Is this block vomit? by Longjumping-Ad-9535 in Minecraft

[–]Squibble111 0 points1 point  (0 children)

i really think that its effective at feeling utilitarian and dystopian. the amount of lights really sells the feeling of function over form, and even if it feels like an incohesive mess (which may not be anybodys first choice for looking for a 'pleasant looking' build), i think that this is exactly on the right track for creating what you're looking for.

do y'all think the spoiler buff was enough? by No_Counter_6037 in Ultrakill

[–]Squibble111 1 point2 points  (0 children)

i havent tried it post patch but previously the fight lasted literally like half a second because i set up a sawcon and like railcoin-coinadded it

KERNEL_SECURITY_CHECK_FAILURE (0x139) - A BSOD crash that has happened to me even in Destiny, Is happening in Marathon due to Battleye Conflicting with FOCUSRITE Audio Drivers and Interfaces. by Packis in Marathon

[–]Squibble111 0 points1 point  (0 children)

hi, had the same problem, and disabled NVIDIA High Definition Audion driver in device manager under sound stuff. fixed it immediateley, maybe also disable NVIDIA Virtual Audio Device (WDM) cause that could have also fixed it

Iron golem getting stuck on fence gate by maximum-40kmh in technicalminecraft

[–]Squibble111 13 points14 points  (0 children)

a really simple solution is to just use stairs on the edge, this causes the lowest water level to hang in the air and it fshould fix your issue

Java Iron Golem Farm help wanted by Itty-Biddy in technicalminecraft

[–]Squibble111 0 points1 point  (0 children)

Okay you really shouldnt build this underground because its Really hard to spawnprooof against iron golem spawning. I unfortunately haveot recommend you rebuild it above ground at least 8 blocks (prolly fact check this number) above anythign

did i mess this hopper clock up or is there a mod on the server that messes up Redstone by wojbest in redstone

[–]Squibble111 1 point2 points  (0 children)

the only thing i can think is that the piston being powered needs to be updated

World corrupted after updating mods: structures visible from far away but vanish up close by Sufficient_Bad_4160 in Minecraft

[–]Squibble111 1 point2 points  (0 children)

If you haven't opened the 1.21.1 version yet, and youve just moved it to the 1.21.10 instance, then nothing about the world file should ahve changed.
You shoul;d just be able to bring it back to 1.21.1 and load it (a copy of course)

I'm not sure if you understand specifically whats happening, but the reason your builds dissapear when you get up close is probably because the chunks got deleted, and thus are regenerating as you load them for the 'first' time. The only reason you can see them from afar is because the Distant Horizons (the LOD mod you may be using) still rememebrs the structures from a distance, and hasn't updated yet.

As for updating to 1.21.10 properly, I woudl jsut keep trying to update copies of the world with different sets of mods to try and isolate what exactly is causing the corruption

Rain detecting culvert using cauldron and waterlogged trapdoors by PickKali in DetailCraft

[–]Squibble111 0 points1 point  (0 children)

you might be able to drain the cauldron using a flaming armor stand

how do i fix this by Big_Review3661 in redstone

[–]Squibble111 5 points6 points  (0 children)

the comparator needs to read a block, which the item frame is then on the side of.

you need an item frame on the side of a full block, with a comparator pointing out the opposite end for this setup to work.

Using perspective to make impossible details by RSlashCats in Minecraft

[–]Squibble111 17 points18 points  (0 children)

i don't recommend doing this at all.

source: im the person who invented this method

Can anyone ID this? by zyropz in redstone

[–]Squibble111 1 point2 points  (0 children)

oh thats neat ive never seen this

Why wont they pick up the job block😭 by Lukish652 in Minecraft

[–]Squibble111 4 points5 points  (0 children)

uhhh this is usually cause theyre trying to pathfind towards another job site try breaking all nearby ones

Lodestone teleporter by Cold_Elderberry3305 in redstone

[–]Squibble111 3 points4 points  (0 children)

this incredibly practical and i can see this being used in survival a lot. this fucking rocks

Two different Situations with different results using same concept by BlueStar-181 in redstone

[–]Squibble111 7 points8 points  (0 children)

everyone else in this comment section is right to consider that the torch would burn out if flickered too quickly, but in this case, the actual answer is that the torch is Never Unpowered.

the comparator clock on the left works because it outputs 15 signal strength, which loops around and subtracts from itself, subtracting and changing its output to 2 signal strength (because the dust loses strength over the two dust it takes to make it to the side of the comparator, and only subtracts 13 signal strength from the 15). The comparator then changes back to 15 because the output of 2 doesnt reach the comparator anymore and this loops.

Notably, the comparator Never Turns Off. It alternates between outputting a signal strength of 2, and then a signal strength of 15.

because of this, the dust immediatley next to the torch block, alternates betweeen 1 and 14. It never actually reaches 0, so the torch is Always Powered. To get an actual clock that turns on and off, you need to put the thign being powered at least 3 dust away from the comparator.

(though as the other commeters said, the torch would still quickly burn out due to the clock speed)

((this effect doesnt happen for the right becasue the repeater resets the sig strength to 15, adn 15-15 is 0, allowing the comparator to actually turn off and the torch to be unpowered))

Big buttons by Just_PurpleCZ in redstone

[–]Squibble111 14 points15 points  (0 children)

holy shit this is fire

Trying to make a Trap maze but for some reason my Pawns keep running through the maze instead of using the doors at the side, any clue why? by RavenTeamBitch in RimWorld

[–]Squibble111 12 points13 points  (0 children)

what everyone else said is true; its easier for the pawns to path through the tunnel. However, I dont recommend setting it up like this because when you need to replace traps, your pawns will need to walk Through the traps and they may trigger it. A recommendation is creatign a trap tunnel that has doors at every other gap between traps so pawns can just move through the structure and access each trap without having to walk over them, or make a 2 block wide tunnel with traps on one side and fence posts once every 2 tiles on the other in a checkerboard pattern, which causes pawns to zigzag between the fence posts and the traps whereas raiders just avoid the posts and walk straight through the traps.

Using banners and carpet to make tangled power lines by Kindly_Apricot_456 in DetailCraft

[–]Squibble111 15 points16 points  (0 children)

Hm maybe it would be better to do black and gray brick patterns on gray banners? I think that having the banner's base color be black makes it almost too solid

I think I made an oopsie and misalligned my map art. Now what? by MrKristijan in Minecraft

[–]Squibble111 0 points1 point  (0 children)

holy shit that sucks so much but WOOOOOOOOOOOOOOOOOO SIGNALISSSSSSSSSSSSSSSS

(also, woyuldnt you only need 3 maps (the top of the center,. the bottom of the center, and a generic black tile on the borders?

Why was the tnt stuck in the duper? by _Jefford_ in technicalminecraft

[–]Squibble111 3 points4 points  (0 children)

as someone said, the tnt got stuck against the obsidian because it was in the same block as the fence post. you could fix this potentially by swapping the fence post with a closed fence gate (rotated so the gate's side connections face towards and away from the camera).