From 18d10c600552abe5aeaedc0b09c9e98af01f935d Mon Sep 17 00:00:00 2001 From: Luca Matei Pintilie Date: Tue, 17 Dec 2024 18:34:41 +0100 Subject: [PATCH] resources: add rsg-tutorial.md --- content/resources/rsg-tutorial.md | 341 ++++++++++++++++++++++++++++++ 1 file changed, 341 insertions(+) create mode 100644 content/resources/rsg-tutorial.md diff --git a/content/resources/rsg-tutorial.md b/content/resources/rsg-tutorial.md new file mode 100644 index 0000000..a986385 --- /dev/null +++ b/content/resources/rsg-tutorial.md @@ -0,0 +1,341 @@ ++++ +title = 'MCBE 1.11-1.14 Guide' +summary = 'Speedrunning 1-11-1.14 random seed glitchless' +tags = ["practice", "strat"] ++++ + +Hello, I’m RodriHermo and in this guide I’m going to teach you how to +run 1.12. + +Before starting the guide, you have to be very familiar with these terms +because they will be very important in this category. And also knowing +why 1.12 is the best version for this category. + +The first one is __highrolling__. Highrolling is taking calculated and often +unnecessary risks that decrease the chance of getting a decent run, but +it increases the likelihood of the run becoming really good. + +A good example is blaze rods. Leaving with 6 is standard, but sometimes +you could get unlucky on the blaze rates so going for 5 is a risk +because you are depending on getting a 2 eye or higher which is just +34%. But sometimes that’s the only way to save a bad run or to get a +really good time. + +The second one is __reset efficiency__. Reset efficiency is a principle that +consists of the premise that the faster you reset undesirable worlds, +the more seeds you play, so you get a higher chance of getting the seed +that you want. + +That doesn't mean that you have to reset a lot necessarily, because a +desired world is relative to the time you are going for, but what I'm +trying to say is that you have to know pretty well what you need +depending on the time you are going for. And also not spend a lot of +time on a seed that you don’t know yet if it's playable or not, that’s a +very common mistake on beginners. + +## Why 1.12 is good? + +1.11 restock mechanics are really bad and dragon AI is pretty scary as +well. 1.12 dragon AI is the same as 1.11 but the trading mechanics are +way better. 1.13 dragon AI is way better but they add a ¼ chance that a +village is a zombie which is an annoying run killer that can be avoided +just by playing 1.12. + +And 1.14 is roughly the same as 1.13. + +Gonna talk about dragon behaviour later in the guide but that's the +reason why its the best version. + +Now I’m going to talk about __resetting principles__. + +First I’m going to talk about the chance of getting a playable seed. + +First we need a village below 200 blocks for spawn which is around a 1/7 +chance. Then the village has to have a cleric in which the chance +depends on the type of village but on average is ¼. + +And finally, the number of tradeable villagers can’t be below 5\. It +doesn't matter how crazy the seed is, with less than 5 villagers trading +is way too slow and you are forced to reset. The chance of that, not +gonna lie, I’m not secure about that one but it’s around ⅘. + +So in total there is a 1 in 35 chance of getting a playable seed. + +Yeah I know that’s a lot of resets for just a playable seed but luckily +that is the most luck based part of the entire run because the nether +doesn't require that much luck because fortresses are way more common +than on 1.16+. + +And one pro tip, if you want to reset faster, I recommend you to +download and set up a macro which is a program that touches specific +places of the screen so you could use it to press the buttons to make +the seed. For me it’s a game changer and I wouldn't run this category If +I didn't have it. + +Now let's talk about the __actual run__. + +The category consist on buying pearls to the fletchers because they have +the easiest trade of emeralds which are 32 sticks or 4 logs, and with +that, level up the cleric to level 4 to start trading pearls and +obviously going to the nether to get between 5 and 7 blaze rods +depending of the time you are going for. + +And this category is very dependent on the day and night cycles because +each day, the villagers that buy all of their available stock, restock. +So that's why I recommend you to get a timer in this category. + +Under certain circumstances they restock earlier but after a day it's a +guarantee that they will restock + +## First day: + +In first, you gotta get 2 flint to make a fletching table so one +villager can become a fletcher and 10 gravel because there's a trade +that the fletcher converts gravel into flint, which is very good because +now you can make another 5 fletching tables and not depend on insane +flint luck. Also, the more beds or villagers, the better. + +Then, you gotta get minimum 53 logs, 48 to get 12 emeralds and 5 for the +fletching tables, but I recommend you 69 because with that you get 16 +emeralds which will be useful later in the run. But if you are running +out of time just go for 53\. Remember, you gotta sleep as soon as +possible to not interrupt the day and night cycle, because every second +that it's night that you could sleep but you don't, that's just killing +time, try to avoid it. We want the days to pass as soon as possible. + +Then, you need to grab all the beds of the village and place it near the +center of the village. I recommend getting the beds, chopping wood, and +even getting wheat at the same time (task overlap). After placing the +beds, hit the bell, this way, the villagers go to the nearest bed, +resulting in having lots of villagers nearby to trade without having to +chase them. If the villagers go their way after a while, just hit the +bell again. + +If you placed all the beds sub 8 you are at a pretty good pace because +all the crafting sticks and trades takes around 2 minutes (on +touchscreen). + +If you are playing on console or using a macro for fast crafting, that's +a timesave because you don't have to tap really fast. + +Then, place the fletching table and see if the fletcher has the flint +trade, if not, break it and try again until you get it, it's a ⅓ chance +and each time not getting is a 6s timeloss approx. Then craft 24 wood +into a stack and a half of plancks into 3 stacks of sticks, those +numbers will be very useful to remember because with 3 stacks of sticks +you can trade 6 emeralds which is the entire stock of the villager. As I +said, each villager will give you 6 emeralds per day cycle. That's why +the more, the better. + +Then buy the flint, make 5 fletching tables and trade another 6 +emeralds. Then trade the redstone and lapis to level up the villager to +level 3\. + +If you have time to spare, you could trade 4 extra emeralds, kill the +golem, figuring out where to dig in case of sh village, getting iron if +there's a close cave. Just some ideas. If not, do it the next day. + +## 2nd day: + +Now trade 5 lapis so the cleric is in level 3 and a half. you might ask, +why don't you buy glowstone to level the villager to level 4 early? + +The reason for that is because glowstone is expensive, costing 16 extra +emeralds than just buying 5 lapis. But the problem is that you've +already bought 5 lapis which is all of his stock, (disclaimer: For +clerics their stock is 5 items not 6 like the fletchers), so you have to +wait for not exactly another day but quite a while, like 5m. + +That's why we are going to go to the nether on the second day. Because +instead of waiting for the next day or losing time buying glowstone, we +are doing something productive which is going to the nether. + +That's a smart choice not just because it saves 16 emeralds but because +of reset efficiency as well. + +It's more time-efficient to enter the nether at day 2 instead of +spending one day or even one day and a half chopping wood and trading, +just to have to reset to a bad nether. + +The sooner you get info about how good or bad the seed is, the better. + +And that's also why going for extra emeralds on the 1st day is a +timesave, it makes the trades of the start of the 2nd day pretty much +instant. + +(Disclaimer: Doing 2 lapis trades on the first day is possible but very +rare. Instead of finishing your trades sub 10:10 or night time, you have +to do it sub 7 so 3 minutes later it restocks. Finishing your trades +that early is really rare and the timesave is not that big, it just +saves the time to get the wood, craft and trade which is about 1:20.) + +If there's not a surface lava pool nor cave, just dig down at the +village and hope for a lava pool or cave that leads to it. There's a YT +channel called Mumbo Jumbo and according to one of his videos about +statistics of digging straight down, the chance of getting one of those +is 47% so that's actually a decent way to save the run. + +If there's any of those, you can use a glitch which I call it legal +X-ray. + +Basically dig down until y 17 or 16, then dig in a 1x2 hole until y 13, +do a 2 blocks hole, place gravel underneath, place a block here and +break the block over you. Now you can see where lava is, and reset ASAP +if it's too far or there's no lava. + +If you get iron, or diamonds it's a timesave so melt the iron while +doing the portal. + +## Nether: + +This is probably the most straightforward part of the run, just find a +fortress and get your rods as fast as possible. + +About fortresses, while the average distance of them in 1.16 is around +600 blocks, in 1.12 it's around 350 so they are not common, but also not +rare and getting sub 10, even sub 8 nethers should be very consistent. +Chance of getting a fort in less than 200 blocks is around ⅓ and getting +insta fort is around 10% or 1/8-1/12. + +I recommend once you find it, lower your render distance as much as you +can so more mobs spawn including blazes and endermen. About endermen, +kill them if it makes sense, because a pearl costs 5 emeralds minimum or +20 logs, a pretty decent timesave. + +If it makes sense to open the chest, open them, you could find diamonds +which is a big timesage, but if not, for example spawning near the +spawner, don't force it. + +Also remember to dig the blocks near the spawner because the least +amount of blocks, the more blazes will spawn per spawn cycle. + +Meanwhile you could be melting iron or managing your inventory by +throwing the trash. + +After getting the rods, get back to the village. If you are in a cave it +will take 40s.extra seconds. + +The ideal goal would be to return to the village before its night time +so you can level up the villager from level 3.5 to 4 if you left sub +18:30 and even buy some pearls if you left sub 17\. But if you returned +barely sub 20:20 to sub 30 (night time) just sleep ASAP- If the nether +somehow took you an entire day, your run is not death because they +restock after a day, regardless if it was sped up by sleeping or not but +that shouldn't happen regularly and its really slow. + +## Trading: + +Supposing that you slept as soon as you returned to the overworld, trade +5 lapis to level up the cleric to level 4, then get 100 wood \= 25 +emeralds \= 5 pearls, and then get another 100 wood and craft it into +sticks and trade a 2nd group of pearl next day. + +The reason why chopping 200 wood on one go is a mistake is because +there's 3 phases for the cleric: + +Full stock (5 emeralds per pearl) \- Empty stock \- 3m later \- restock +with higher prices (6 emeralds per pearl) \- one day later \- full +restock with original price (5 emeralds per pearl) + +The problem with chopping the wood and crafting all the sticks in one +go, while in terms of routing is convenient because you don't need to go +back and forth to the forest, is that you are probably gonna finish +late, like at 26m mark. + +So you end up trading 5 pearls and you just gotta kill 3 minutes. Or +even worse, finishing at 28m mark so the villagers don't even restock, +so instead of using that time to get a discount you just get a restock +with higher prices. That's why I rather do 2 sessions of chopping wood +instead of one. + +The problem with that is that you need a close forest, not just one +because the distance of it to the village (let's say 1:30m) gets +duplicated because you gotta go there again. But it shouldn't be rare to +get a forest less than 30s away. + +So you finish your first session of chopping wood and you get your first +5 pearls at 25m then get more wood, craft sticks, trade with villagers +if their prices have not been raised, then sleep. Then at the very start +of the day buy 5 pearls, you should be leaving at sub 31 (early day 4\) +if the nether was good, sub 31 leaves are the standard consistently good +village leave for this route. + +To get day 3 village leaves, you gotta trade a couple of pearls at day 2 +(potential for sub 24 leave), or to just accept the price raise of +pearls and a big forest nearby with iron or diamond axe (potential for +sub 27 leave). + +Sub 23 village leaves are not possible with this route without extreme +highrolling. That's still pretty good for a beginner-intermediate route. + +I'm not gonna talk about advanced routes too much but in summary they +require to highroll for sh village and going nether 1st day, it's +clearly not beginner friendly but I just say it in case someone is +curious. + +## Endgame: + +Stronghold generation stays the same until 1.18. Average sh distance is +1000, spawn is at 4,4 unless not spawnable biome: If so, it raises your +\+X coord, the village grid is the same and you gotta check for secret +rooms on sh. + +About sh nav, sh stays the same but they are played differently. If you +are leaving with 10 or less pearls, you gotta spend a little bit of time +opening the chests you find on your way to the portal room to get extra +pearls. Obviously the priority is to find the portal room as soon as +possible but spending a little bit of time is worth it. + +If you find the portal room but it has not enough eyes, just after that +start searching deeply. + +Beginners and me in the past, spend too much searching for pearls +without knowing the amount of eyes the portal has. Maybe you got 3 eyes +and that time was just a timeloss. + +If you leave with 11 pearl just nav normally highroll for 1 eye. + +## Endfight: + +The perching mechanics stay the same, the dragon takes 55s to leave the +fountain if you are nearby and crit bug is the same. + +But the other dragon's behavior is quite different. + +In this version, the dragon can launch you through the air \+10 blocks +so be very sure to have a hay bale or a lot of health (no water drops +cus you are gonna fill the bucket with lava for one cycle). + +Also its hit box is bigger than on 1.16 so when building up to place +lava, be sure to not be that close to the dragon, you can get closer +once you are \+7 blocks higher. + +And dragon's breath and especially magic is really dangerous in this +version. You can lose 10 hearts in less than 1,5s without warning or way +to avoid which can be very infuriating in good runs. My tips are to +check where the dragon is without seeing endermen which is not easy. Be +far from the fountain and just hope for a fast perch so you don't have +to deal with the dodging bruh. + +About the one cycle, because obsidian is rare, you gotta learn a +obbyless cycle. I personally learned this method but you can use another +one if you want, it's just what worked for me. + +[two sides 2023 - zwn](https://www.youtube.com/watch?v=8JDYZOJdAgY) + +If you wanna learn this one, one tip, instead of placing lava at 2,8 +like on a standard obby one cycle, place it at 4,6. Because in this +method you are in the fountain, the path the dragon takes to leave is +slightly different so 4,6 works. + +Please practice the obbyless one cycle a lot, and even warm up if you +don't feel comfortable with it before doing a running session. + +And that's all I have to say. I hope everything is clear. If you wanna +ask questions about this, my discord is rodrihermo and my [YT is +RodriHermo](https://www.youtube.com/@RodriHermo) as well. + +Thanks for reading and good luck with your 1.12 runs :D / + +[The tutorial has been made by +RodriHermo](https://www.speedrun.com/users/RodriHermo).