This stream starts the UHC Gift Basket, Basket's rebuild of the command block box used for UHC games. The old box "worked fine" in 1.8, then 1.9 and 1.10 broke it. The plan: compact it with the new command blocks and add more math. By the end of this first hour, the death counter and the two-minute warning work, the shrink timer does not, and the reason turns out to be the clock itself.
The old box and Soul Crusher
Basket opens up the side of the old box to show what is inside: floors of hoppers, droppers, redstone and command blocks, with the variables on a scoreboard at the side. The bottom section is Soul Crusher. "When a player dies it dispenses an item into this dropper, which then gives a warning and then shrinks down the border." Another part handles timing for different player counts, set up "between 2 and 18 players."
Later the stream explains the idea in full. The border starts at 2,000 by 2,000, and each death shrinks it in, "let's say a hundred or depending on how many players there are," over five minutes. As the border shrinks, more players die, and it shrinks again. The hope for the new version is to work out the amount with math instead of fixed redstone.
Counting deaths
Work moves to a clean bedrock platform. Basket borrows old command blocks, copying their commands with a control-click, and admits "it's been a little bit" since working with these. The first test block does nothing until it is set right: repeat, unconditional, always on for the check, then chain, conditional, always on for the blocks after it. The test was also looking for the wrong number.
The result is three blocks that replace the old hoppers and droppers. The first checks for a player with one death. The second adds one to the Soul Crusher count. The third sets that player's deaths to two, so each death only counts once. A button clears the count for testing.
The warning and the states
Soul Crusher gets a state number: 0 for idle, 1 for the warning, 2 for shrinking. A new chain checks that the state is 0 and the count is at least one, then sends the warning and takes one off the count. Subtracting trips Basket up. Adding minus one is refused, and the right word turns out to be "remove." The first run floods the chat with "Soul Crusher will wake in 2 minutes!" until setting the state to 1 makes it fire once.
For the wait, Basket stores the clock in a Soul Crusher timer, using the block's stored command result, "a pretty esoteric way of assigning a variable," and adds two minutes. The first try adds too little: "that's not seconds." A Minecraft day is 24,000 units and 20 minutes, so a minute is 24,000 divided by 20. A temporary variable takes the timer minus the clock, after an "invalid operation" error gets sorted out. When that reaches zero, the chain says "shrink the border," moves to state 2, and waits five more minutes before going back to 0. The border itself does not move yet: "this isn't shrinking the border yet."
The clock problem
A command block stands in for a death, the warning goes out, and Basket starts a real timer. "This might be a really boring seven minutes but it's a very important seven minutes." Two minutes pass and no "shrink the border" message comes. The clock reads far lower than it should. "The clock variable should always be going up. It should not be the time of day." The day time query keeps going back to zero, and "that breaks a lot of plans." As Basket puts it, "it was good that we waited that two minutes to see that it was not going to work."
Where it ends
Basket checks the other time commands and tries the game time instead. It comes back with "a big number," and this part of the stream ends there.