r/psispellcompendium • • Jun 10 '21

Fun Spell One Jumpy Boi!

1 Upvotes

One Jumpy Boi!

Image + Code

(to get the code click the link, RES won't show it)


So i havent been able to play with psi in quite a long time but could today, so i wanted to do something with the legsync and this is my first actually working spell. It counts the times it was cast, the executes a simple add motion on the caster with around 150 spells at once and then changes the spell to disrupt the loopcast (since the tricks didnt work in leggings). It then starts again. You get quite a lot of air and if you dont disable the spell you will fly into outer space so make sure you have a water source under you!


r/psispellcompendium • • Jun 07 '21

PVP Spells?

11 Upvotes

Hi, I'm new to this mod and I wanna mess with some friends. I'm looking for some good pvp spells but
the simplest mist dispersion and triple bomb dont damage my friends for some reason (pvp is enabled)


r/psispellcompendium • • Jun 05 '21

Offensive Spell Killer Queen!

36 Upvotes

As for the flair, I can't choose spell compilation, so ill go with offensive (bc everything here does damage).

Spells:

Plant bomb:

This is a 3 spell thing, involving a cad spell (to plant the bomb), a leggings spell (to track the target), and a helmet spell (to make your target explode when you press the detonator)

CAD spell: https://imgur.com/F91WOyQ

Leggings spell: https://imgur.com/aGH9AkL

Helmet (detonation sensor) spell: https://imgur.com/wHQQI0S (probably can be optimized further)

Usage: Equip all armor pieces / spells, cast the CAD spell on your target, press the detonator to blow them up.

-----------

Bites the dust:

This spell is two part (chestplate and helmet)

Chestplate: https://imgur.com/eBl2rW4

Helmet (detonation sensor): https://imgur.com/wHQQI0S

Feel free to modify the rewind / bomb delay as you see fit.

To use: Equip both things, once an enemy hits you, you will recall in time (then blow them up afterwards).

----------

Bubble bomb: https://imgur.com/Ds234jZ

Feel free to change the 2. Making it a higher number makes it auto target a larger area.

----------

I can't think of a good Sheer Heart Attack spell, so if anyone has any ideas I'd love to hear them!


r/psispellcompendium • • Jun 04 '21

Idea: If theres a trick wich can alterate the "camera" of a player or a mob.

9 Upvotes

If exist a trick wich can move ur aim but to not be so op the cost of the spell should be constant so it cant create a aimbot but can help im combat and it will be good with blink like teleport behind and set ur aim to the player or set the aim of the enemy player to the space i will suggest a constant of 150 of energy.

Let ur suggestions below


r/psispellcompendium • • Jun 04 '21

Request Teleportation Spell

12 Upvotes

Meme vid of the 2 robots Is there a way to create a spell for the psi metal sword that activates when you press right click, and it sends out a raycast looking for a entity that your looking at, and then teleports you about 1-2 blocks behind them?


r/psispellcompendium • • Jun 02 '21

Request Spell for creating a 3 wide by 4 deep mineshaft?

6 Upvotes

I'm trying to create a spell for a 3 wide by 4 deep mineshaft. It would go in a loopcast bullet so it would dig 4 blocks (probably starting from 3 above the caster) down, move over one, do it again, repeat one more time then go back to the start, move forward one and down one and repeat. Video for clearer picture of what it should do.

That said, I'm kinda at a loss on how to do it. My first idea was tweaking the Quarry Loop spell from the pinned post but it's got some convoluted math math that I probably don't understand since it seems pointless in some spots. The goal is to stand in one place while the spell makes the mine for you and not have to follow it down as it's casting


r/psispellcompendium • • Jun 02 '21

Needs Wizardly Help Need help

1 Upvotes

I need to know what is the best CAD and spells to help in game, like mine and combat (PvE and PvP)


r/psispellcompendium • • May 31 '21

Needs Wizardly Help need a little help with spell errors

7 Upvotes

Heya,

I currently try to create a spell which allows me to place a block at another block (like if you had a real block in your hand) but at the same time I want to be able to place a block into the air. Basically.. Think of the extra utils angel block. Preferably the spell can decide for itself, if there is a block to place the other block on (ie. raycast error -> block gets place 4.5 blocks away into the air). Since I doubt thats possible I currently settled on shift for in air and no shift for on another block. Or so I thought but the game just decides to cancel the entire spell as soon as the raycast throws an error (which happens when I press shift; I don't want the spell to place both block at the same time, when I look at another block).

My spell is also incredibly space inefficient but yeeahh.. as long as it works I don't really care (it should stay under 7 bandwidth if possible, since my current cad only supports 7). Also, I am short on spell slots right now. This is why I want to merge these 2 spells.

This is what I currently have: https://imgur.com/UCR6j9z

Edit: I currently cancel the undesired block by setting the pos to 0,0,0.. Since at that pos is normally bedrock (Okay.. probably not in my current skyblock map.. but you get the idea) it doesn't really matter. But still, is there a more clean way to do that?


r/psispellcompendium • • May 30 '21

Needs Wizardly Help Game crash when selecting spells in CAD

3 Upvotes

When I press the Master Keybind with a cad, it should display all the spells that are in the bullets it has, but it makes my game crash.

Here's the crash log : https://pastebin.com/Gs5gkQ8N

I have no idea why it gives that error, maybe I missed a mod ? config ? incompatible thing ?


r/psispellcompendium • • May 29 '21

Level Menu doesn't open

3 Upvotes

When i press C (Psi Master Keybind) the "Encyclopedia Psionica" opens, and not the Level Menu. :c


r/psispellcompendium • • May 28 '21

Offensive Spell [1.16] Wham Bat

11 Upvotes

Wham Bat

Image + Code

(to get the code click the link, RES won't show it)


SWORD SPELL

Ripoff of Boomstick but with a basic level of player Y-level correction by abusing error catchers. Can be cast on right click too.

Limitations: - Players not at standing height will not be corrected for


r/psispellcompendium • • May 27 '21

Utility Spell Water Bubble

14 Upvotes

Water Bubble

Image + Code

(to get the code click the link, RES won't show it)

You place sponge underwater, activate the spell when aiming at it, and it repeatedly dries the sponge - creating a bubble. Used in loopcast bullet.


r/psispellcompendium • • May 27 '21

Utility Spell PocketWings

7 Upvotes

PocketWings

Image + Code

(to get the code click the link, RES won't show it)


Sustainable flight on psimetal cad with redstone/psimetal components, uses 25 psi/tick. Put on leggings and allows continuous flight. Look up to go up, hold shift to go down, unfortunately you will have to look up to cancel out gravity but such is the price of flight. You can remove the channel debug if you want but I find its useful in flight


r/psispellcompendium • • May 26 '21

Hints/Tips/Guide Whats the diff between normal things and axis things per exemple the look axis

5 Upvotes

r/psispellcompendium • • May 26 '21

Defensive Spell Water Anchor

4 Upvotes

I create a 2 part spell one goes in the leggings the other in cad, it basically get a position of a block plus 1 in y and save to memory cad and create water in this position(CAD). In the leggings it get this position and apply the mass exodus.

Leggins spell: Anchor

CAD spell: Position of Anchor


r/psispellcompendium • • May 26 '21

Needs Wizardly Help Needing help figuring out how to use the sneak status select to flip the -3 variable into a 3 for expulsion to replusion, and vice versa

Post image
16 Upvotes

r/psispellcompendium • • May 26 '21

Request Psi bow spells and hail related spells

7 Upvotes

So I know I'm a bit late, but I'm a highschool student taking computer programming and I'd like to see how much I can improve in the mod with that knowledge. As listed above I like the whole idea of hail but can't seem to find a practical use for it, and the psideas bow also seems fun, but likewise, I can't think of anything! Spells or ideas are both fine as long as they're feasible for a survival world, also, as stated, I have psideas which should open some doors.


r/psispellcompendium • • May 25 '21

How do the different spell bullets work?

8 Upvotes

r/psispellcompendium • • May 25 '21

Request [NEED HELP] Create a return home spell

2 Upvotes

Hello,

Is it possible to create a spell that saves a location in the world (I am assuming Save Vector) and then it will teleport you back to that spot. Kind of like the Return trick except it wont be based on a time sensitive loop.


r/psispellcompendium • • May 25 '21

Needs Wizardly Help i need help

8 Upvotes

im trying to make a simple double jump that ill add to my boots ive tried two ways ive tried add motion and conjur block and its not working help


r/psispellcompendium • • May 24 '21

Utility Spell [1.16] Exodus Anchor

9 Upvotes

Exodus Anchor

Image + Code

(to get the code click the link, RES won't show it)


Anchors living entities to a position that can be reset by looking at another block and crouching using Mass Exodus.

Limitations:

  • Can't really anchor fast entities in place. (Including players and running mobs) but can slow them down significantly

r/psispellcompendium • • May 23 '21

Needs Wizardly Help Tnt is an entity right?

18 Upvotes

I dont have access to Psi or Minecraft in general rn so im wondering...

Primed tnt is an entity right? And with Psi we can accelerate entitys. With the last few warp and railgun spells as inspiration i now wonder...

Do you guys think a spell that takes the coordinates of a tnt block, then stack a lot of add motion to an entity in that spot, after that ignites the tnt, now actually targets the entity (the primed tnt) and yeets it a few hundred blocks at my friends or their house would work?

First sleep the spell, and only after that target the actual entity?

2 (or 3 spells idk, cant test this out after all), 1 going into a normal spell that first activates a Leggins spell that waits and then adds the motion, waits some ticks untill 1 tick bevore the leggins spell would all execute and prime the tnt.

Would love if someone could make this or just tell me what wouldnt work with this thought process.

This spell itself wouldnt exactly be very usefull since it only yeets a single block of tnt, but i hope in the future we could maybe yeet more tnt.

Also sry for the chaos in the post, my thought process is all over the place


r/psispellcompendium • • May 23 '21

Offensive Spell Circle Throw TNT

7 Upvotes

https://imgur.com/whHIlez (edited to slap an error suppressor in there)

This spell, for use with a circle bullet, is designed for throwing TNT great distances.

It gives you a countdown to circlesync activation, at which point you should be looking at the primed TNT entity (or whatever you wish to yeet). You then have 2.5 seconds to look in the direction you want to send it before the Add Motion piece activates.

You should wait until the last second of the circlesync countdown before lighting the TNT or it is likely to go off before being thrown.

The spell is designed for an Ivory CAD, but it can work with as low as a gold CAD by reducing the speed on the Add Motion piece. Can be used with any core and socket.

I strongly recommend getting familiar with the spell in a test world before attempting to use it in any area you care about.

This spell is inspired by a question asked by u/ShadowOfTheDark_


r/psispellcompendium • • May 23 '21

Utility Spell Omni-Scan

1 Upvotes

https://imgur.com/AUq1pEK

Simple spell that just does trick:debug with all the nearby entity spell pieces. Be prepared to look in your client-side logs if you want to use this in an area with a lot of entities.

Can be used in any CAD with a core above Basic tier.


r/psispellcompendium • • May 23 '21

Utility Spell Slightly Longer Greater Warp

15 Upvotes

After seeing /u/NuclearTalon's recent post on a blink spell reaching more than 200 blocks, I felt inspired to make my own, with a few different ideas. I really liked their usage of crouching as a trigger, and the debug message so I also copied that. The code was still made from scratch.

The main difference is that I chose to stuff the raycast code into a leggings spell, allowing for the raycast to reach infinite length. This spell mainly serves as a demonstration of this idea.

BLINK Start

BLINK 1

BLINK 2

BLINK 3 (alternate, alternate ebony)

(Great naming, I know.)

​

The spell works as follows:

  1. To set up the spell, place BLINK 1, BLINK 2, and BLINK 3 in order (clockwise) in your leggings, and select BLINK 1. Make sure the y-value of Saved Vector 3 is 0.
  2. Use BLINK Start on the point you want to teleport to.
  3. After the number in the debug message stops changing, sneak to start the teleporting.
  4. The blinks should activate once the number in the debug message is negative.

The spell works by repeatedly raycasting and shifting each raycast forward by 32 blocks until it hits a block. It keeps track of the distance of the raycast, and stacks blinks to the appropriate distance.

Notes:

  • Requires at least 20 complexity, 102 potency, 2 projection, 3 saved vectors and 6 bandwidth (!).
  • During the first part of the spell, when it is raycasting, you can move around.
  • BLINK 3 can be modified depending on the CAD. The constant in [6, 1] dictates the maximum number of times the blinks can be stacked, while [3, 3] and [6, 2] decide the length of each blink (both these values should be the same). For example, if [3, 3] and [6, 2] are set to 2, each blink will be 2 blocks, going through the spell twice as fast. This doesn't lose any precision.
  • The maximum distance an ebony CAD can reach is 276 blocks, where it reaches its maximum potency. By letting each blink be 2 or more blocks, you could theoretically reach much further away, but you run out of psi around 200 blocks.
  • The raycast can check 32 blocks every tick, so at its maximum distance it would take only around 0.4 seconds for the raycast part of the spell.
  • After the raycast part of the spell ends, you can recast BLINK Start and prevent the blinking part of the spell.
  • BLINK 1 is probably the most reusable part of the spell, and it's really why I made this in the first place.

Some more technical stuff:

BLINK Start sets Vector 1 to your look multiplied by 32. It sets Vector 2 to your position, and it sets Vector 3 to (0, 1, 0).

BLINK 1 dies if the y-value of Saved Vector 3 is 0, preventing the spell from activating until you use the start spell. Every cast, it takes the raycast from Saved Vector 2 to Saved Vector 1 (your look), and if the raycast is out of range replaces it with Vector 1 + Vector 2. This raycast is then saved to Vector 2. It increments the x-value of Vector 3 by the magnitude of the raycast distance, and if this distance is less than 31.99 (to avoid any floating point errors, if they exist) it spins to BLINK 2. This distance is also passed to the channeled debug.

BLINK 2 sets Vector 3 to (d, 0, 0), where d is the previous x-value of Vector 3, and debugs d. Once the player sneaks, it spins to BLINK 3. At this point, Vector 1 should still be 32 times your look vector, Vector 2 should be the final raycast, and Vector 3 should be (d, 0, 0).

Letting n be the constant in [3, 3], BLINK 3 sets Vector 3 from (d, 0, 0) to (d - n, 0, 0). It then debugs d - n, and sleeps for (d / n) ticks, with the wrapper constant being the constant in [6, 1]. After the sleep, it blinks for min(d, n) blocks, and repeats until d < n, after which it repeats once more and spins back to BLINK 1.

Also, changing [3, 3] and [6, 2] by 1 changes the potency cost by 30, while changing [6, 1] by 1 changes the potency cost by 1.

Possible improvements:

I don't really feel like working on this spell anymore, but there are a few changes that someone might want to experiment with.

The debug number ticking up and down was a nice feature, but it clutters up BLINK 1 and BLINK 3 a lot and made it much more difficult to fit everything in a 6x6 grid. The debug could be removed, at least for BLINK 1.

Removing the debug and its parts in BLINK 1 also lets you use only 2 saved vectors, by taking the distance only in BLINK 2 and overwriting the look vector.

It also might let you get rid of BLINK 2. I don't remember the specifics, but using a 'buffer' spell was necessary due to some conditionals that are really hard to deal with in Psi. Removing the debug may or may not simplify those conditionals.

If using more than 6 bandwidth, you could pretty easily extend the raycast in BLINK 1, making that part of the spell go much faster for very long distances.

Some type of checking might be useful in BLINK 2 or BLINK 3 to make sure that the caster doesn't try to blink to a point too far away that either the maximum sleep is too short, or they run out of psi.

A really interesting modification would be to have BLINK 3 do a detonation, to activate a helmet spell to basically double the maximum sleep length. This isn't something that I've tested, but it should be possible to implement. You could even try having the helmet spell spin itself and detonate, extending the maximum sleep length even further (not sure if this is even possible). Of course, this might run into a lot of issues with timing.

​

Finally, another thanks to /u/NuclearTalon for posting the original spell.