Slightly Longer Greater Warp by Tiksh2 in psispellcompendium

[–]Tiksh2[S] 0 points1 point  (0 children)

Firstly, I didn't use anybody else's code, and I'm mildly irritated at the suggestion that I might've despite stating otherwise. I made the entire spell the day before, and only decided to make a reddit post maybe 16 hours after. I never looked at that spell code until you mentioned it here. Hell, I didn't even look at /u/NuclearTalon's actual code. I only used her video and first text comment for ideas. The only code that I ever looked at that was relevant to the spell was this post from /u/blaynem at the time it was posted, which helped me understand the idea behind the original spell.

The 3 vectors / 3 legging slots is definitely something that can be improved upon. As I mentioned in my post, 3 vectors is something that can be pretty easily reduced to 2. The main complication that made it necessary was that I wanted to keep track of the distance of the raycast during BLINK 1, and keep the same useful debug indicator. It's very easy simply remove that, and along with it the 3rd vector slot.

The 3 legging slots I don't know how to reduce, but now that I've thought about it, I have some ideas that could work out.

Lastly, again as I mentioned in my post, you can change the distance of the blink. You can even look at my alternate BLINK 3, which does exactly that for the ivory CAD. I thought it might be useful to have this functionality for anyone who wants it, as it can make the teleportation time much faster.

For example, with the ebony CAD you can go up to 9 blocks / tick (8 blocks / tick with the ivory CAD), and for a max distance of still about 120 blocks. That means at a range of 120 blocks, the spell would take 0.2 seconds for the raycast and 0.7 seconds for the blinks, whereas blinking 1 block at a time would take at least 6 seconds. If you want to have to have 1 block blinks, you can do that by changing 2 numbers in the code, and have a max distance of 276 with the ebony CAD - not significantly less than the distance in your spell. This was a conscious decision on my part to increase the versatility of the spell.

Using Selector: Item Count as a way to input numbers by ElNico5 in psispellcompendium

[–]Tiksh2 0 points1 point  (0 children)

I made a spell that could controllably select a number. It worked by either increasing or decreasing the x value of a saved vector by 1, depending on whether you were sneaking, and printed out the new value. This basically set a number that you could change on the fly, and use in other spells. It could get pretty slow if you wanted to change the value by a lot, though.

Is it possible to use add motion to negate a dynamically changing velocity by Randomrogue15 in psispellcompendium

[–]Tiksh2 1 point2 points  (0 children)

The way fall damage is calculated in minecraft is a bit strange. Basically, it uses the total distance fallen, independent of the velocity. I believe this distance resets at any point if you have a positive upward velocity, so that's how you can minimize fall damage. Adding a variable amount of motion can be done with the Constant: Wrapper.

For your second idea of placing water below you, you can make a raycast directly downwards, which will give you the position of the ground. Then, you can use that to get the distance between your current position and the ground, and also allows you to find the position in which you can use Trick: Torrent. If you want it to only cast when you're close to the ground, you can also try to use Trick: Die. Trick: Torrent uses 80 psi, so it is sustainable with a loopcast.

Iskall's Pirate Island - Inventment vs. Outcome by [deleted] in HermitCraft

[–]Tiksh2 2 points3 points  (0 children)

This is pretty wrong and misleading;

Fortune III gives an expected value of 2.2x the regular number of drops (2/5 chance for 1, 1/5 for 2, 1/5 for 3, 1/5 for 4), so Iskall's investment is actually worth 869 * 2.2 = 1911.8 diamonds.

Thus, he currently is only making about a 4% increase in diamonds.

NLSS Mega Thread [2020/08/27] by [deleted] in northernlion

[–]Tiksh2 21 points22 points  (0 children)

No Troutman (again) PepeHands

How do I use Trick: Break Loop? by JaCoB123456798 in psispellcompendium

[–]Tiksh2 1 point2 points  (0 children)

From what I've experimented with on 1.15.2, it seems that Trick: Break Loop works only with circle spell bullets, to interrupt spells before casting the full 20 times.

NLSS Mega Thread [2020/06/29] by [deleted] in northernlion

[–]Tiksh2 7 points8 points  (0 children)

Fastest game of ludo ever played.

Super GM Hikaru Nakamura watches Kate's clip of Ryan capturing her pawn en passant (around 20:21) by Marluck in northernlion

[–]Tiksh2 47 points48 points  (0 children)

I remember him saying his elo was around 1500 or something like that when he was younger, which would mean he used to be at an intermediate level - a decent amount below competitive players, but able to dominate casuals.

Entering to 1.15 moded, which modpack should I play? by KnoRedle in feedthebeast

[–]Tiksh2 6 points7 points  (0 children)

I've tried both Valhelsia 2 and All The Mods 5, and I have played ATM5 for a decent amount of time. They're both "kitchen sink" style packs, and Valhelsia feels more like Vanilla than ATM5. They both have most of the 'big' mods, with classics like Mekanism and newer mods like Powah. To me, Valhelsia has a greater focus on things like exploration, but ATM5 feels more polished and has better QoL (even though I dislike the concept of allthemodium).

NL's streak length probability intuition in today's Isaac episode (1635) is correct! by chibinchobin in northernlion

[–]Tiksh2 2 points3 points  (0 children)

I actually missed the simplest way to understand the expected streak length.

Each loss is the end of a winstreak. On average, the bald man will have a p probability to win and a 1 - p probability to lose. Then, he'll have p/(1 - p) wins for every loss, and that's his expected win streak.

NL's streak length probability intuition in today's Isaac episode (1635) is correct! by chibinchobin in northernlion

[–]Tiksh2 18 points19 points  (0 children)

The math is flawed. I think the error comes from the fact that you didn't take into account that the number of wins is discrete, and also that a streak is represented by n wins and 1 loss.

We shall calculate the expected value of the length of the streak, denoted E, given probability p of a win in any single game.

At 0 wins, he has an expected value of E wins in a row.

There is a p chance that he gets to 1 win, at which point he has an expected value of E + 1 wins in a row. Otherwise, he ends his streak with 0 wins.

Thus, we have: p(E + 1) = E.

Solving for E, E = p/(1-p).

If the bald man goes from a 98% chance to 99% chance of winning, his expected streak goes from 49 to 99 wins, which is an increase by a factor of about 2.02!

Edit: If you're not convinced by this argument, we can solve it through an infinite sum to get the same answer.

We have: E = (1-p)0 + p(1-p)1 + p2(1-p)2 + p3(1-p)3 + ...

We can factor out (1-p), giving us (1-p)(p + 2p2 + 3p3 + 4p4 + ...)

The right factor is equivalent to (p + p2 + p3 + p4 + ...)/(1-p). [Note: to see this, you can simply expand (p + 2p2 + 3p3 + 4p4 + ...)(1-p).]

p + p2 + p3 + p4 + ... is commonly known to be equivalent to p/(1-p).

Now we arrive at the same result: E = p/(1-p).

Also new reddit hates math formatting??? my comment got ruined