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MC-183174

Casting Issue: Certain detector rails unable to be powered when coordinate numbers are very high

At the border, right next to it, there starts to be a pattern between detector rails that activate when a minecart is on it, and those that don't. First, the block right next to the border is where a detector rail can't be powered, then there are 2 that can, and 2 that cannot, and that continues the pattern, I'm not sure when it stops, but it's not bugged at spawn. Disclaimer: I only tried on the positive x border, and haven't tried on anything other than 20w19a Java. (Applies on servers also, thats where i found the bug)

Steps to recreate:

1. Go to a new world in creative

2. use the command: /tp (username) 29999983 ~ 70 ~ 0 (I don't think the z value counts)

3. Place a minecart directly in front of you, on top of a detector rail.

4. Dig down 2 blocks and place a slab at the bottom so you can see the state of the detector rail. (Doesn't apply if you're using glass, because you can see through glass)

5. Check if it doesn't power the rail (if this was not bugged, it should)

6. Continue placing them in the same pattern that I did in the screenshot below

Linked issues

Attachments

Comments 9

I know this now has something to do with how the far lands generates in the past, and I know it will be hard to fix. However, this is a big deal to players that build far out, and those that are redstone engineers.

Can confirm that this affects 20w21a.

Can I request ownership of this ticket? A lot of my weekly testing is to do with high distance errors like this one anyway.

Affects 20w22a

As MC-186701 got resolved as Duplicate of this bugpost, I'd like to repeat/copy and paste here what I wrote on the other bugpost:

When we fiddled with "the (journey in a minecart to the) end of the world" back in 2014, we also noticed that Redstone (and more) behaves "weirdly"/differently so far away from Origin.
Personally, I wouldn't like to see this being fixed. There doesn't seem to be a reason for it being fixed at this point in time, as both in Survival as well as in Creative, e.g. for mapmakers, that many blocks in all 4 directions should more than suffice, even if you set up very large, separate areas with different content.

While one could argue that anything should behave the same anywhere in Minecraft, if seen from a real life scientifical view, it seems rather more realistic if "the Laws of Physics" of a Universe/Realm does not apply to everything the same, everywhere, in all areas.

This kind of uncertainty can be used to create some oddities in Vanilla, see also MC-186362, although "oddities" are of course not limited to those visuals.

Anything that can enrichen a player experience - e.g. also seen from a mapmaker's view - is for me, personally, an argument that should be considered.

As MC-186701 is no longer open, I'll add some of the information here as well. 
The issues start with the detector rails when either the X or Z co-ordinates are greater than or equal to 16777216, or 2^8. Seems like an awfully big coincidence that it occurs after exceeding the limitations of an 8 bit number, but obviously it could be for a variety of reasons none of which I am informed enough to speculate on. 

This bug, for me at least, has been a pain to deal with. I ran into it while trying to make a vital redstone machine on an anarchy server (the kind of server where you want to be extremely far from spawn) and as a result, we have to abandon our current location entirely and move closer to the world centre where this won't occur.

I'm sure that this has been a problem for other people, albeit for perhaps entirely different reasons. 

Simply the fact that accessing the extreme ends of the worlds is unlikely doesn't make it impossible, since it has absolutely been done by some survival servers (2b2t, prototech, and probably others), and mapmakers have made use of such extreme distances for practical purposes as well (one version of death swap did this if I remember right) And such high-distance effects have a long history of being fixed anyway, so I doubt there's any incentive to keep this as a game mechanic at all: https://minecraft.gamepedia.com/Distance_effects_in_Java_Edition#History

(Also, 2^8 and 16,777,216 are pretty different numbers)

Another thing to note: I've been able to successfully reproduce this behaviour back as early as Beta 1.5, upon their introduction.

This appears to be fixed in 1.16-pre1

Please remove the precision-loss label, as this issue is resolved and no longer needs to be tracked with this label.

Tybie Meyer

(Unassigned)

Community Consensus

(Unassigned)

minecart, precision-loss, redstone

20w19a, 20w21a, 20w22a

1.16 Pre-release 1

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