Normally we'd be able to make sand bridges with pistons pushhing up multiple blocks of sand. You push sand up and just before the block falls you push another block under it and-so-on. But since snapshot 13w01b sand is falling so quickly it breaks when you push another block of sand under it (even with perfect timing).
What I expected to happen was...:
Sand block pushed under the lifted sand block (just before it falls) succesfully (like it used to before this snapshot)
What actually happened was...:
Sand block pushed under the lifted sand-block breaks the sandblock.
Steps to Reproduce:
1. create a piston setup where one piston will push a block of sand up, and just when the piston retracts make another piston push a block of sand underneath before the block falls, this was possible before 13w01b.
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3 pictures of the sand stacker mechanics. The pictures are labeled part 1 to part 3. If you'd want an even shorter signal (shorten the on period, making the off period longer) add another pulser before part 3 and adjust timing accordingly. I've tried extremely tight timings using several pulsers and still the blocks will break.
For more information: http://www.youtube.com/watch?v=U2BFqmS9kr4
This is the same construction, but with a different timed pulse and without the signal shorteners that I've included in the multiplayer screenshots in the attached zipfile.
Since 13w01b this is not possible anymore. Blocks will break instead of stack.
Still the same in the newest snapshot (13w07a). Would really like to have this fixed. We have many bridges and secret entrances that were made using this concept and they're not working anymore and there's no other way I know of to get the same functionality.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
You could create a 2 game tick delay before blocks without support fall.
You could make it so that a piston with power that cannot extend will extend as soon as it can if it still has power.
You could modify sand so that if it falls into another block and their is a piston the direction its going it trys to go back the way it came pushing blocks if they don't exceed the pistons range and only braking if it can't make empty space.
You could use the several examples provided to find your own fix.
It once worked both ways. You could reach under a block before it fell and drag another block under it or push a block under it before it falls.
Especially now with observers so we don't need to make self resetting BUD on both sides of the stack I'm fairly sure this would make the most compact scalable counter per input it counts to.
Can you post a screenshot of this setup?