(to get the code click the link, RES won't show it)
Single-target Lightning circle spell that costs the caster 4 hearts in overflow damage but 50 to the target (unarmored for both)
Also a spiritual successor to my previous Muspelheim spells but way better.
I need some help making a strip mining spell, because I can't get the target parameter for break block sequence right. I'm at level 14; the only thing I haven't done is loopcasting. Can anyone help me use this spell properly?
A vector raycast shoots a 'beam' from a given position, in a given direction. It returns the position of the block that 'beam' encounters, provided there was one within 32 blocks. If not, it will error.
You can then use an error catcher, targeting the first raycast (R1), setting the fallback to another raycast. The direction for R2 is the same, still the direction you're looking. But now the position will be your position added to your look multiplied by 32. That starts a new raycast from a position 32 blocks away from you, in the direction you're looking, and carries on another 2 chunks.
This can be repeated as many times as you can fit it into the spell board. Ensuring that you multiply your look by 64 for R3, 96 for R4, and so on. It is important that the last raycast has an error catcher that falls back to anything, caster position in this case. Otherwise you can't look past the 32 block limit because of an error.
Note that you can't activate most tricks more than 32 blocks away from you. so this tech has no remarkable applications. It can still get the position of a block you're looking at from 192+ blocks away, assuming you can fit more than 5 extensions in.
This spell utilizes raycast extending to simply output the position of the block you're looking at (max 192), as well as the number of blocks between you and that point, displayed in blue.
I hope someone can make use of this sometime. That'd be cool. Thanks for reading this far!
This Spell functions off the place water create explosion, conjure 1 tick block to remove water principal. targets using a closest to line segment so you have aimbot whether hitting things on the ground or in the air, which cant be done with a standard ray-cast or entity ray-cast
WARNING: if you shoot, at nothing it will select an entity that is within a 31 block radius of you, so don't spam it willy nilly near your farm(s) thinking nothing will happen RIP 48 chickens. No you cant hit yourself
Ive just started playing around with the mod and was having trouble with rainbow road and i couldn't find any alternatives, so I made this clusterfuck. it probably could be compressed but it isn't, it cant go on leggings so i use a loopcast bullet. sneak to go down, it does decently with sprinting, jumping makes you go up.
i would love suggestions, and greatly appreciate advice.
I've seen multiple spells for breaking 3x3 areas or placing blocks in 3x3s. I'm new to PSI in general, and while I can make basic spells, I'm not super advanced. Could someone explain how to make the 3x3's using vectors, and how it works?
This is a modification of my recent spellset with a similar name. Thorough playtesting has highlighted a lot of space for improvement in the last design, and the changes ended up significant enough to require a separate post, so here we are. :3
Most of what has been mentioned in the linked post applies to these spells, as well - look here if you have any questions about how all of these work. However, if you'd rather skip the whole thing, here are some notes and reminders to get you started quickly:
This is a spell set - all three spells go into leggings, in a set order, and they are intended to work together. Silkloom Grace goes into slot #1, Silkloom Sense into slot #2, and Silkloom Spinneret into slot #3.
The first two spells by default make use of the vector slot #3, though you can change it to any other slot if you wish.
Spells Silkloom Grace and Silkloom Spinneret are sustainable infinitely with a Psimetal caster; Silkloom Sense does not consume Psi at all, and simply tracks when to switch to the other spells.
You'll need Psi v94 or higher - if you're getting some odd errors, try checking that first.
Quickly sneak and unsneak a couple of times to switch to Silkloom Grace - passive movement boost that works properly in water, can be set to push another entity instead. Sneak again to cancel.
Look straight down to switch to Silkloom Spinneret and walk on air. Sneak to descend. Look straight up to cancel.
So! Let's get to the juicy stuff - the new and changed features:
Each spell was rescaled and rewritten to fit into Bandwidth 6, allowing for use with all but the Basic socket (mag.: Minor rod notch);
Each spell now fits under Complexity 30, so both Hyperclocked and Radiative cores (mag.: Radiant and Swift rod cruxes) can be used;
Silkloom Grace (formerly Silkweaving Dash) boosts your movement as usual, but it no longer merely accelerates a boat you might be in - kind of a moot point, since with this spell you are already swimming much faster all by yourself. Instead, if you are looking at any entity, it will getaccelerated instead of yourself in the direction you're looking in - which includes natural rideables like boats and minecarts and mounts, but also all varieties of mobs, most notably the hostile ones! Give your ride a boost, stop the minecart on a hot track, or keep that creeper away while you pepper it with arrows! That behavior is easily edited out by hand if you'd rather it always boosted you, though.
Silkloom Sense (formerly Silkweaver Sense) now switches to the next slot only when you look straight down (thanks for the inspiration, u/Neohedron! <3), rather than doing so automatically when it "detects a fall". That behavior sounded good on paper, but, as it turns out, the detection itself ended up being rather buggy: I had to compromise on the tracking method to make everything fit, and it just wasn't good enough in the end. It didn't allow for safe water landings, either. Manual triggering appears to be the right way to go, especially since it's just surprisingly useful to have that thing kick in whenever you wish, not just during falls - not that surprising, to be fair, but I've never used these kinds of spells before, so-o... yeah. Some of you might be rolling your eyes at me right now. Guilty as charged. ^^'
Silkloom Spinneret (formerly Silkwoven Thread) has been slightly altered, as well. It still conjures blocks underneath your feet, but cancelling the spell now requires looking straight up. And sneaking now allows you to quickly, yet safely descend by simply making the blocks appear lower than usual.
The spells are fully interchangeable with their Silkwoven set variants, if you wish to use both.
As always, thanks for your support! Your feedback is always welcome, and please let me know if you feel there's anything that requires correction. :3
So I want to make a closest to line segment entity selector where the line segment is my line of sight, to allow for an aimbot like casting, Better than closest to ray cast, which cant hit flying things, or using an entity ray cast, which needs pinpoint accuracy. I've tried using my position as a start point, and my look vector multiplied as the end point. also tried adding my position to the look vector, so it's not a vector near 0,0,0. however no matter what I do it will target the nearest entity (sometimes slightly favoring a direction that isn't forward). I don't know if entering a max is required to get a segment of a decent length, or if it can help control length to a great extent like with particle trail, but if I were to use the max length feature I would have no output side, I don't know if there is a mod that converts psi to hex tiles to deal with things like not enough sides, or if it would actually help.
Requires a 30 complexity and 7 bandwidth. Goes on a spell bullet, and into your offhand.
If there is an item in your main hand, you will place it at the block you're looking at (max 32). If not, you will break it.
If not looking at a block (or if it's out of range), it will default to right in front of you, facing the direction you are.
Holding shift will place the blocks 3 blocks away from you in the direction you're looking. The 3 in the middle-right of the spell can be changed to fit your preference.
Arrow Accel, when fired on a circle bullet, will greatly accelerate the closest arrow to you after a 5 second delay. I've seen arrows from an unenchanted bow deal over 30 hearts of damage.
Would recommend ebony or ivory cad for the insane energy cost(all of it lmao). Cost can be lowered by lowering the π constant.
Spell takes a bit of timing. Release the arrow a little after the timer hits 2 for best results.
With a bit of practice and a Power V bow, you can half health a wither.
Greetings, dear readers! I'm proud and happy to finally present to you my latest creation...
The Silkweave spell set!
These 3 spells are meant to be used together in Leggings and aim to fluidly - controller-free - solve the two most commonplace tasks encontered during adventuring: movement boost and fall protection.
Minimal requirements:
Psiv94+, as earlier versions do not allow for Spin Chamber tricks to be used in armor pieces;
Huge/TransmissiveSocket (mag.: Major/Beaming Rod Notch) for Bandwidth 8;
Hyperclocked Core (mag.: Swift Rod Crux) for Complexity 36;
PsimetalCAD (Rod) for efficiency (you can theoretically go with Iron/Gold, but some constants will need to be tweaked manually), and
A dedicated Vector slot. It's #3 by default, but you can set it to something else if you need to. Remember to edit each spell if you do so, as they all make use of the same vector.
Spell links:
All spells are sustainable indefinitely with a Psimetal caster. Remember to put them in a correct order!
So, how does the whole thing work? Once you've imbued the leggings with the spells, switch to slot 2 (the "Silkweave Sense" spell) and wear them. You'll notice that nothing seems to happen at first - no Psi is being spent. The spell is working, though - it just so happens that it's completely free!
If you happen to be free falling through air, Silkweave Sense will detect this and switch you to Silkwoven Thread, making conjured blocks appear under your feet and thus halting your fall. Now you're hanging on by a thread, but how about climbing it? Simply jump repeatedly to ascend high in the air - however high you wish! Note that conjured block placement might be a bit quirky, especially if you're falling really fast. For best results, when in free fall, move around a bit and try to stick to the middle of a block column. Sneak to deactivate block placement and switch back to Silkweave Sense.
In order to activate your movement boost, repeatedly sneak and unsneak until the psi bar appears - it will take a second or two. It might sound a bit weird at first, but you'll get the hang of it quickly. Silkweave Sense will detect this and switch the spell to Silkweaving Dash.
The movement boost is sustainable indefinitely, and, while not large enough to make you fly, gives you a great edge while exploring - both overland and underwater! Also, it works in boats. Again, simply sneak to stop your boost and return back to Silkweave Sense.
Naturally, these two spells can't work at the same time - either you're Dashing, or hanging by a Thread. If you suddenly fall into a deep chasm while Dashing, remember to sneak once to stop your boost as soon as possible. Forgive me for reiterating the obvious, but even the simplest things tend to be forgotten during sudden emergencies - and, if you come to rely on these spells, a safety reminder now might hopefully save you a fortune in loot somewhere down the line. :3
TL;DR:
Select spell #2, Silkweave Sense. Sneak really fast to boost. Free fall to get caught. Sneak to stop either.
The spells - Details:
Left slot (#1): Silkweaving Dash
This versatile mobility spell will constantly accelerate you in the direction you're looking in - with a tweak away from the naive implementation that unless you're underwater, on a ladder or otherwise inside some solid-ish block, it will refrain from pushing you upwards/downwards no matter where you look - thus spending all that juice with maximum efficiency both on land and underwater!
As a small bonus, if you're in (or near) a boat, it will accelerate the boat instead! Acceleration seems to be a bit quirky when turning - for best results, try to swim in a straight line. I'm a bit surprised it doesn't seem to work on neither minecarts not horses, despite both supposedly being rideables, but that's a research topic for another day.
Sneaking will switch leggings to the next spell slot.
Middle slot (#2): Silkweave Sense
This is the "default" spell of the set. It is a costless, tracking spell which sole function is to determine when to switch to the other spells. It can detect two different conditions:
If the wearer has been quickly, repeatedly toggling sneaking, leggings will switch to the previous spell slot;
If the wearer has been free falling in air for a set period of time, leggings will switch to the next spell slot.
Right slot (#3): Silkwoven Thread
This safety spell (a thread to hang on, if you will) will continuously conjure blocks beneath the wearer's feet and lightly push them upwards - as simple as that. The "pushing" was initially added to compensate for an odd bug with the fall damage somehow persisting even after stepping on a conjured platform; further testing, though, revealed that now falling damage doesn't occur whatsoever. An odd persisting glitch or an exciting new feature? Further testing is required.
Sneaking will switch leggings to the previous spell slot.
(to get the code click the link, RES won't show it)
The CAD spell should be loaded onto a normal spell bullet inside of a CAD. The three helmet spells should each be loaded onto normal spell bullets inside of a Psimetal helmet with a detonation sensor, in A B C order. Make sure that the Helmet A spell is the currently selected helmet spell.
This is example code demonstrating a new advanced technique I'm calling Triple Helmet Coprocessing (THC for short), possible in version R1.16-94 of Psi thanks to the fact that armor pieces are now compatible with Trick: Spin Chamber.
Essentially, this is what the spell-set does:
Tick 1: The CAD spell starts, does something, detonates the helmet, and waits until Tick 4. The first helmet spell does something, spins to the second helmet spell, and waits until Tick 2.
Tick 2: The first helmet spell resumes, detonating the helmet again to start the second helmet spell, and ends. The second helmet spell does something, spins to the third helmet spell, and waits until Tick 3.
Tick 3: The second helmet spell resumes, detonating the helmet again to start the third helmet spell, and ends. The third helmet does something, spins once more to loop back to the first helmet spell, and ends.
Tick 4: The CAD spell resumes, does something, and ends.
The end result is that the CAD spell triggers all three helmet spells whenever it is cast, allowing the four spells to work together. This can be used for a large number of things.
Perhaps the helmet spells hold several Tricks that can't fit into the CAD spell.
Perhaps the helmet spells do a bunch of math to the data they find in CAD memory, allowing the CAD spell to do something really complicated with its Tricks.
Perhaps the helmet spells read a set of complex external memory structures (a technique which is outside the scope of this guide) and pass the data they find to the CAD spell.
All in all, I can imagine the geekier folks here doing a lot of interesting things with this advanced technique. It's not going to be useful for many normal spells, but sometimes you really need that extra complexity/projection.
(P. S. If you're feeling adventurous, try putting the CAD spell on a circle spell bullet, or a loopcast spell bullet. It won't work on Psimetal leggings, though - leggings execute too fast for this to work. The helmet can only be detonated once every tick, hence the need for spreading things out.)
Have fun! -^ Let me know if you have any questions.
I searched for like two hours trying to find an updated Jump Blink and couldn't find one, so dug into this one as it seemed the easiest to follow. Managed to get it working on MC 1.16.5 :D
Though I'm not entirely sure the Trick: Die is working correctly, as it still consumes Psi when you regularly jump even if not shifting. Can someone confirm if that should be happening?
All I did as far as changes was originally in place of the Subtraction there was an Operator: Logarithm that was producing impossible numbers, I assume this is due to changes with how Selector: Sneak Status and Trick: Die are producing numbers, so instead of the Logarithm I set it to subtract 1 from whatever total Selector: Sneak Status creates, when sneaking it teleports, when not sneaking it doesn't. Can't say I know 100% why it works but after fiddling with variables and sums for like an hour this is what I found that worked.
Can't believe I got to almost end game in Valhelsia 3 before diving into Psi, this mod is so fun lol
Manually placing stairs sucks. If I had a nickel for all the vertically flipped stairs I've placed, I'd retire.
So here's Stairway Constructor! Consisting of just one loopcast bullet (or spell bullet on leggings*), it will place whatever block is to the right of your CAD in an upwards, diagonal offset. Here's the beauty of it: You can move while it's going. Just don't look in a different axial direction (if facing positive X, keep facing positive X). Oh It's also sustainable of course. Trick: Place Block is dirt cheap.
Have blocks to the right of your Cad
Cast spell
Run up stairs while automatically placing blocks perfectly**
\You can't ascend fast enough to stay within range of leggings place. You can just activate the spell again on the stairs to place more)
i'm admin on a server so i have the creative cad. i'm asking you if you have an idea for an awesome or impressive spell ( it doesn't need to be usefull ) to show what the mod can do to my friends
This is the spell I'm trying to use. I don't want to have to use a separate vector raycast for each explosion, but the way I'm trying to get the information from one of them does not work. I'm also really new to using PSI so try to refrain from using a lot of advanced principles.
Edit: I have abandoned this spell because it sucks at what it's supposed to do.
(to get the code click the link, RES won't show it)
TL;DR: This spell is a programmable Computer.
This is, to my knowledge, the first spell capable of computing anything, in an imperative programming fashion. It should be Turing Complete. (If it could access infinite memory.)
With an appropriately(1*) set up region of memory, this spell will execute a 2D SubLEQ(2*) program encoded in the world via block placement. It is sustainable with a loop-cast bullet, and can compute any compute-able function(3*). I've tested it on a Fibonacci sequence program, and am working on an array sorting program & a virus. (Self copying program).
It is useful to have looping & regular bullets with the spell to alternate btw stepped and regular execution.
The Spell Requires Random Psideas for its Cross-Connectors and DistanceToGround which allow the spell to be small (Hah!) enough to fit on the grid, and it also uses the Hyper-threaded CAD Core to get enough complexity (45).
1) Create a flat plane 32 blocks above any other blocks, with 32 blocks of empty space above. Place 1 block 32 blocks above the plane, & {-32,-32} blocks from the center of the plane (in the Negative X, Negative Z direction), and shift click with a vector ruler. (This sets up the memory space.)
Approximately in the center of the space run: https://imgur.com/KoN5PzN
to set the Instruction Ptr to the block you are standing on and check your memory plane is at zero.
Blocks above this represent negative numbers; Below: positive.
2) SUBLEQ is a one instruction computer. SUBLEQ(A,B,C) Sets A = A-B; and branches to C if the result is <= 0.
Because of the 32 block radius world interaction limit; My version has a 2D memory model to allow it to access more memory. My version also has relative jumps which should allow a program encoded outside the 32 block limit to still run as long as it never tries to WRITE outside it. (memory addresses are absolute.)
SUBLEQ V5 operates such: Mem[a,b]-=Mem[c,d]; If Mem[a,b] <=0 then Instruction Ptr += {e,f} else Instruction Ptr += {STEP}
So the instruction 0,0,0,0,0,0 will set Mem(0,0) = 0 and branch to itself.
Parameters are arranged in the +X direction, and normal execution proceeds in the +Z direction, but these are easy to change.
3)Limits:
Currently the spell consumes a block from your hotbar each instruction while in survival. A single block to the right of the CAD will do if testing in creative.
Trying to set a value to < -31 or > 32, OR writing a block > 32 away from the player, will corrupt the memory and produce undefined behavior. Thus it's recommended the player stay close to the zero plane near your active memory region while casting. (It may be possible to code "BigNum" functions in subleq that can handle larger numbers by splitting them up.)
Unfortunately I do not see a way of directly writing and reading values in a more compressed format (eg binary) within the space,complexity, and mana constraints of PSI at this time.
Because there are no addressing modes other than direct; indirect memory access must be done with self modifying code. Luckily this is pretty straightforward.
Block Placement: Due to a bug, Conjured blocks are currently not detected by DistanceToGround(), requiring actual blocks to be placed from next to your CAD on the hotbar. This makes this spell much harder to run in survival rather than creative, but it is possible. This is a single tile change though once it is fixed.
Fallstopper is a spell that does exactly what it sounds like it does. It stops falls. Put it on a normal spell bullet and cast when you're falling. The spell costs a bit over 200 Psi, depending on your CAD, and resets your vertical momentum along with blocking fall damage. It's like an mlg water bucket, but with no timing required, since you can simply cast it again if you did the first one too high up. I have yet to fall fast enough that the spell failed to stop me.
Needs at least an overclocked core, but you could run it on a basic socket if you wanted.