumping caps out, but that still feels crazy
Anyway that's all I've got rn sorry if that's a mess. You can 100% do this with elytras too which would be cool since they're so mobile(whoever made the .003 thing is a meanie...), but the angles are prolly much harder to get right. It also might be possible to chain these to just flat out swim faster? But I'm not sure. It's definitely faster for exiting water though, probably in all situations, presumably by quite a bit. The water friction straight to air friction is just sooooo good for speed. 100% some cool stuff to do with it but that'll have to wait until I feel better. Also I'd be curious if anyone's done this before, because it's obviously too precise to just happen, but it feels so obvious now that I've realized it
Music: Piano 1 - c418



![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)






