#Arrow Cannon Theorycrafting
1 messages Β· Page 2 of 1
Surely someone has done that math. Let me Google
Rip
The explosion has a base power of 4, the same as regular TNT, but the game also adds a random bonus value up to 1.5 times velocity, but no higher than 7.5. This means that with a speed of 5 or higher the power is a random value between 4 and 11.5
No infinite scaling
Useless
No escaping the limits of minecraft
I can only abuse the mechanics that have fun loopholes and infinite scaling
Infinity is a great number, but my mana cost will always be greater
Anyway, I'm going to my world and test if the arrows in a railgun can be spread
Big O comparisons be like
gang catch me up on what ydvancements we'Ve made
A concerning amount, i believe
damn
Next: Egg Cannon (for making baby chickens spawn at insane distances)
We already have a way of stacking those (portals). Why would you need/want lazy chunks?
why not π€·ββοΈ
Anyways, progress has been slow, but is mostly due to life and my lazyness towards this monotonous task.
I've got a problem tho, with a turret that won't work, even if I replace it. It turns on the 1st time then ceases to function. I see no active redstone signal that could be blocking it.
The machine isn't finished, but the mechanism to summon the portals and shoot the walls is already done. So I still need to get the arrows there aswell and send the scroll back.
So guys, I have some questions to make you, since you'll be the ones using this machine.
For now it looks like you'll need multiple Enchanters Eye's to aim the machine.
Tell me:
Do you prefer having a rudimentary aiming system (Only be able to increase the loads, reset when selecting the oposite side) but therefore having a less crammed inventory?
Or do you want full control (plus & minus for each side) but therefore have to switch items between the hotbar and the inventory?
The options are:
- a) Scroll + 1 eye to send the scroll + 4 eyes to aim --> Less control, faster setup
- b) Scroll + 1 eye to send the scroll + 8 eyes to aim --> More control, slower setup
i'd love both at the same time, but that seems kinda complicated
having just a seperate mod would make this so much easier istg
btw mr graph man how does the calculation like actually work
Ah right, about this stuff. Leap acceleration won't be in official ars, the fixes to direction will btw
:CCCCCCCCCCCCCCCC
doesnt that scrap like half of what we've been working on
or well
i say we
mostly graph man
Yeah, no railgun.
But we can use what we learned about portals on explosive spells
Maybe a claymore or something like it
we'll have to launch it up tho,
makes the arrow go straight up
im not sure if we can redirect the arrow using a rotated portal
Except if, instead of having a wall, we cluster multiple 
and trigger them on a block, launching arrows stuck in water
mmmmmm
ender pearl launcher, yeah no that should work (?)
how do we then shoot them all on the same spot at the same time tho?
just portals?
<portals>
and maybe using falseweave, I believe it was called. Redirects spells that hit it, in the direction it is facing
Well, I'm talking about a weird looking block
im talking about what if we could store spells
Yeah we can. Although there may be a time limit on spells
that may require testing then
cuz being able to just store spells could have some interesting implications
well
uses
Hmm... Storing 1k explosion spells...
Summoning them over a base
wherever you want
Ohohoh
infinite range, no real wind up it just appears
Yep
hell it would be really easy to build aswell
keep in mind tho this is all betting on the fact that spell projectiles dont just disappear
To easy. Just need a good farm nearby and that's it
littearly any form of mana regeneration would do
Else, just build a lot of turrets in front of a portal and trigger them on command
you could also make a wall in your base that you shoot spells into to put them in the "battery"
yeah but thats bulky
Ohoho
just make sure you dont walk in...
lol
if a spell projectile hits a on the floor what triggers first, the rune or the spell
or, both
We could also "aim" the spells.
Just think about it.
We summon them near the player, who puts a
wall with which he can aim the direction the spells fly in
Dunno. But with false weave that shouldn't be a problem
can we make an exponentially stacking spell battery?
Well, runes require mana. Same as turrets.
It may be easier to just use a turret constantly firing into the battery
well yeah but i doubt a rune with
prop.
would be that expensive,
that alone would allow us to make pretty much an infinite range drill
...i think
But I mean, these false weave blocks would rotate the spell without using mana
Oh. Another possible use
Yep. I did a test once, firing 20 projectiles into an array of these blocks that ended compressing the spells into 1 line
and we cant really use prop arc bcz thats gonna fall out of the batter
unless we build it vertically
carpet bomb, 1 arc hits with
and throws the others away to bomb the surrounding area :D
You can have false weave stuck to false weave. I don't think it would fall out
you can just do that? damn
yep
quick side note: i love how this is the most used thread lmfao
Right now my minecraft's updating, so no testing for now
Me to π¦
Me in like 3h
sounds goog
i also love how we started out with trying to shoot an arrow really fast and have developed carpet bombing technology
Finnished loading π
going
carpet bomb work?
Sry, still in school. Don't have much time to test
spell projectile will die out after something like a min
:C
So no spell battery, but a spell capasitor
Guys, I have an idea.
What if, instead of using spells, we used magic arrows.
I don't believe they despawn.
for the battery?
We could use portals, and maybe a bit of water slowing them down, to "save" the arrows
Yep
i see what you're getting at
that would also let us use
arrows for double or
arrows for more powerful spells
Yes. Also multishot crossbows
yep
that makes it a hell of a lot faster to start the battery and store large amounts of spells
Really, the only drawback is that someone would have to load it manually
which is only really a problem if you use ONLY ars nouveau
Also, I believe that arrows have less drag (are faster) than spell projectiles.
So there might be a possibility for some arrows (if not all) to be launched into tha stratosphere and never return
Is there a mod?
you can just chunk load them using mekanism dimensional stabilizers, anchor upgrades, ftb chunks, flux networsk etc.
id assume arrows still get processed in chunk loaded chunks
Yeah, no. That wasn't my worry.
I mean that reloading would need to be manually done since there doesn't exist any machine that could dispense them with magic effects (like spell turrets)
For example, if we used spells (which can only be stored 1 min) we could use portals and spell turrets to load the charge, while the player is out and about.
Well, in an hour or two I'll be free to test it out
See you then
Also, @tacit merlin, I saw your post in the Domain Expansion thread.
If you want me to look for possible uses, please explain how that glyph works
as far as i could tell, its basically aura but centered not around the user but around a seperate entity that spawns wherever the user activated the spell, it then targets every entity inside (unsure of arrows/spells)
DO NOT and i repeat DO NOT use aura + domain on the same spell.
Simple spell battery design with spell prisms. Also works with homing and arc.
Despawn time is 60s.
Spells can be freed by using the typical 


Tomorrow I'll test out the arrow version
@Arin Like what you see?
Holes tend to be 40 blocks long, 20 wide and 30 deep
I tried it with arrows, but those tend to trigger while loaded
now THAT is awesome
AMMO TEST:
- Spell 1 = [arc projectile]


*2
*5 - Spell 2 = [arc projectile]

*2
*6
RESULTS:
- Spell 1: diameter = 50 depth = 45
- Spell 2: diameter = 56 depth = 50
I call this one the bunker buster.
It went through 50 layers of sand, 40 of stone and 25 of seepslate
Anyways. Since the leap modification won't be in future versions, we'll have to specialize in
.
Wall works "well" but only shoots up.
I suggest that we try hitting a block with an 
spell to launch nearby arrows. The downside being that now we can't make it portable.
I know we have some programmers in this thread.
Might any one of you be able to tell me how
affects explosion radius?
That way I can prepare some formulas
radius = BASE.get() + AMP_VALUE.get() * spellStats.getAmpMultiplier() + AOE_BONUS.get() * spellStats.getAoeMultiplier();
where the uppercase stuff is from the config values
Thanks. And could you tell me the value of the multiplier and the base value?
the spellstats things are just the number of aoe/amp augments
the others are in the explosion config file
Thanks a lot. I'll have a look then
From what I understand the base radius is 0.75 and
increases this by 1.5
Ok. Done some testing and these seem yo be the right values
About aligning arrows?
Can you not fire and arrow into a block from beneath and use a piston to move that block (or trap door?) and have it fall straight down?
Graph man save us all please
In a bedrock build I used dispensers and the distance to the block in front determined the spread.
Total alignment was achieved with distances >= 0.5
Can't RN. Making a graph
Efficiency for explosive propulsion
Archive for our creations:
https://discord.com/channels/743298050222587978/1237032308197031956
Guys. I'm considering building an
based cannon that uses an aiming system identical to the railgun's and integrates a delayed arrow warp spell and a spell capacitor to increase the damage.
Some spread in the arrows would be built in, so aiming it shouldn't need to be as precise as with the railgun
Hello guys. About that
cannon.
Does knockback stack velocity or replace it?
i assume it stacks
I just got into a modpack with Ars and, while a fair bit of this has gone over my head, this was really entertaining to read through
hats off to you my friend reading 1000+ msgs with the conclusion being we have no idea how to do it efficiently without a big contraption is very cool
I read up to here this morning, to avoid getting out of bed, but I realize I'm like 2 months behind... Oops lmao
Regardless, entertaining up til what ive read
there was a correlated post that experimented on a custom build where
stacks speed instead of overriding it
but that custom
won't make it into official versions
Yeah, we know
Also, knockback only stacks up to 15 dmg
aww
But it stacks really weirdly.
Using 6 amplifies per spell:
-1
- 8 dmg
-2
- 11.5 dmg
-3
- 13.5 dmg
-4
- 14.5 dmg
-5
- 15 dmg
and the 6th doesnt do anything?
just 15
Ah no, the number on the left is the amount of walls used
Each wall uses 6*
does, after the 5th wall, it just not have any effect
No. Same damage
'xactly
thats what i said
I know
good
I meant no as in no effect
we're just going back and forth here lmao
yep
@sinful yew I just tried using pull, and it seems like you devs have another bug to correct
If casted by a turret, it shoots the arrow at 135ΒΊ from what you'd expect
who ever would use pull on a turret-
Bros name is graph man for a reason
yep
I'm testing the spread of a dispenser, to include it in my calculations for the boom cannon
certified π€ right there, but its my π€ so i cant say too much
^^
Some facs can't be denied
Graph man doing graph man things
Graph man proudly showing off his work 
god damn
For now tho just represents the spread of a cannon.
Tomorrow I'll probably add the "auto aiming" part
dangg
Okay. Should be done now
The red cells are for changing the specs of the cannon (shouldn't be touched).
The green ones show direct results (settings to shoot the gun).
The blue ones are extra information on the shots and the yellow cells are for direct user input.
https://docs.google.com/spreadsheets/d/1Zsj3Q0-RMBvk9xxVVtiXRDDkZ6DuJrg0o81cr3SAWho/edit?usp=sharing
Tabellenblatt1
Omnidirecctional Cannon
Max explosive:,Arrow X spread:,Tnt X offset:
30,0,19,1,0
Explosion power:,Arrow Y spead:,Tnt Y offset:
3,0,0,19,1,0
Exposure,Tnt per batch,Tnt Z offset:
100%,2,0,0
Charge West,Charge North,Desired angle:
2,29,-57,0ΒΊ
Charge South,Charge East,Spread value:
9,...
The graph shows the direction that most arrows would travel in (black) and the calculated spread (different colours).
Graph man you are a fucking legend
Thanks. Now only comes the part of building this machine and making a schematic for it
Also. The length of the lines represents the speed.
So the yellow and red deal 30 dmg, while the green and blue only 12 dmg.
how should i reproduce it?
wall turret?
TIL pull can pull walls
Yeah, turret casting 


Use any arrow launching mechanism (dispenser, bow) that is slow enough to not phase through the wall
Something like this
should i fire towards the turret or away from it?
Doesn't matter. It always launches it in the same direction, from what I've seen in my tests
Turns out that having multiple
in one spell pushes entities farther
So, according to the spreadsheet, the optimal spell is 








?
Still seems like the average momentum from all the explosions should be the same direction
I forgot adding 
I'm not sure that would work. The spells explode at 1 blocks distance from the arrows.
But
could summon an explosion inside the arrows, spreading them a lot
Hmm. Does burst target the individual arrows? So 100 arrows is 100 explosions?
Yeah, think so
Also, would spawn an explosion in the block the arrows are at
Although now you've given me an idea, @keen sail .
If we used burst (without sensitive), and conveniently had a stack of items laying on the ground, it could potentially summon a stack of explosions
Still, using sensitive, the most repulsive spell is 









We should try that
I can't for the next couple of days, so someone else should try it out
welp

can you link me to the spells itself?
i'd want to be a π€ and help, but i'm not π€ enough to participate in this thread
but these won't fit
This requires a complex machine to charge up with dozens of explosion spells, set up the arrows, blink them and release the spells to push the arrows
What do you mean?
Oh
So you mean I charge the first spell into turrets
And click with the second spell on the target?
Not exactly
On a loaded chunk you'll build this complex machine, which you can setup with enchanter's eyes and a warp scroll (to tell it where to shoot), and it'll use turrets to shoot automatically
So it's a remote turret that tps the arrows to your location
Ohhh
Yeah so... it will be complex and I'll have to build a schematic or something, after I actually finish it
Nuh uh
You don't see the beauty in your creation
oh but I do
horror and awe can coexist
Fear and praise
Still a bit lazy, but eventually I'll get it done
off the top of my head ars warp portals don't preserve velocity right
Oh they do, alright
oh??
The problem is that the portal is 1 block thick, and the game only calculates every 1/20 of a second
So if your entity moves faster than 20 b/s it has a chance to go through the portal
layering portals behind each other as failsafe "nets" with same exit pos hasn't worked experimentally?
Oh I already tested that and it does in fact work
oh baller
but then it turns into a whole not very portable contraption which defeats the original goal I think
The issue is that with the speeds we are getting, you'd need some 50 to 100 portals
Well, the machine itself was never meant to be moved, just re-aimed.
The issue is that it will take you a whole afternoon and multiple stacks of warp scrolls to adjust the portals
.
The easy solution is 
Just change the scroll in the chest and you're good to go
so current implementation is better for like a claymore
a trap to be sprung rather than a gun to be fired
Yeah
It would be pretty hard to set up at speed
I mean, you can use enchanter's eyes to change the scroll
could see it maybe having applications in a modded factions SMP
where you could feasibly have a crew operating it
Yeah
One guy to aim the gun, another to set the position
so wait does the portal also preserve the angle at which the arrow is traveling through or does it realign it along the global axis?
It preserves it
Also
works exactly like a portal
Turret adjacent to a chest containing the scroll casts 



You can also adjust the direction the machine faces, but that would take too long for Pvp
So yeah, that's the most feasible implementation. A trap set whilst retreating or in a designated area
i kind of want to see about implementing this as a boss killer in my current world because short of the scrolls for targeting it doesn't seem super resource intensive
wonder how it would work mounted on a VS2 ship...
underslung antipersonnel railgun
actually if you went with a manually aimed version on a clockwork ship turret
it would still probably be massive but you wouldn't need the 100 meter long portal barrel
Again,
solves that issue
it's been a long night I'll understand after some sleep
It could, technically.
But my designs tend to be very boxy
Oh yeah, timezones. It's 2pm for me
Then I'll send you a screenshot in about 8 hours
oh it's 8am for me
So you can see for yourself
I just work night shift
Ah
I'm omw home send me em whenever
Then in 8 hours, when I've somewhat finished the design
So... It took me a while, but the base is mostly done
On the sides we can see the clocks which load the spell batteries (at the top and bottom).
The centre is reserved for the arrow-loader and the chamber of the cannon.
One of the clocks - Casts a selected number of spells
A spell battery - Holds up to 30 spells to be released with a piston
The chamber - The released spells explode, propelling the arrows
good reading for tonight...
You are a madman
And i love it
i love the spell battery actually being used :D
if you did a video on this it would go crazy
i MIGHT make a video if i ever decide to make a yt chanel
become the cubic metre for ars
lol
Of course! It's just too cool to not include.
Also, it would cost a lot more resources and redstone to have 30 turrets shoot into a portal.
.
Now I just need to connect and time all of the relays + add the enchanter's eyes
Wouldn't that be better described as a spell capacitor, as it assumedly takes time to charge and releases everything in a short, high energy burst?
Also this is so incredibly impressive
Artillery battery, not energy battery
Yep. Also called it by that name some time ago. But Spell Battery was more catchy
Fair on both counts
fun fact: it started out as a spell capacitor
Tomorrow I'll get to work on the redstone part of the build
Maybe using aoe would actually work better than amplify
? for what purpose?
also aoe doesn't increase the damage of the explosion just makes it larger
so the force it imparts on an arrow wouldn't increase would just affect arrows farther away which is not useful here
False assumption for both of you
I'm already using aoe for
instead of amplify
Oh? I had no idea.
i need to read this whole damn thread to catch up i'm missing fundamentals
The force of the explosion doesn't depend on the damage, more so on the radius of the explosion
Now that I've had a look I no longer understand the difference between amplify and aoe
.
One is meant to do more damage while the other increases the radius.
.
But if you have a look at the formula it's all just power
The damage and velocity only depend on the power and the distance to the target
How can they be different?!
well: aoe just makes it bigger, amplify makes it more powerful. while they both do share the same formula increase by just making it the explosion so powerful one increases size without much increase to power and one increases power with little to no increase to size
But the size of the explosion, the radius, equals 2*power
It's power all the way down
explosions have a ton of variables you can change including but not limited to power, radius, particle & particle size
I mean, according to the wiki the radius and explosion strength are completely proportional
Except if the mod changes that
.
Else, I could only imagine that amplify summons a second explosion to increase the damage
Is blast power (damage to blocks) also proportional?
Because wither explosions destroy strong blocks but definitely aren't larger than like a bed explosion
Theoretically yes
Okay here's my theory
AoE affects the intensity of the rays
So they pass through more blocks and explode more?
Hm, I'm actually not sure if that logically tracks
Because explosions aren't like a sphere of destruction, rather, they shoot a bunch of rays outward from the center point. Each ray is given a random intensity, and if a ray's intensity is reduced to 0 as it degrades over time and passes through blocks which degrade it further, it ends, which is why we see explosions making those jagged holes
But that still wouldn't cover the crux of the issue, which is that the explosion power must increase to increase the area of effect
UNLESS amplify provides bonus damage and blast power as a separate variable?
nah youre all wrong its just black magic
Would this technically be possible in 1.16.5 too?
Irmts nit possible in 1.16.5?
like 98% of these wont be possible in 1.16.5
Reading through this thread is just insanity. Iβd love to actually know how to enact this stupid plan, but my brain isnβt understanding anything.
Thats why we have @hollow parrot
I mean, do you have turrets, blink and spell prisms?
These white blocks
#1220479731401756772 message
They redirect spells that hit them
It is possible without them, but the cost would increase as you need more turrets and the redstone would need to change
Prisms definitely existed in 1.16. we used them in our WARPS hub
So I'm having a little bit of an issue with 
For now I'm using 

to tp the arrows
But it only tps 3 batches of 6 arrows each, which really isn't much
Also the arrows are meant to be shot at mach 6, so we can't be waiting 1-3 seconds for the arrows to tp
Anyone got an idea?
On a side note, the explosions stagger as they push each other back.
Adding
me be a necessary measure
Oh, haven't heard of that yet.
Its quite cheap iirc. Give it a try.
Nice
From what I've read it sounds perfect for the job
.
Though another issue I found is warping the arrows just after they've been propelled
.
For now I think I'll use minecrafts buggy behaviour with stuck arrows.
Just means that I'll have to redesign the machine a bit
Your WHAT
From the Arrow Cannon Archive
Oo
Here: #1237032308197031956 message
i've been having a severe case of the thinks recently, do armor stand with reactive armor work? and what exactly are the mechanics that trigger reactive, is it hits? is it damage? is it something else? bcz surely we can use like an arrow stasis chamber + a portal with an armor stand that has a reactive armor piece and cause a remote nuke wherever
Hmm
That sounds interesting
I suppose reactive 



πΉ


would be best for a nuke
Or we could try to cheese it and have a gattling that triggers on the armour, casting even more gatlings
Reactive armor stands could make for a really cool moving shooting gallery mini game too
I wouldn't think it does since i don't think the reactive armor knows where tod raw mana from on a stand
This would ideally make it into Neg as a different glyph, the mentioned Momentum, if I can manage to adjust it
But apparently the look vector really impact how much the acceleration gain is
Since by testing with the entity movement vector, I get very weird results
Mostly big jumps, almost never big leaps even while running
It's a T3 with higher cost to balance the potential power, as the "leap power up" version was too strong
But now I feel it's too hard to use
When I get back to it, I could try to let momentum change the speed vector orientation to the look vector, but keeping the same power. It's a bit complex vector theory so not sure it's viable.
Otherwise it's just the same leap accelerate of that demo jar, but with more control on auments and cost
Nice
I've got a really stupid idea
Ars spells are entities, right?
You can make a dummy hold a book with "self - limitless - extend time"
And throw wrath of god at it for a few minutes
Theoretically, you should accumulate enough explosions to launch shit far
Well... What exactly does limitless do?
slow down entities that are trying to reach you
Try it
Please
Can't
(i can't, writing from phone rn)
π
Also I don't have that addon
Make a test world
I have like 5 modpacks where I just try shit out
Also also, spell prisms aka. spell capacitors already exist
Aren't they limited to one spell at a time?
Although you'd need a large platform to catch all the projectiles
do spells go through portals
Should
So this should also be possible with portals
Which also have the advantage of being BIG
Yes they do
God I love this fucking thing
does that mean all the spells are cast together?
Depends
Usually not since they don't enter at the same time, creating a chain rather than a dense point
Also, if, for example, the projectiles contain
one will explode after another, although they're all within the same point
would solve that, but that would actively disable the destruction
so does that mean that effectively, the explosion isn't affected by the delay
Is there any other way to catch spells?
I thought of using gojo from Jujutsu craft, but jjc often fucks shit up
Oh. Hey pointy
Hey
You can use prisms and portals
Warp scrolls with 
are an option, but not a good one
Hold up
Does wrath of god even push arrows?
And it needs to land in order to multiply projectiles
I think #1222573197619101728 with explosions would be better, no?
The problem for the arrowcanon is the machine itself not the spells
I mean
Like, how do we transport the arrows?
How does the user select where and in which direction the arrows are shot?
Holup
Let me think
We could solve this. But I kinda abandoned that project
@hollow parrot Spells are entities, right?
So theoretically
You could just make a stasis chamber with some water
Throw like 20 arrows in here
And spam explosion spells until your pc starts smoking
That IS what I was doing
But adding a delay
Why
Well...
If you're making a stasis chamber, they will explode at the same time anyway
First off, the spell projectiles aren't affected by stuff like water or spider webs
So a stasis chamber isn't possible, although we have 2 alternatives
How do you catch them then?
What about the limitless plan?
The spell capacitor or just a portal loop
And secondly, when the spells explode they push the other projectiles within the same tick
So you need
to let all of the projectiles impact at the same time, without being flung around
Da fuck
Yep
Shouldn't they just set speed?
The same happens with regular tnt
I love Java
Yee
@hollow parrot install Jujutsu craft and try to shoot Gojo with a projectile spell π
i thought he meants ars trinkets limitless lol
That works too
Probably
I don't know
I only tested Gojo
And some stuff I'm doing in Space Engineers
A thicc one
Ayo?
oh? may i inquire
Probably something like this, but worse
you mean better
Btw
Can you please test?
My prism launcher decided to shit itself
So I uhh
Kinda can't join.
@arctic glen
a dummy? you can make it hold anything but that wwon't make it right click the book
Limitless should theoretically be an effect
Sure
@lapis sapphire A little peek
How about reactive on the armor?
What the fuck
Are you trying to organize glyphs into categories?
@arctic glen yeah I think that will work
y'all making an addon?!
Who's talking about addon?
mod!?!
???
Well... I'm gonna learn some java in Uni so we'll try
I'm going to drink for your soul in advance
niceee
writing a mod isn't hard, designing and making a good one is
I'd like to point out that
Wrath of God is a shit option for accelerating arrows due to its high variance of explosion position
wrath of god has probably been genericized to just mean "a shitload of explosions" which is unfortunate
Does amplify on explosion affect the knockback of the arrow?
So many "reactors"
short answer is yes
long answer is it's complicated
#1220479731401756772 message
read up and down from this point
shoutout to discord search not giving the option to search within a thread
what a dogshit app
Alright, thanks.
It's just the first explosion spell that came to mind
Later on I mentioned using #1222573197619101728 with explosions.
Too much spread, wouldn't fit.
Do you seriously think I have any idea what I'm doing?
I just went "haha funny Gojo spell stasis chamber"
That gives an ideaβ¦
Hmm?
Use elemental's prism lenses, specifically accelerate. Hypersonic spells.
Build a loop, and you've got a laser.
Keep in mind acceleration via prism has limits due to hyperspeed projectiles skipping blocks
And if you're inputting a heavily
spell into those accelerating prisms?
you eventually run into the issue we had with warp portals catching spell projectiles
#1220479731401756772 message
what if you add multiple layers marked to the same spot?
as stated in the following messages from the one I linked, it works up to te arrows terminal velocity of 100b/s
actually - forgive me if this has already been gone over, but couldn't this behaviour used to selectively loose arrows once they reach a certain velocity?
use a paired set of warp portals to accelerate an arrow to a given velocity, and then a third "barrel" portal for when the arrow gets too fast to be caught by the first
this setup would make it easier to align arrows (or other entities) before firing them since as much time can pass between the creation of the arrow entity in the world and its insertion into the "accelerator" as necessary
@hollow parrot food for thought when you wake up
Well. I love the idea
But it ain't practical
the implementation isn't as important as the idea at its core to me
Or if I explain myself a bit, very very hard to do right
The problem isn't that arrows speed up and all of that
It's that ideally we'd have horizontally flying arrows, but it's hard to accelerate them in a portal chamber, since you know GRAVITY
.
Also, just accelerating arrows in itself is very difficult. So that's why I decided to store the projectiles to trigger at the same time
well, then the problem is converting that downward velocity into horizontal velocity
which surely can't be that difficult
It's easier to have the arrows sitting in one point and being accelerated in one instant, than having them move all around while trying to accelerate them
Basically impossible as far as I know
I wonder if you can consistently get the speed of an arrow released from an accelerator tuned a certain way, have it trigger a tripwire which activates a source of horizontal momentum (i.e an explosion) as the arrow falls next to it
it would depend on being able to consistently set up the arrows initially with a shitload of precision
And what would THAT do?
Slightly push an incredibly fast falling arrow?
You DON'T need the downwards momentum
but the downwards momentum will add damage
i'm not thinking of this as a traditional "cannon"
more like a spear of longinus evangelion style
Yet it's much easier to add more projectiles - more explosions to add more horizontal velocity
to kill an immobilized target
Also. You can't consistently "push" arrows that are moving within the portal chamber
Since their position isn't constant
you don't push them while they're in the accelerator
you push them after they leave
And the acceleration given from explosions, force and direction, depend on the relative position
Okay
So one last reason that negates your idea
TERMINAL VELOCITY
behold my masterpiece
Your proposal is based on the idea of freely accelerating arrows through gravity.
But the high friction means that the arrows are only accelerated to 100 m/s
That translates to 10dmg or 5 hearts
Which is nothing compared to the +4 km/s that we can easily get through horizontal acceleration method
Truly a pain in the arse
My first designs also included gravitational acceleration. But I was quickly reminded of the terminal velocity
so right now the main barrier to execution for the most recent stable design is the super long portal barrel
as I understand it?
Eh nope
No portal barrel
We're just accelerating the arrows all at once
And teleporting them in the same frame to the destination
Or what's simpler, just sticking them in a fence, letting the projectiles explode, and then using blink on them
@terse sand as far as I understand yes
it works kind of like a claymore
but i haven't tried actually assembling one and i'm not sure it has been done
i think there were some issues with blinking a large amount of the arrows at once iirc? but i'm fuzzy on the details and haven't actually done any in-game experimentation in ages
Yeah. Linger and wall have a cap. And burst refuses to trigger on arrows
Portals, well, are position dependent. Which tends not to mix well with projectiles going multiple times over the sound barrier
I mean, more than 1 arrow won't hit a given entity in the same tick anyway
it's a better problem to have than having trouble accelerating the arrows
did you ever end up building a functional prototype?
wait
have we tried domain limitless?
to stop it
wait no that sets the velocity to 0
though...
we could maybe pull some shenanigans
would a domain with limitless rewind work to stop it in place but keep its momentum?
or at that point just domain rewind
Ehm...
No?
I had A prototype
But I'm pretty sure I lost that world when my laptop broke
There's way to set project velocity to 0???
limitless from ars plus
thx, I'll check that
New Discovery!
Addon making it possible to warp to a specific entity
[source](#1300709940536541205 message)
We could warp a bunch of arrows through that prism and right to the caster
They may die, but it's a small cost to launch the railgun
Fuck
Hmm
Can't use blink
Cuz blink warps from the target to a scroll's location
Hmm
The arrows would have to cast blink
you might be able to
an empty scroll through the prism
A turret casting 

πΉ
?
Usually the turret is considered the caster, but blink is weird
Potentially
actually probably not cos no sneak
since : 1.20 - 4.12.6
and
1.21.1 - 5.2.3:
Adds a whitelist tag for Burst, Burst can now target Bubble and Arrow entities
No~
why not
hm


would spawn an explosion at every block within the zone, propelling the arrow in a very difficult to predict direction
what if u summoned it behind the arrow
I usually use one of 2 methods:
1rst: have the arrows in a bubble bath, then launch hundreds of 
at a block nearby, all at once
2nd: have the arrows stuck in a fence gate, and continously lob hundreds of 
at a block nearby
.
The main issue was getting the arrows to your target, since its necessary to build a large machine
wdym getting the arrows to ur target

works, but it only launches 6-10 arrows at a time
You have the machine in your base, and give it a warpscroll to blink all the arrows to the destination
Yeah
Nope
Because the arrows are moving at speeds greater than 300 blocks per second
ic
That means that they pass right through any portal
how does this work again
lobs a bunch of blink projectiles to the arrows?
No no
Targets the arrows directly
If you've got the arrows in water, you cast 

right before the explosions trigger
If you've got the arrows stuck in a fence, because of an ancient glitch, the arrows retain their speed. So at any time you can cast 
to teleport them
Yeah
The turret that casts it, needs to be adjacent to a chest containing the warp scroll
Yet, wall has an interaction limit, which I hope
doesn't
Graph man, you are fucking insane(respectfully)
(he is, I am amazed)
what about linger
I guess it too has an interaction limit
hm
Yet the last time I tested this was half a year ago
hm
And at, I gotta do some machine designing
any spell or set of spells that could accelerate an arrow wherever?
put down a rune that makes an arrow go crazy fast wherever im looking or something
Nope
Not really
The only possibility is shooting up with
or shooting in a difficult to predict direction with 
As mentioned
targets arrows in 1.20.1
I love it
This little machine works deceptively well
I'll need to automate it
But for now what it does is dispense a stack of arrows which land on the prism (3 blocks between dispenser and prism), then the piston retracts dropping the arrows into the water
The piston extends again and the spells are cast on the prism for perfect alinement
First 

*8
Then 


The arrows tend to shoot upwards but with sufficient spread from the center they shoot horizontally, so with this setup they fill the upper half of a sphere
The warp point needs to be 1 block above ground or the arrows will get stuck
Spread inside of a sphere
Watch Ars Nouveau - Arrow Cannon Showcase 1 and millions of other Minecraft videos captured using Medal.
The average damage of my current machine lies between 500 and 2500 dmg per stack of arrows, since the explosions scale with the amount of entities
But since I use a sole dispenser, the loading time also scales with the amount of stacks + the explosion lag
Well...
?
Another version of it, but yes
I wanted to make it aimable
is it not?
ah, so it's a bomb rn?
Right now it shoots the top half of a sphere
Circle of death at the target
Like a ring of claymores
is it possible to rotate the orientation of the machine to see if that works?
the wat
The propability of being hit decreases exponentially with the distance
oh yea thats just intuitive sense
you can also solve the issue with exponential increase of arrows lol
though
i guess not
depending on how you are teleporting the arrows
Well, you could
But that would exponentially increase the lag yet also the damage
Since I'm casting 
on the arrows
instead of explosions
I would suppose
But there could be issues with alignement depending on how you do it
it might shoot backwards
XD
and at you, depending on how you do the spell
im just theorizing because the way wind charges work is a bit weird
You only have the knowledge of imminent death and a vague range of time
and i saw a guy who made a teleporting machine in vanilla using wind charges
Lol
it even had 2 factor authorization (SOMEHOW)
Oh that
Apparently there's Bluetooth now in minecraft
so if you employ that into an arrow cannon
What for?
to control trajectory?
We already use items
like the spread on it
XD
shooulda clarified mb
im not sure and not smart enough to build the cannon myself
uh....
hold on let me double check
i want to introduce
https://youtu.be/s_TKe16WASY?si=bEnnPo1p3NDOhbDT
It's time to introduce Minecrafts weapons of mass destruction. The orbital strike cannon is capable of accurately hitting targets thousands of blocks away using any entity that can be propelled by TnT. In this video we will witness the destructive power of lazy acceleration and how this enables delivery of a payload to anywhere in your minecraft...
would this not work (with heavy modifications)
affirmative
That's basically what I was aiming at but at a faar lower level
build a higher level who cares
I care
fair
I'm the one building it
to me, aimability is the priority
And I'm not a good builder or redstoner
Also, again,
works well enough
wait
The main thing is line of sight direction between explosion center and arrow
could this not be combined with
and the concept of https://youtu.be/X7Ah-SJ0vBc?si=q7zLXxF9sXqPw_fc to DIRECT an arrow where you're looking and swap with it
this video has captions :3
https://youtu.be/So3EAnSgX7o - @hectoris919 's generator
okay, heres the WDL that I used in the video: https://drive.google.com/file/d/1_BDwmFoJ59VRbGC9SYOwPxBs4DCRT60p/view?usp=sharing
IF YOURE INTERESTED IN THE TECHNICAL DETAILS OF THE MACHINE AND ITS PROMISES FOR THE FUTURE ILL WRITE THAT ALL HERE:
The world dow...
That wireless stuff though is that weird daylight sensor and comparator thing isn't it?
No
Its better
I might have smth wrong
but its based on a players look direction deciding where their arrow directs fireballs and wind charges
Technically a system with this is possible for aiming
No idea, just saw it in CubicMetre's video
I believe it used dispensed items
Also, @lapis sapphire, we have fucking Enchanter's Eyes that let us cast through Scry Crystal
I know
That's what makes it so good
actually just burst exchange
WAIT
SELF COMBUSTION
BUILD
YOUR MACHINE
BUT IN ALL DIRECTIONS
AND CAST BURST EXCHANGE THRU SCRY CRYSTAL
KILL EVERYTHING
I imagine we might be able to encode the direction using differing amounts of items and 

Doesn't work
Damn
I already tested it [here](#1063651803033501736 message)
arrow teleportation to self is the hardest part atp
Well nah
Just have a stack of warp scrolls, send one to base and let the machine cook
I guess I still haven't sent you a video of the new automatic version
.
It uses 2 Enchanter's Eyes to:
- Get the scroll to base and throw out the last, dispens a stack of arrows and start the machine
- Dispens a stack and start the process
The machine needs to wait for all of the arrows to dispens, so you've got until then to add more stacks with the second Eye
-# The dispenser takes about 13 s per stack
Got it. So just how you deflect ghast fire by hitting it, and it follows your look vector at the moment of hit, that video deflects breeze charges by hitting them with a bouncing player arrow to find the player look vector
Deflecting the breeze charge through a tiny hole in the box to go trigger something when you look at a certain direction
But I don't know how well that could be engineered to change the blast chamber for the arrow directions
Well...
We could have a room to measure the direction
Then the chamber adjusts to that
.
Adjusting the chamber could be easier than expected
Just having a set of points along a circle where the projectiles can land, maybe selected by pistons wielding Spell Prisms
Me have Big Brain idea
** To detect the look vector of the player **
The user casts
πΉ



with a warpscroll in hand
The arking projectile gets sent to the control room where a set of Projectile-detecting Spell Prisms detect its position relative to the warp point
Oh that's a fun use of propagate and reset
I think arranging the explosions relative to the arrows is still going to be hard to tweak. But also that would be a handy general purpose wireless signalling spell
Does the player get caught in their own burst blink?
Granted it's a t3 spell anyway, and by then you can simply use scry eyes as general wireless commands
But some timing will be required
Yep, but they can only send redstone signals or items
Nothing more complex
Well, they point in one direction
I was toying with the idea of using scry eyes with lecterns for a new WARPS hub. Move your requested destination from one tab to another
I know that, but explain to a new user that they must press F3, copy their look vector to a spreadsheet and then send the specified amount of blocks to base
It's not exactly helpful for combat obviously though
Cuz that was my original idea
Could use that breeze idea combined with an eye. Open a door to allow the look vector to be read
Instead of always reading
I think that system wouldn't be able to be super precise regardless since it's not so much a "find angle" as "check if it is any of this list of angles
Wouldn't that require being in a base of sorts?
The player? You don't have to be nearby. Or even same dim
It's bouncing an arrow on slime forever, which then hits the breeze blast and deflects it like ghast fireballs
And if it happens to exactly fit through a hole in the wall, it can flip a trap door and send a signal
Btw
Arrows bounce on slime??
Wtf
I believe that's not a feature of Bedrock
Or maybe I just never noticed, would be totally possible
An arrow that isn't moving will disappear after like a minute, but if it's moving it won't despawn. And bouncing it on slime is basically the same as pulling the block back in old 1.5 arrow launchers
Water is probably easier. But yeah that system in the video uses slime
Actually if you can keep your arrow in one place with water, it might be easier to deflect the breeze bursts
Does that not happen with slime?
Slime makes it bounce higher
So with that video, they're bouncing it up and down like 8 blocks
And it's just timed to hit the right height to hit the breeze charge
If you could get it to be just floating in water, but still not despawn, and also able to hit the charges..
Regardless though, you'd still have a few dozen look vectors you could use
It basically stays completely still after some seconds
Ah. Might despawn then. I haven't worked with arrow physics much
Oh you know what
None of this is needed
Because spell projectiles can deflect ghast fire too, right?
Nope
Pfft, no clue
So instead, just have the scry eye be projectile (anything), and it flies up into two prisms back and forth
Though that does remove up/down vectors since the charge would hit the prism
Oh I want to play with this idea either way. You could have the prisms further apart and just spam a few of them, eventually it'll hit
And it means anyone can use it, without needing to fire an arrow into the chamber
Still need to take that collection of signals and use that to change how the explosions hit the arrows
But one eye could charge up the arrow dispensers, the other eye spams blank spell projectiles to intercept the breeze charges
I wonder if that can use dispensers, or if it has to be live breeze to be able to deflect
TMG filter not self
Yeah... I kinda don't want to get my hands dirty with that addon
I was thinking about using a scry eye to trigger when to look at the look vector and I also realized one could use an incrementer with the scry eye. Maybe not for this use case, but as a way to select something to happen
Click 3 times to get a stack of ender pearls. Click 5 for a teleport home
Have a pulse extender that when it dies, it executes that case you selected
Each time you click to cast a blank projectile spell, it goes through a prism that's watched by observer. To flip between things you want to happen. A one or two second extender on that, and then it executes the option you picked
Won't help here for aiming, but as a way to get your single output redstone signal to be more meaningful without opening a GUI or anything besides just quickly clicking through
One thing I do see on that breeze charge thing. It works to teleport you to different places because you build the full system in every place you want it
Which also only really works in that application because of the ender pearl loading it.
But you could build one and have it do multiple triggers depending where you look. It just doesn't work for the demonstrated purpose of teleports
Casting 


teleports the block beneath you to the torch and launches it against the wall in the direction you are facing
The block falls along the wall and upon hitting the pressure plate drops as an item




works even better since the blocks don't drop items that take a minute to despawn
I'd make 8 regions, as N, W, E, S, NE, NW, SE and SW, each having 3 pressure plates
That small of an area, you could also collect with an allay in a jar
yeah
But it works
Oh and it requires the
so you might accidentally kill them
Oh also
My idea is to convert those signals to 1 tick signals.
I'll build a long vertical shaft through which the explosive projectiles will be shot through and the signal will push out a Spell Prism to redirect the projectiles towards their destination
Can't kill an allay in a jar. They're contained
Then a longer signal sent to all pistons can retract the blocks
Lol, I always forget that the jars exist
I guess you could have arrows on a block in the center, and direct the explosions to be around the outside, and invert the look vector
Use a portal to collect all the turret explosion spells first so they arrive in sync, you could get the entire system to fire in less than a second
Trying to figure out how to arrange the 3 signals..
Charge the system with arrows,
Get look vector via the thrown block,
Get the arrows to you
What were you using for the blinking the arrows?
Be nice if you could get that signal with the look vector spell


*n 
So you're switching offhand warp scrolls then?
One to blink your tossed block, and another to blink the arrows to you?
For the logic I used this circuit to send a null signal for a while after the dispenser shot its last shot
Well no. I send a warp scroll with an Eye and that starts the whole process
The warp spell gets cast when the dispenser is detected as empty
The warp scroll lands in a dispenser. That way it triggers a comparator which puts a stack of arrows into the dispenser and also removes the last scroll from the chest
I wonder if rune sensitive leap will throw an item entity
If you drop an item entity into a touch rune sensitive leap, what happens?
The thought is, rune sensitive uses the player. So if rune sensitive leap is able to throw something in the player look vector (maybe a falling sand?) then you can save that blink by just getting the look vector based on where that throws the item or block
Or entity. Drop a mob into the rune with leap or knockback on the rune
It should?
Rune sensitive leap or rune sensitive knockback. Just trying to think of a way to get the player look vector without needing to send any information through with blink
That's nice!
The simplest design is weirdly the best
This is right below my shaft
This is with 3 blocks between the dispenser and the ground
I fear we won't be able to cover all directions, with this little spread
It would be pretty easy though to keep a cardinal direction from your target
Nevermind
This is the diagonal spread
As expected, it's longer due to the increased distance between the arrows and the explosions
Can also double the arrow charge rate btw. Have a sticky piston push the observer in place
Adding soulsand to the center makes the arrows fly much straighter
Just add a sign to prevent the bubbling
Huh?
The two observers powering your dispenser. Use a sticky piston to push one out of place and back into place when there's arrows in the inventory
Why?
When a player places an observer, the two clocks are in sync I guess? But with a piston pushing it into place, they go twice as fast
Or actually it's that the observer that is pushed pulses the instant it finishes moving. So that triggers the other observer which already pulsed because it saw the observer move into place the tick before
Whereas when just placed, it's just the "hey, a block was placed in front of me!" Signal bouncing back and forth
But with piston, it's both "hey there's a block" and "this block pulsed"
Hmm
It doesn't seem to work for me
It takes about 20 sec for a full stack
Which is more than the 13 sec that the wiki told me
Hmm.. odd. The piston pushing observer into place should work.. odd that it wouldn't.
Does rune sensitive toss cause an item to get thrown at your look vector?
Trying to see about getting the whole firing sequence with a single spell cast. Maybe two for dispensing arrows and then firing
Nope, just shoots up
Still, couldn't you cast 





?
Oh
XD
That won't work





?
The problem is trying to get it to be just one cast. But we need to get the look vector information to the system, and also get the arrows blinked back to "us"
"Us" meaning either a warp scroll at a place near the player, or the player directly
Toss isn't needed if you're blinking the thrown ice blocks. Toss just grabs your first hotbar slot
Hmm. There was something a while ago. Someone wanted a way to have someone adventuring have someone teleported to them. Let me find that
That used a sensitive rune + exchange
Or?
Hmm
But specifically if I recall, the player who was out adventuring swapped places, but also immediately in that same tick teleported back to where they were



