Place some slabs on an ice/slime block and walk on them. You will have a strange slippy/sticky walking behavior like you would be directly on the ice/slime block. Also works with End Portal Frames and other blocks not being as tall as a full block (Soul Sand, chests, stairs, ...).
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I don't know what uses sciguyryan is talking about. All I know is that when I built a slab-road across an icy lake, I slip around on the slabs. I think this should be fixed.
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This was a single-player game.
Logging out/back in did not help.
Closing the program and restarting it did not help.
I have been able to reproduce this in 1.4.4. I have not tried it in the 1.4.5 pre-release.
Should be 'won't fix' in my opinion. This bug allows greater player creativity since you can place slabs on ice rather than having ice itself aid in ice based speed tunnels. Doesn't allow for anything more, and is a quirk that adds to the possibilities in the game.
Wow, took you guys a veeery loooong time to decide this is WAI. But still, good to know this is a feature now 🙂
Considering you don't even have physical contact with those blocks yet their properties (which rely on physical contact) still apply, it's a no-brainer that it was a bug to begin with. The only reason I can see for this being intended is if the code is set to detect a player in the block space above those blocks, as opposed to being physically on top of the block itself. In that sense the code would be working exactly as it was designed to, despite it not being an intuitive or reasonable design.
I included the relevant code way back in 2013 (I have no reason to believe that it has substantially changed since). The code floors the player's position values to integers, then subtracts 1 from Y. This works fine if the player is standing anywhere within the XY bounds of the block, and directly on top of it, but as soon as the player is any amount above the block (including jumping and flying) the results change.
I at the time suggested subtracting 1/16th (instead of 1), then flooring, which will always result in the same block if the player is walking on top of a half slab or similar, and would also work for carpets (which are 1/16th thick). Using a smaller value (eg. epsilon) further minimizes the amount above the block could be and get the wrong block (although there are few blocks in Minecraft that do not have size deltas less than 1/16th, only a pressure plate (depressed) does, but it doesn't have collision).
This may or may not be a bug and either way it probably shouldn't be fixed given the number of uses that have come up for this feature since the reintroduction of silk touch on ice. Just like BUD switches it would be rather unfortunate to have this removed.