Uneasy Alliance for Minecraft 1.16 All Advancement Speedrunning Tutorial

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  • Опубликовано: 27 сен 2024
  • Links to all the cool peeps at the end:
    Oliver: / @olivermcsr9520
    Realm: • Reverse Uneasy Allianc...
    Supermanor: • predictive rodding UA ...
    ExerSolver: • UA no Overworld Setup
    Vasher: • Setupless Uneasy Allia...
    T_Wagz: • [Outdated] All Advance...
    Datapack: github.com/Qui...
    (Honorable mention to Deadpool for working with Supermanor on Predictive Rodding :) AND Honorable mention to Alex Citivello for his co-discovery of using TNT that went unnoticed in the past)
    This does not work in 1.12, and it no longer works in 1.18.1.
    Backstory:
    A couple of days ago, I was in a VC in the AAdv Discord with some friends trying to look into more AAdv Tech. Recently, Supermanor had discovered Predictive Rodding by messing around using T_Wagz' Uneasy Alliance technique, and I was wondering if we could use Predictive Rodding to do Uneasy Alliance without any ghast transport at all. At first nothing was happening and we couldn't figure it out. Then we started to get it and thought it may only be lag related, as the timing was bad. Eventually, ExerSolver and Vasher, both independently pointed out that if you go back through the nether portal, the otherside stays loaded for 15 seconds. This was revolutionary because the first method we made to do this was dependent on chunk loading, and therefore on lag, which is inconsistent and had questionable legality. This new method (showcased in this video, and Realm's) is legal as it uses a separate game mechanic to leave the nether loaded without having to force lag to get the loading time correctly.
    These moments make me so proud of our all advancement speedrunning community. FeelsStrongMan.

Комментарии • 31

  • @shundongli4707
    @shundongli4707 Год назад +8

    That's what Feinberg does when he speedruns all advancements

    • @Klinbee
      @Klinbee  Год назад +3

      You are right. He watched this video on stream several months ago, and did it for the first time and has done it ever since.

  • @maxthexpfarmer3957
    @maxthexpfarmer3957 2 года назад +4

    I’m so confused. Are you turning down the simulation distance when the Ghast freezes? Why does it go back to its previous location after being reeled in?

    • @Klinbee
      @Klinbee  2 года назад +4

      It's kind of complicated, but essentially lowering the render distance makes it so the ghast is frozen. If you pull a fishing rod on something that is frozen though, it will still try to move even though it cannot. The reason why it goes back is purely because of a visual error. In the game, the ghast doesn't really move forward, but it wants to move forward so it shows it moving forward and then corrects itself as the ghast didn't really move. it will only be able to move whenever it is loaded again, which happens when you increase the render distance.

    • @maxthexpfarmer3957
      @maxthexpfarmer3957 2 года назад

      @@Klinbee But how come you can still see it if it's outside your Render Distance?

    • @Klinbee
      @Klinbee  2 года назад

      @@maxthexpfarmer3957 Render Distance is weird and you can sometimes see more out of the corner of your field of view (could be because of planar fog), like I do in the video. Even if you can't see it, you should still be able to do this, and it should come into view after you pull on the fishing rod.

    • @maxthexpfarmer3957
      @maxthexpfarmer3957 2 года назад

      @@Klinbee Is this in 1.18? I thought that Simulation Distance handles Entities being "frozen" an such.

    • @Klinbee
      @Klinbee  2 года назад +1

      @@maxthexpfarmer3957 This was done in 1.16 (for aadv speedruns), but it can totally be done in 1.18 too (I have definitely tested it because I speedran 1.18 aadv before and used this technique during my run). Simulation distance actually doesn't control entities as much as render distance does in 1.18 for some reason....

  • @GrahamBurgers
    @GrahamBurgers 2 года назад +2

    Super cool! Is there a consistent method for getting the ghast to leave loaded chunks, or is it just "wait until it wanders out on its own"?

    • @Klinbee
      @Klinbee  2 года назад

      That’s a good question. Sometimes you can walk 2 chunks away and still be in rodding range (technically you should still be able to do it if you get out of this range due to a bug..) but yeah you can either walk 2 chunks away from it, or let it wander out.

  • @Klinbee
    @Klinbee  2 года назад +10

    Good Note: if you use an axe (and don’t crit), you can leave it at 1hp, which is what I do whenever I want to get this advancement. If you don’t want to crit while flying, hold sprint.
    Also, here's a practice Datapack for Reverse Uneasy Alliance: github.com/Quidvio/Quidvio/releases/tag/v1.0.0

  • @jeanpaul3518
    @jeanpaul3518 Год назад

    Hey, I'm having some trouble with the timing of the tnt and going back to the overworld, is there anyway I can count or some other trick?

    • @Klinbee
      @Klinbee  Год назад +1

      I assume you are playing in 1.16 right? Also, just make sure you are going through the portal first and are aware of the 15 second timer during which the nether is loaded, because otherwise it will not work.
      The general timing should be go through the portal, go back into the nether, step out of the portal, step in, and maybe half a second to a second later light the TNT. The portal animation is pretty much the same time as TNT exploding.
      If that doesn't help, I would watch Feinberg's WR aa run for the timing as well.
      Hope that helps, if not, you can join the Minecraft AA Discord and either I or some others can help you with timing.

    • @jeanpaul3518
      @jeanpaul3518 Год назад

      @@Klinbee thanks, i'll try to get it to work consistenly. Also what's the discord? Got the link?

    • @Klinbee
      @Klinbee  Год назад

      @@jeanpaul3518 discord.gg/jxcq8VTpM2
      Sorry, was on a little vacation :P

    • @jeanpaul3518
      @jeanpaul3518 Год назад

      @@Klinbee np thanks!!

  • @rekagan2497
    @rekagan2497 2 года назад +1

    pagman

  • @Danicego7822
    @Danicego7822 2 года назад

    Hi, the fishing rod only attracts when the mob is no more than just 2 chunks, is this availabe now?

    • @Klinbee
      @Klinbee  2 года назад +1

      Yeah unfortunately it doesn’t work in 1.18.2+, might be 1.18.1. It also doesn’t work in pre1.13, quite unfortunate.
      You can do this however, ruclips.net/video/zaKG8KpNQ94/видео.html

  • @Osman_editz.1
    @Osman_editz.1 2 года назад

    op

  • @monsterdumpster1137
    @monsterdumpster1137 Год назад

    Yo does this work in 1.19.3?

    • @Klinbee
      @Klinbee  Год назад

      Nope. They patched one of the things that made it work in 1.17, and fully patched it in 1.18.2.

  • @Avocat_t
    @Avocat_t 2 года назад

    5Head

  • @thebrotherscrafters6486
    @thebrotherscrafters6486 2 года назад

    When the fishing rod hits the ghast, it will remove by itself when the ghast is 2 chunks away from me(render distance is on 2) and the ghast is still shooting at me, so he s not unloaded. What did i do wrong?

    • @Klinbee
      @Klinbee  2 года назад +1

      If you're playing on 1.18+, then it doesn't work in that version for that reason.

  • @siamax1
    @siamax1 Год назад

    would it work if u like shoot it with a bow at a time when ur just about to go in the portal?

    • @Klinbee
      @Klinbee  Год назад +1

      Hey Sia! :D
      It does but it is tick-perfect timing from what I remember in testing this a while ago.

    • @siamax1
      @siamax1 Год назад +1

      @@Klinbee hey quiddd!!!!

  • @austingisel521
    @austingisel521 2 года назад

    @CaptainSparklez @CaptainSparklez2

    • @Klinbee
      @Klinbee  2 года назад +1

      Lmao. Yeah, if only this worked in 1.18.2+. He should've used a proper nether roof set-up in those future versions though.