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Hello, class.
Today's lesson is going to be on griefing.
Because griefing, when done well, can be both fun and excessively entertaining.
Now what we are going to work with today is a sand cannon.
But not the usual kind of sand cannon.
This particular one is a variation, which I already have set up in advance.
And this one will allow, heh, a high-density field.
As you can see, when I press the button, it's all falling--and lagging a bit--into cobwebs
which are catching them.
The TNT fires, and...
Boom. Everywhere. And had I built this facing west, we could have had this fire into the
sunset.
Am I correct?
Right.
Now. I am going to show you how to build one of these, and we'll look at the aftermath later.
There will be two rows, because we'll have two cannons.
Now, step by step, we want to start by building a simple cannon design.
It really doesn't matter what kind of cannon you use.
I'm going with a basic two-layer design, and, of course, it can be scaled up as much as
you would like.
Three, four, five...
At the front, I like to place a full row of slabs.
Don't need this one.
Don't...okay.
Because then they will catch any stray sand that doesn't get blown away, and they will
break.
And it won't ugly up your countryside.
Well, no more than your cannon normally would ugly up your countryside.
You'll see that in a little bit.
Now. Let's see...redstone.
I like to set up a little condenser charge.
A large cannon isn't particularly necessary, although it helps for the demonstration.
Don't need that.
And that.
Don't know what I'm doing, apparently.
A center row.
I don't like to have it all the way.
And some simple guiding blocks to prevent any stray TNT from going the wrong way.
Which, if it does, can cause your cannon to fail catastrophically.
And we don't like that.
Alright.
Looks good so far.
Condenser...
Put these at four ticks because I like a four-tick delay between my condensers and my charge.
And, as you can see, I'm lagging a little bit.
So it's...
But it'll be fine.
Now, because a lot of things are going on at once, I like to use a lot of delay circuits
between everything.
Although it's probably not necessary.
And you can probably make this a lot more efficient by compressing the circuitry down.
Since this is just a demonstration, we're going to keep going with what I have set up.
So, we'll use a nine-repeater delay.
Each of these set to four ticks.
For simplicity, EVERYTHING will be set to four ticks except for one little extender
to get passed the fifteen-redstone delay later.
We'll want that, so you'll see that later.
Then we will pull back a little bit.
Make it day because I like it to be day.
Set up a little block.
Probably not necessary completely, but it looks nice.
Really?
Now.
As I said here, we're just going to have a simple...
We'll leave that, actually.
We'll get back to that later.
Because it's easier to build from the...
From the ammo down.
So we go five blocks up.
Because I find five blocks to be the right amount of fall distance for the delay we have
set up.
Three four five...
And then pull back two.
And this is where we will set our first piston.
Destroy all of these because they're unnecessary and will cause your cannon to fail.
One, two, three, four, five.
Because that's what we have set up.
Face these forward.
And we'll be placing cobwebs on these in a moment.
Then we will go two blocks up.
Although you could probably go one without any problems.
I like two for the extra distance to prevent any accidental redstone crossovers.
No. This needs to be exactly above.
And, once again...
Three, four, five...
These will be powering the pistons.
So we line the redstone up.
For this one, we'll go a couple back.
Now what we're going to use here is a "toggle".
We want this to go from "on" to "off" and have a delay in between that.
So, one, two, three...
Ffffff...a little bit closer than I would like.
So pull these forward a bit.
Connect these until we have a nice little loop.
Now we will set a block here.
And a torch on that block.
Don't need...water anymore.
Put the torch here.
That keeps these permanently on.
Until, of course, we toggle.
Put a block here.
Torch also in here, powering this, which turns it off.
Connect this around.
And now we have a simple toggle.
When one gets powered, the other will not be powered.
And since those have proven our point, we will simply destroy those.
Because they are not needed anymore.
Now we are going to extend this...
No.
We're going to extend this down in a simple stair pattern until we reach ground.
And it's a little bit closer than I want.
Alright. That looks kind of nice.
Not.
But we'll pretend it does.
One, two, three, four, five, six, seven, eight, nine, ten, eleven...
So we've reached the bottom safely.
So we don't have to worry too much about setting up any complicated repeaters up there.
So when this gets pressed, that'll send a charge to our cannon.
And this gets turned off, which means anything on it will fall.
Now we need to connect this to our cannon.
So we'll bring this down in the same generic stair pattern we used before.
Now we're actually going to connect this to the charge.
Just because it's easier.
It's not completely necessary.
You can set up better delays.
We will have nine repeaters.
One, two, three, four, five, six, seven, eight, nine.
One, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve.
Alright, we're safe there.
Connect these.
That's already connected to the server...CIRCUIT.
Extend all of these to four, which gives us just the right delay.
And, again, there's probably a better delay you can use for more efficient blasting, for
lack of a bettl--better term.
Alright. I do believe this is completely done.
So.
We will go ahead and...
No, we're not done, actually.
Because I am forgetful.
We need to have a delay between this getting turned on and turned off.
So we will connect these back.
And we need eighteen redstone--redstone repeaters.
So. One, two, three, four, five, six, seven, eight, nine, ten.
Extend it back.
Again? I'm an idiot.
We need this to go into the block just like in the other parts of the toggle.
Power that.
One, two, three, four, five, six, seven, eight.
Nine.
Eleven, twelve, thirteen, fourteen, fifteen, sixteen, seventeen.
Eighteen. Perfect.
Connect. Connect. Connected.
Extend to four for every single one of these.
There is a hard cap on how much sand can be fired, which is why I use an eighteen delay
instead of more or less.
If too much sand is fired at the exact same time, or if too much TNT is used to give it
too much power, or a combination of both, then what happens is the sand will overlap
midair, and it'll land in the same spot, and it'll break--all of it--and defeat the whole
purpose of this design.
Now that all of this is in place, we can get setted--set up with our actual firing.
So we'll bring down some cobwebs.
We have our sand and our TNT.
That is everything we need to get this working and having a lot of fun.
We--
Cobwebs need to be loaded every time because when the pistons push out to push out the
sand, the cobwebs break, sand will fall, and then the TNT will send it flying.
It's a good thing we have that there.
That breaks, and we don't have to clean it up.
I will use WorldEdit to give ourselves a nice stack of sand here.
Because, really, you don't want to watch me throwing down about fifty rows of sand.
I should have lined up the bottom first.
SIGH. Freakin' X-Ray�.
Set sand.
And now we've got our perfect little sand-wall.
Now, because I've packed this together a little bit closer than I intended, I'm hoping this
will go off in one shot without any mistakes.
Load this up to the maximum.
Because I've tested this a number of times, and it just works out so wonderfully.
I am not going to do any variation in the amount of charge.
Although you can, obviously.
The shots can be aimed.
Although, the whole purpose of using a lot is to avoid the need of aiming.
Now that we're all set up, we will fire and hope it goes off without a hitch.
Which was a terrible movie, by the way.
(Romantic comedies.)
We seem to have lost a little bit of sand there.
And clearly I have done something wrong.
What did I do wrong?
One, two, three, four, five, six, seven, eight, nine, ten, eleven, twelve, thirteen.
Really? Really? Really.
You know, I am going to leave this in.
I'm not even editing this out.
It...oh.
And this is the breaking that I explained earlier, which we don't want.
So this is actually a very good accident.
Because it allows me to demonstrate one of the faults of using too much sand.
Even those this isn't a too-much-sand fault.
It's a cobweb fault.
It's okay.
We will keep going because I am a good sport.
Alright.
Actually, I don't even need to set positions because I've already got them.
Set sand.
Glorious.
Alright. We are ready to do this one more time.
After I load up the TNT once more.
Which is, honestly, the most frustrating part of this, unless you're in Survival M--
Not Survival.
Unless you don't have access to WorldEdit and can't place sand.
Then the sand becomes the most frustrating part.
I did successfully set this up in a friend's server.
With hilarious results because they had given me permission to kind of grief them.
They were not expecting me to build a new kind of cannon.
And I'm pretty sure I am the original creator of this.
I've seen the concept of sand getting overlapped before.
But I have not been able to find a high-density sand cannon.
So I am hoping I am the first one to do this.
It'd be great to have a claim-to-fame.
But, honestly, people have probably already come up with this and I have no delusions
that this is my baby.
And now the sand is gone.
And we can go look at the damage of this and the previous one.
Now this one's going to go about three-hundred blocks out.
I've tested this a number of times.
So what happens is the chunks will not be loaded, and the sand will just freeze in place
because they're in unloaded chunks.
So sometimes it can actually create a delayed reaction.
You fire the sand into the direction of a friend's base.
Log out or go do something else.
When they log in, they'll be able to see the sand fall live.
Especially if you set the distance just right.
Now you can kind of see where we have the two separate lines.
It kind of overlaps towards the beginning.
If we go down, we'll be able to see some of the broken blocks.
Probably.
Maybe?
Let's go where they're denser, because I really need to prove this point.
Here sandy, sandy, sandy, sandy.
There! There's one.
Okay, we have one.
This is good, actually.
That means we have a pretty efficient cannon here.
As it scales up and you need more sand to get the same results spread out over a range,
more sand will get lost.
Now this is just streak-one.
Because we fired five stacks, we actually have five streaks.
Now they're a little...well...
Because it's over a three-hundred-block range, it's actually--
They're very very far apart.
This is streak-two.
And I guess I'll look for the--
Ah, there's the live firing I explained earlier.
Very lucky for that to happen.
Now these are, again, two streaks because two cannons were next to each other.
We're going to go look for a third one this way.
Although we might not find it because they're pretty far apart.
And the last time I tried looking for this in the test runs, I ended up getting lost
and just saying "forget it".
Nope! Here they are.
Now we went to the middle one, the second one, and then the third.
So that means, because they're symmetrical, we have two more going in the opposite way.
But, because of the distance traveled, we are not even going to bother.
So that makes--makes my point.
And we're at the end of the video because everything's been displayed.
I've shown you how to build it.
I'll upload a world file while we're at it so that you can play around with the design.
And I hope some of you scale this up to massive, amazing results.
And do some wonderful griefing with it.
Thank you for watching.