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Dorijanko

reply to vashurz

Aug 9th, 2024
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  1. One very useful tool for this is the fact that since 1.20.4 you can reduce your tick rate so you can see your exact position at every tick more easily. The first step would be to build it in a singleplayer world; for the purposes of this explanation I'll make the back edge at x=z=10 and I'll make the neo in the south direction.
  2. The way Minecraft detects collision is by first moving your character in the y direction, then if your x velocity is higher than your z velocity it then moves it in the x direction and then the z direction, and if your z velocity is higher than your x velocity it then moves it in the z direction and then the x direction. Minecraft allows you to jump as long as you collided with the ground at some point in the collision detection in the previous tick, even if by the end of it you aren't on the ground anymore. So, in this particular case, your goal is to, on the tick before you jump(which is the tick when you land), have a z coordinate lower than 12.7(so you don't collide with the wall on the previous tick), have an x coordinate smaller than 9.7(so you don't collide with the wall on the tick when you jump) and to have an x coordinate higher than 9.7 on the tick before the tick before you jump(so you collide with the ground on the tick before you jump).
  3. You want the angle you're looking at to be pretty small but not too small; trying 2° is a good start; there are 2 reasons why something like 1° might not be as reliable:
  4. 1) When you shift to the edge, your x coordinate can generally be anything from 9.700 to 9.705 and there's no good way to control that
  5. 2) The f3 screen only gives 1 decimal point of precision on your facing
  6. Those inaccuracies are amplified for tiny angles like 1° which is why 2° is probably a better place to start.
  7. Let's face 2° on the back corner, run the command /tick rate 1, jam and see what happens:
  8. - on the tick before we land, our x coordinate is 9.609
  9. - on the tick when we should land(we don't because we're to the right of the block), our x coordinate is 9.600 and our z coordinate is 12.574
  10. This means that, for this setup to work, we'd need to change our x coordinate by somewhere between 0.091 and 0.100. Generally shifted taps are a nice way to help with this, but 1 shifted tap changes the coordinate by 0.059, so 2 shifted taps change the coordinate by 0.118, so there's seemingly no good way to use that here. However, what we could do instead is change the angle; you can do some math to figure out a good angle but for this example just some trial and error is probably the best way to go about it; at 2.4 degrees the required change is 0.110-0.120, at 2.5 degrees it's 0.114-0.125, at 2.6 degrees it's 0.119-0.130, and with taking into account the fact that shifting to the edge not being 100% accurate means you want all of 0.118-0.123 to be inside of your range and that you want some extra leniency on both sides due to the f3 screen only showing one decimal point so for example when it says 2.5 it could be anything from 2.45° to 2.55°, 2.5° seems like a good choice.
  11. However, just doing 2 shifted taps to the side at a 2.5° angle doesn't get us far enough; notice that our z coordinate on the tick when we land is about 12.575, so we have an extra 0.125 blocks of leeway there; we can use those 0.125 blocks by doing 2 shifted taps forward to get us a tiny bit further which ends up being enough to make the triple neo(1 shifted tap forward is technically enough but 2 shifted taps allows the turn inwards to be a bit less precise).
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