Minecraft's Mysterious Z-X Law

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this video was too bad for wifies so now it is on twifies

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That intro just brought back so many memories of alexa parodies and hermitcraft fan content...

justin.campbell
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6:34 can we just appreciate that enderpearl save

manfredi
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For the trees, I think it's based on efficiency. Of course they always have to check if they can grow; so instead of, for each of the four saplings, checking a 1*1 area above it it picks one sapling specifically (because randomness takes longer) and checks a 3*3 area, saving memory. But that's just my hypothesis

lily_littleangel
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"never dig straight down"
no i dont think i will

toast_h
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In earlier versions of the game, north/south and east/west orientations were handled differently by a lot of mechanics. Back then, most farms and redstone contraptions needed to be built in a certain orientation, or they wouldn't work. I recall that dispensers worked slightly differently in N/S and E/W, and an auto bonemeal farm I was building only worked in the N/S direction. Most of those have since been fixed, but with a code base as old and featured as minecraft, spaghetti code that deep never really dies :D

Pacca
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It is probably because of how code works. Usually directions are stored in vectors, and you would probably default to positive 1 rather than negative.

AYouTubeUser
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I think the sample in the tnt cannon expiriment was too small so you couldn't have a statistically accurate conclusion.

raflep
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Pretty sure it’s because direction south and east correspond to increasing positively on the z and x and scale, and I’d assume that positive is probably the games default

baconmunchgd
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Man, I love your new videos, but I miss the originals like this! The intro hit pretty hard too. Your videos Are well written and I learn new things each time! Your videos are great, keep up the good work wifies.

ronnoc
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3:12 Right as he was mentioning TNT cannons, a guy with the username “TNTCannonMoment” got a kill.

Edit: Ok well I just realized that was literally him… oops…

colinh
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Pls make a super scuffed intro for this like the profile pic ;) ok ty



Edit: 6 likes lol YEA LETS MAKE HIM DO IT

Edit 2: 24 LIKES1!!1!1!1!

username
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please make a new intro for this channel specifically

NetheriteMiner
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Ayyo! I think you should upload this video to ur main channel. Tbh, it’s a good unsolved mystery and I enjoyed it man! Plus, ur gonna get way more views on your main channel than on this channel. Yes, this video is going to start this channel going, but since this is a good video, I think you should upload something else on this channel. Perhaps YouTube shorts? Anyway, good luck on your tests man!

ClliffTM
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0:13 "unwritten rule" it's written everywhere in the official minecraft handbooks

froginabox
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I noticed that when i tried to use my 0 tick pistone door, the machine part of the door that was facing north was somehow strugeling more then the part facing west.

Cymock
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Oh, i remeber that intro I just got a massive wave of nostalgia

garrylarry
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Complete shot in the dark but it might be due to the difference in positive and negative values. South and East are positive Z and X, and North and West are negative Z and X. When it comes to the trees, it MIGHT have to do with the central point. The setup has four saplings in a 2x2 grid, so the centerpoint would be between all four blocks, which is not a valid block position, it's a perfect intersection. So instead, the centerpoint of detection "snaps" to the nearest block like a shulker or falling sand block would when teleporting or landing, or even like the functionality of the /tp command- when you input an integer to teleport to, you'll notice that while your Y position ends in X.0 as you are perfectly on top of the block you teleported to rather than a half slab above it, your X and Z positions both end in X.5- the dead center of the block. You have to manually specify .0 to teleport to the edge or corner of a block. So, same deal here- instead of being at a X.0 block position, it's at a proper X.5 block position, aka the center of a block. This likely defaults to south and east since those are the positive values for both instances- between negative 1 and 1 is 0, which is technically a positive value, after all. Negative 1 is farther to 0 than 1 is by an impossibly small amount. Or alternatively, negative values could be the absolute maximum number the game can handle, probably some power of two minus one, and it's just split down the middle to determine positive and negative, so between negative 1 and 1, negative 1 is the farthest possible number from 0 compared to 1 being the closest. So in practice, the centerpoint of the tree snaps to the closest block to the southeast- prioritizing the positive values- which is where it checks for blocks obfuscating its growth. Even if the centerpoint wasn't snapped, the eight points it likely checks for blocks from would all also be at the perfect corners of the blocks around it, which would themselves also choose the positive values over the negative ones, and choose the south east of the four blocks surrounding them. This isn't snapping as much as it is choosing the block without considering the .0, because even if you are in a perfect corner between four blocks, in the code you are still at an X.0 value and that value is the block the game will think you're standing on, and hence that's why even though you should be perfectly centered between four blocks, when you look down you can still only mine one- the south east block. This same explanation could apply to rails as well, with the same positive-over-negative explanation for its behavior. This might be why TNT cannons don't see this same rule applied- they aren't affected by this snapping behavior, they aren't limited to a grid just like falling sand blocks when in midair, so they therefore aren't affected by the Z-X law. As for entity rotation, that's technically a similar yet seperate law. Entities spawn facing perfectly south because their camera rotation defaults at [0, 0]- facing directly "forward". Positive X, Positive Y. It's not quite snapping, it's just a default setting. If the game was 2D, you'd only have X and Y, a 2D graph of left to right and up to down with no depth, which is where Z comes in- forward to back, which is where you'd be facing if you were looking at it from a 2D perspective.

I can't confirm this. This is just an observation and a guess based on said observation. I could be completely wrong, so take this with a grain of salt.

diacosiapentacontahex
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I think the southeast rule is likely due to some placeholder code for choosing directions. Also this rule decides the direction of zombified piglins spawning by nether portals (they always spawn in the south or east side, depending on which side the portal faces), very useful in designing an overworld gold farm. Also, when a lever is placed horizontally, it always faces south and east too, depending on the player's direction when placing. Although it is not very useful for Java Edition players thanks to the F3 menu, it very useful for Bedrock Edition players when building a gold farm, especially consider that in Bedrock edition we usually use a trident killer to kill them, so a lever will be needed anyway.

ejsrowb
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I am your 400th subscriber, helping out the small channels!

Panimal
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Jfc this video was so eerie when the music just stopped playing halfways through

wyndoellabridge