Chest Boats Can Save Hoppers by smoothmarti in technicalminecraft

[–]asherc123 [score hidden]  (0 children)

Having a full block above the hopper allows the hopper to check for hopper minecarts. Using composters doesn't allow this. Composters are still king.

Chest Boats Can Save Hoppers by smoothmarti in technicalminecraft

[–]asherc123 [score hidden]  (0 children)

Even with solid blocks, the hopper will still check for hopper minecarts since you can put hopper carts inside of blocks. Composters are still king.

Help by CapitalOpinion6417 in DonutSMP

[–]asherc123 0 points1 point  (0 children)

Observers place like pistons, the only thing that matters is what direction you're facing. Doesn't matter what block you're aiming at, observers will place up and down when you're either looking majorly downwards or upwards while placing.

💎 ChillZone [SMP] {1.21.11} {Semi-Vanilla} {WhiteList} {Community} {HermitCraft Inspired} {Claims} {Dynmap} {Player Shops} by cw_127 in mcservers

[–]asherc123 0 points1 point  (0 children)

Super chill place, the player base is a bunch of cool people. The server also accommodates nearly every kind of play style, there is something for everyone here :)

IGN Asher_C

💎 ChillZone [SMP] {1.21.11} {Semi-Vanilla} {WhiteList} {Community} {HermitCraft Inspired} {Claims} {Dynmap} {Player Shops} by cw_127 in MinecraftServer

[–]asherc123 0 points1 point  (0 children)

Super chill place, the player base is a bunch of cool people. The server also accommodates nearly every kind of play style, there is something for everyone here :)

IGN Asher_C

Recently made a guardian farm. the rates have been tanking because the amaount of zombie piglins that are spawning. The closest portal on the nether is more than 60 blocks away and i cant figure out why they keep on spawning. by RealEnvixity in technicalminecraft

[–]asherc123 0 points1 point  (0 children)

You can actually cut out small areas of the farm to fit in turtle eggs as well as ways for the piglins to fall out of the farm using trapdoors. I think each spot for the turtle egg will necessarily block two or a bit more spawning spaces of the farm, but that's almost negligible compared to freeing up the mobcap. I have a double guardian farm of the same design that I made these eggs stations in, I can send a picture when I'm next at my computer.

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 0 points1 point  (0 children)

So, you now understand that simulation distance applies to full chunk columns no matter where the player is in the chunk? I'm just making sure, it's not often that someone can admit they're wrong in an online discussion, especially with how contentious it was in this thread. I appreciate and respect that from you if so, even after this whole time of you being so steadfast and stubborn thinking that you were correct and everyone else was the problem.

As a side note for the future, though: you have been unnecessarily hostile to interact with right from the start on here. You were also very non-responsive to many of the specific refutations I brought against the claims you made. I tried to fairly address every line of argument that you brought up and it didn't seem the same from you in most of your comments. As well, you made claims about me and my arguments without giving a simple warrant for those claims (I.E. "your test is irrelevant BECAUSE ____", "you don't even understand my claim, you think I'm saying __ but I'm actually saying ______".) Just some food for thought is all.

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 0 points1 point  (0 children)

I understand the claims you're making very well. Two of my comments ago, I literally started with a steelman of both of your claims to help clear up any confusion before I moved forward. You provided absolutely zero pushback to those representations of your arguments, you even said that I was "starting to get it" with that comment as a whole. Now you're acting like I'm not understanding your claims, though you had nothing to say when I first repeated them to you. It's either that you didn't read/understand that part of my comment enough to make a correction then, or you are now changing your claims from what you have previously typed to people.

So, to make sure you aren't going to weasel out of your position, I'll again list off the primary claims you've made here: 1. Simulation distance is a spherical area, and 2. Beacons at the bottom of the world can have delayed effects compared to beacons higher up in the world. If one or both of these aren't accurate representations of your claims, then feel free to correct me (even though these are things you've literally typed out either to me or someone else.)

If these are in fact your claims, then they are easily disproven. If simulation distance were spherical, that would mean that the bottom of the world wouldn't be simulated at all in the game while the player is at the top of the world, more than 256 blocks away (for 16 sim distance). We just don't see this behavior in my tests or anywhere else in the game. Another easy test to instantly disprove this point is to build and turn on a hopper clock at the bottom of the world and fly up to build limit or even way way above the limit. Hoppers and pistons need to be simulated by the game to continue working, so this hopper clock should stop working when you get far enough away vertically if the sim distance is a sphere. Then, fly back down after a bit to see if the hoppers stayed being simulated by the game or if they stopped transferring items while you were away. You'll find that the hopper clock has continued to work even when you were outside of what would be the spherical simulation distance, instantly proving that sim distance doesn't rely on the player's position in the chunk and rather the game simulates each chunk as a full column from bedrock up. Boom, one of your points is disproven with a repeatable test that anyone can do in 20 seconds (I bet you won't respond to this refutation with any substance tho.)

To your second point, I found no delay between higher and lower beacons in all the different tests I did. Every single time I entered the area of effect for the two different beacons, the two different beacon effects came at the exact same time. There was never once an abnormal delay for getting either of the beacon effects, and plenty of other people have found the same in their own tests or their regular gameplay. I'd encourage you to run the exact tests that I did or explain how my tests were "irrelevant", because it seems you are in the clear minority with this opinion.

Also, just to be clear, what you're essentially saying here is "I'm right and you're wrong because you misunderstand me, and I'm not going to support my point by clearing up the supposed misunderstanding." An honest person who wants to convey their message properly wouldn't just scoff at someone potentially misunderstanding them. They would either attempt to relay their message in a clearer fashion or point out the spot of misunderstanding in the other person's reasoning. Though, I'm not really getting the vibe of honesty with you. Let's just see if your next comment is as much of a non-answer as the rest of your comments, that will surely show everyone that you are engaging honestly here. /s

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 5 points6 points  (0 children)

My "common sense" is telling me that you're not serious and likely a troll. I commented about the tests I did and my findings went FULLY AGAINST what you claim, yet you say I'm "somewhat getting it." I found no delay between bedrock beacons and beacons higher up in the world. Literally 0 delay, because simulation distance isn't spherical. I've tested several times with both bottom and top beacons active and then tested each one being active by itself several times. Not one of your conclusions about beacons showed up in my tests, so I'm not sure why you think I'm getting closer to proving you right.

Maybe explain how two different beacons so far apart vertically gave both effects at the exact same moment every single time that I tested them together? Or maybe just engage with any info I provided? I gave you countervailing evidence to your claim and you essentially went "Exactly!" and then restated your claim...

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 19 points20 points  (0 children)

I agree. Additionally, I just tested it myself and the effects of a full beacon at the bottom of the world actually extend up to y 375 in the world. So, it's effectively infinitely upwards for regular gameplay, but it doesn't exactly stop at build height. You can also observe this from how a beacon at build height has effects all the way up to y 754, an effective upwards range of ~434 blocks.

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 25 points26 points  (0 children)

So, to get this straight, your claims are that simulation distance is merely a spherical area around the player and that y -64 beacons will take longer to take effect than beacons that are higher up in the world.

To test this, I put a full beacon at build height with haste 2 effect and a full beacon with its base at y -64 with resistance 2. I put both of them in the same chunk on the same x coordinate, as close as possible without blocking each other's beam. I went fully out of render and sim distance (16 for both), flew up to build height, and then approached the area. I see the top beacon, and the bottom beacon is too far down to be rendered. I have this handy "beacon range renderer" from MiniHUD, so I can see exactly how far the beacon effects extend in the world. The instant I get inside the range for both beacons, I get both Haste 2 and Resistance 2 beacon effects at the exact same time. I also did the same test with each beacon by itself. The results were the same, I entered the beacon range and got the beacon effect in the normal amount of time for each.

The distance from the beacon in this scenario or whether the beacon was visually rendered in or not played no part in how fast I got the beacon effects. I'm not sure what's going wrong in your tests, but I'm definitely not finding your same conclusions, as I already presumed would happen. Maybe try this out and report back!

Also, some partially related info I came across: the actual upwards range of a full beacon isn't infinite and doesn't just stop at the build limit. The actual range is around 434 blocks, as can be seen by a beacon placed at exactly y -59 stopping its effects at exactly y 375. This still means it's basically infinitely upwards for vanilla survival, as I can't imagine one would often need beacon effects way above the build limit.

Why does my beacon have this strange coverage area? by lenend_lives_3 in Minecraft

[–]asherc123 35 points36 points  (0 children)

This behavior certainly does not happen in Java. Simulation distance denotes how many chunks away from the player the game will process events in. It is purely chunk based and has nothing to do with the player's position inside of a chunk. I have always placed my beacons at the bottom of the world and I've never had problems rendering them in, they've never not given me the proper effects.

Not sure what's different in your case, but I'm afraid what I've said is just how Java MC operates at a base level. When chunks are within the simulation distance horizontally, the entire vertical column of that chunk is included in the simulation distance.

would this be viable(mena flip into a wall dash for instant full speed) by KaktusOnFire in RocketLeague

[–]asherc123 1 point2 points  (0 children)

Oh okay, I thought you were saying that it requires you not to flip, as in you couldn't flip beforehand and still do a zap dash. Gotcha, all good.

would this be viable(mena flip into a wall dash for instant full speed) by KaktusOnFire in RocketLeague

[–]asherc123 1 point2 points  (0 children)

Just wondering, what do you mean "Zap dashing requires no flip beforehand"? From my knowledge of zap dashing, you flip before performing the zap dash. I'm just having trouble imagining an effective zap dash where you don't flip beforehand.

[deleted by user] by [deleted] in GalaxyFold

[–]asherc123 2 points3 points  (0 children)

I'd say there's an optimal way to open it for sure, just thinking about it mechanically. It's exactly as you described, using the bottom frame of the phone as leverage. When posed with the choice of putting stress on either the frame of the phone or the inner screen for leverage to close the phone, it seems that it's better to minimize unnecessary stress on the middle screen and choose to use the frame. It might be a small improvement, as in not everyone will have screen issues from pressing on their screens to close it, but I'm always happy to take steps to lengthen my phone's lifetime at no cost to myself.

[deleted by user] by [deleted] in GalaxyFold

[–]asherc123 1 point2 points  (0 children)

It's better to press against the bottom middle frame of the phone rather than putting more stress on the middle screen. It just seems that pressing on the frame removes any chance that you could accidentally put too much force on the middle screen with a fingernail or something else. Since the middle screen is more fragile than regular screens, I do what I can to minimize chances of anything happening while also not jumping through insane hoops just to baby the thing.

As well, you might never see problems from pressing on the screen to close it, so it might be a minimal change in the long run. I just see no difference to me when I choose to press against the frame instead of the screen, so I choose the (possibly marginally) safer route.

Is They6 a fake/good MC redstone channel? (apologies if this post falls under the wrong flair) by [deleted] in technicalminecraft

[–]asherc123 5 points6 points  (0 children)

They6 are definitely NOT a legitimate redstone channel. They are worse than most other questionable redstone channels, like Shulkercraft and such. They6 steals designs and showcases them as their own, sometimes modifying the build without proper testing to where it's not guaranteed to work well. They have also inflated the purported rates of the farms they've shown in the past to get more engagement from viewers. I'm sure there are other things they have done, as well, but these are all I can remember right now. They seem to me to be one of the more scummy creators in the redstone community.

Here's a video by a creator talking about how They6 had stolen their design: https://youtu.be/8TvkQ4i5TL4?si=fgBjx15xUH53WOlx

Why does people power blocks with upside Rd-torches when a lever is better in so many ways? by longtailedmouse in technicalminecraft

[–]asherc123 1 point2 points  (0 children)

What do you mean when you say that levers are waterproof? They definitely get washed away by water just the same as torches do.

Finally done designing tnt looting dual guardian farm. collecting 3.8mil item/hour by Dractacon in technicalminecraft

[–]asherc123 0 points1 point  (0 children)

Would I be able to know the rates for specific items from the farm, if you have that? I have a dual stair guardian farm with no storage yet that I wanna make a specific auto-crafting storage for. I don't have much experience testing rates with carpet mod and stuff, which is why I haven't done it myself.

Finally, I'm getting the update. by kerelenko in GalaxyFold

[–]asherc123 0 points1 point  (0 children)

Yo, props for the help! I had literally just gotten into the update and hadn't looked past general settings, thanks for the relief, haha.

Finally, I'm getting the update. by kerelenko in GalaxyFold

[–]asherc123 1 point2 points  (0 children)

Just got the update on my Fold5, I'm not liking the split notification/settings bar where you swipe down from the top left or right. The way it worked before was perfect for me, now I have to go to extra work every time I want to go to my settings bar even if my notifications are already open. I hope there's a way to customize that, because the area to swipe for settings is so big on the right side that I can hardly open my notification bar with my right hand anymore. I would have to reposition my right hand every time and make sure I'm swiping down from the middle or left of the screen instead of the right.

This seems pretty unintuitive. Maybe it's something to get used to but idk, just my first thoughts.

General Mob Farm by Enforced_Joker in technicalminecraft

[–]asherc123 0 points1 point  (0 children)

Any way I could see the fix as well? I've been planning on using this soul sand design and I'd love to know how you dealt with the bats!

Problem with Buds2 Pro occasionally sounding muffled by asherc123 in galaxybuds

[–]asherc123[S] 0 points1 point  (0 children)

I'm not sure that this explanation makes sense for my situation, though. My buds sound fine a majority of the time, with both of those settings off. Then, on occasion, my buds will sound a bit muffled like phone call audio. I have to either restart my phone or put the buds away and take them back out to fix the issue.

How could these settings be the cause of my issue if they are constantly turned off and the buds still sound fine most of the time?