Finding The Trial Chamber Has Never Been Easier!

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1.21 released the ultimate underground dungeon, the trial chamber, and naturally, I wanted to figure out how to find it without needing to pay some pesky villager..

Music: Stevia Sphere - Polar Bears

#shorts #minecraft #speedrun
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This is mostly an unserious tutorial due to the complexity/non 100% success rate but if you're actually interested in learning it for yourself 👀

*Written down steps/extra tidbits for the (unrefined) method I used*

1. Configure pie chart (open pie by first pressing f3 and then 1), then locate and select *tick*, *level*, and finally *blockentities* .

2. Stand still and modify your render distance via options, keeping the pie chart open. If minecraft:vault and/or minecraft:trial_spawner aren't loaded, continue upping your render distance one at a time. When they are loaded or if they're already loaded, reduce your render distance one chunk at a time until these slices unload by exactly one chunk. To speed up the load/unload process (the pie chart takes some time to respond to chunk changes), refresh the pie chart by once again holding f3 and pressing the 1 key twice.

3. Enable chunk borders (f3+g). Center yourself in the chunk you're situated in, then enter the chunks in the 4 cardinal directions around you. Return to the center chunk if any of the 4 chunks you enter doesn't update the pie chart.

4. Once one of the four directions you enter updates the pie chart with minecraft:vault and/or minecraft:trial_spawner, you know which way to travel and the approximate distance (based on render distance). Count or approximate the chunks travelled by having chunk borders open for this. The farther away the trial chamber is, the more necessary it is for you to repeat steps 2 and 3 along the way, as the trial chamber may be diagonal. When you're closing in on the destination, lower your render distance as much as possible to be certain the new chunks you're walking through happen to contain the bounding box of the trial chamber.

5. This step is completely arbitrary/grounded in feel (hence why my rendition of this method is pretty bad tbh), but I like to walk about 5 or so chunks into this zone so that I'm not at the very outskirts of the trial chamber's bounding box. Since the structure is not a complete cube, you can have the red and gray slices on the pie chart without the trial chamber being directly below you, even when well within the bounding box, but this helps a bit.

6. Dig down to at the very least below Y0. By my guesstimation, the bulk of the trial chamber's contents lay below this point, but you can fluke a direct entry above Y0 as well.

7. Reset your pie chart by spamming 0, then locate and select *gameRenderer*, and finally *level* . Unlike the previous settings, this section of the pie chart loads in based on what is on screen.

8. Increase your render distance (seemingly anything from 5-8 is optimal but this is once again a guesstimation), and look around, paying attention to the orange *blockentities* slice. You can focus on both its physical share of the pie chart, and the accompanying numerical ranking. If you're close to the trial chambers, the blockentities slice should dramatically increase as you look in its general direction. Decreasing FOV can help increase certainty of its direction/orientation. If there is no spike, try increasing your render distance a bit more, temporarily, or reposition yourself. This is the main issue with this method, and why for anything other than learning this as a fun trick or for speedrunning purposes, I recommend not doing this. It's not 100%, or maybe even 70% successful. It's still cool though!

9. If you see the orange spike, travel in its general direction. If you hear noises stemming from the trial chamber but can't find it, turn on subtitles and directional audio in the "Music and Sounds" option tab.

*Additional tidbits*

- Step 8 can be used whilst digging down, and can give a general confirmation that the chunk you're digging down at does contain a portion of the actual trial chamber structure

- Any cave that the trial chamber generates into will do its best to cover up the outside, leaving a suspiciously flat wall or floor. This is a good confirmation to dig through it.

- F3's "C counter" located in the top left can also help. It counts the amount of air blocks present, so if you're digging in the direction of the trial chamber and see this number spike, that is a good indication of a trial chamber, but do remember that caves can also produce this sort of spike.

I have only been toying around with this for about a day but felt it cool enough to whip up a quick short. I'll be speedrunning the mace a bit, so I will provide an update if any reliable optimizations in methodology are found.

amCobalt
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This is like using calculus to solve 1+1

AlphaMC
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Step 1: Go into your world on creative

Step 2: /locate the trial chamber

Step 3: write down the coordinates

KiLLJoYYouTube
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The sheep impalig speedrun when? Fwr by dav and current by hanabi

wasfarewell
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Nah bro just build the cubicmetre hellstorm cannon to easily penetrate and drop into trial spawners from the ship with entity knock back being applied to pigs in active chunks that are supposed to be in lazy chunk minecarts :P

Pyronical
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There’s no loot in the chest on bedrock for the new trial chambers. Lol

APC
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boi you must learn maths to just find a trial chamber

RobMPA
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me who used a seed mapping website: xD

fuzzthehamster
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Is that pro clasic tetris player cobalt?

Ezhedeh
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Bedrock players: PCS ARE EXPENSIVE OKAY!?
(I’m a bedrock player)

Shxrkmxnned
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Or just use chunkbase for a grand total of 10 seconds...

ReyanshS-to
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Thats cool and everything until u relise u play bedrock edition😭

Hedshotbs
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Or just look up the seed on seed map 😭

Slicksoles
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The far land is easy to find i gind it but i forgot because i found it in 3 years in like 100 blocks away i forgot the versoin but its not old its kind close to versoin 1.17

ShdowYTGaming
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Too much work sorry I’ll just do it normally

PiskyWisky
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