The Diamond Hammer: Minecraft creations from the host of the Hammer Of Retribution Ogg-Cast

 

PROJECT 32: SHOW JUMPING AND HORSE PROVING GROUNDS

   
Project coordinates: X +596 : Y +63 : Z +205
Date completed: 2 January 2016
Minecraft day completed: 4379

All together now:

My lovely horse, running through the fields,
Where are you going with your fetlocks blowing in the wind?
I want to shower you with sugar lumps and ride you over fences,
Polish your hooves every single day and bring you to the horse dentist.
My lovely horse, you're a pony no more,
Running around, with a man on your back, like a train in the night,
Like a train in the night...

...WE HAVE TO LOSE THAT SAX SOLO!

I've had horses kicking around in the Sinclair's Foundry world since the beginning. They spawned in the same Plains as I did, they've wandered around in and beside the spawn chunks, some of them even thinking it would be a great idea to go for a swim. And three of them have sat in a pen, waiting for their moment of glory. Originally they were useful to go exploring with, revealing more of the map to find resources and Desert Temples in the early days, but took a back seat when the Nether Hub was built that would take me round the world even faster than they could.

But then, I discovered xisumavoid's Horse Speedometer, and it looked interesting enough for me to give it a go. And I had another idea at the time to test it - not in this world, though. I'd remembered the saga of Dataless822's horse in Minecraft Down Under - the horse he'd named Hot Chocolate, tamed in episode 4 and lamented about how "this is the slowest horse in the entire map!" This was to my great advantage. For xisuma said in his video that the faster a horse is, the less accurate the speedometer is - so a slow horse would be better to test it with, and as Data's world is downloadable at various points in his builds, I built the first test of the speedometer in Minecraft Down Under v2.0 and had Hot Chocolate run the course many, many times, under the effects of various potions. The length of the speedometer can be altered by adding longer redstone lines between the pressure plates and the pistons, remembering to compensate for the extra repeaters when translating the items in the hopper to an actual speed in blocks (and hence metres) per second. What I found was, the speedometer was the most accurate when the redstone lines were extended to three times their original length - this meant that the theoretical speeds obtained using a potion given as a plus or minus percentage (Speed = +20%, Speed II = + 40%, Slowness = -15%) best matched the speeds actually observed using the speedometer. They were less accurate with a longer course length as well as one that was shorter. This way, the total length of the course was 107 blocks and used six repeaters compared to the original's two.

I built a rudimentary show jumping course in Minecraft Down Under as well to test how Leaping potions affected Hot Chocolate's ability to jump - both Jump Boost I and II are available that way. And once all those tests were done, I built more copies of the speedometer and show jumping course in two of Data's versions of Build Big Or Go Home (so I could test both horses, the deceased Neutron in v8.5 and GoSt in v17.0) and then again in Rejectland, or at least a copy. Falhófnir was a horse that could run like the wind, the polar opposite of Hot Chocolate, and I wondered if I'd ever find a horse that fast again in the Sinclair's Foundry world.

There was only one way to find out.

This facility has been updated with another horse: see Project 43: Tweaks in 1.10.



CONSTRUCTION



The Sinclair's Foundry Horse Trials are conducted thus. Each horse will be sent down the speedometer multiple times - usually three, maybe more if the figures aren't the same each time - without any potion effects to get a base speed. Then, these runs are repeated, with Speed I, then Speed II, and finally Slowness to calculate four different speed figures. The average of these is taken to get the horse's speed rating - as there can be slight variations in the potion-influenced speeds even if two horses' base speeds are the same. Then, the horse is sent through the show jumping course, initially with no potion, then with Jump Boost I after the first failure to clear a fence, then Jump Boost II after that - always making sure the jump is recorded in the orange "end zone" of the jump bar. This gives three jump figures, which are again averaged.

The horse is then rated on three categories as observed on screen or with the equipment built here, rather than by directly examining the NBT tags in some kind of editor. The horse is rated from 0 to 33⅓ in each category where the worst value performance possible scores 0, and the highest 33⅓. Hit Points on screen vary from 7 to 15, hence 7 HP scores 0 points, 15 HP scores 33⅓ points and there is a linear scale in between. But to explain the speed and jump ratings, we will need to create both the Worst Horse Ever and the Best Horse Ever, both of which are technically possible to be generated naturally in the game but the chances are so infinitesimally small that we really need to use commands. So into a Creative test world we go, we build another speedometer and show jumping course and here come the horses...

Sad Ken is the worst horse that the game can generate, with 7 HP (i.e. a health rating of 15 in the code) and the following speed and jump stats:
Speeds in m/s: 4.8 (normal), 5.7 (Speed I), 6.6 (Speed II), 4.1 (Slowness) - average 5.282 m/s.
Jump heights: 1.0 (normal), 1.5 (Jump Boost I), 2.0 (Jump Boost II) - average 1.5.

Sad Ken is spawned with the following command, which needs to be activated via a command block rather than being typed into the command line, because it's too long:
/summon EntityHorse ~ ~1 ~ {Tame:1,CustomName:"Sad Ken",Type:0,Variant:773,Attributes:[{Name:generic.movementSpeed,Base:.1125},{Name:horse.jumpStrength,Base:.4},{Name:generic.maxHealth,Base:15}]}

At the other end of the scale is Black Satin, the finest horse in the land, with 15 HP (i.e. a health rating of 30 in the code) and the following speed and jump stats:
Speeds in m/s: 13.7 (normal), 16.2 (Speed I), 18.4 (Speed II), 11.6 (Slowness) - average 15.002 m/s.
Jump heights: 5.5 (normal), 7.0 (Jump Boost I), 8.0 (Jump Boost II) - average 6.833.

Black Satin is spawned with the following command, which again requires the use of a command block:
/summon EntityHorse ~ ~1 ~ {Tame:1,CustomName:"Black Satin",Type:0,Variant:4,Attributes:[{Name:generic.movementSpeed,Base:.3375},{Name:horse.jumpStrength,Base:1},{Name:generic.maxHealth,Base:30}]}

It is possible to make horses that are stronger, weaker, faster, slower, and able to jump higher or not at all with these commands, but these two horses represent the two extremes of what can be spawned in the game. It's also worth noting that Black Satin will take fall damage if jumping with a Jump Boost potion.

Anyway, for any horse that needs to be rated now, we have our boundaries. 7 HP, an average speed of 5.282 m/s and an average jump height of 1.5 will score 0 points each, and these increase on a linear scale up to 15 HP, an average speed of 15.002 m/s and an average jump height of 6.833, which all score 33⅓ points each. Hence, Sad Ken has a total score of 0, and Black Satin has a total score of 100.

Let the trials begin!



THE HORSE TRIALS



The horse trials took a while - the structures may have been finished on day 4379 but I only had three horses at the time, and to go out and find the others with the right characteristics, making sure to include every colour and every accompanying pattern, meant it was day 4415 before the trials were finished. Still, it was worth it!