Seems that gravel physics is flaking out like how minecarts can sometimes and end up being pushed together as one object inside each other. Found this out by being in a old abandoned mine and broken some cobwebs only to find gravel fall and stack together and then keep on falling then break as it hits the ground under the cobwebs.
Very possible this is 'physics' related bug to same issues with minecarts that stack up physically together....
Repoduction: Any game mode: Place 2 cobwebs ontop of each other, place 2 or more gravel blocks above that. Break top cobweb block. Gravel will then fall and stack up together as one block and keep moving thru the last cobweb till hits the ground, then breaks to the ground as items to be picked up.
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understand that the falling thru the web might be WAI but 2 to (a figure I have yet to maximum calculate) all stacking together in one single block I doubt is WAI. look at the photos, there is 1 single visible block falling when there is infact 2 or more..... that point is the critical part Im pointing out....other then thinking the blocks breaking wasnt WAI either. When gravel falls it doesnt group up into one block is falls all seperate...
Im not talking the stack on the ground after the gravel block broke. Im talking the falling 2+x number of in world blocks of gravel falling becoming one..... as they are falling. did you even look at the photos? like the 1st and 2nd? you dont see 2 blocks of gravel anymore, in the second photo anymore, do you?
WAI. The only solid entities are boats, thought nobody is quite sure why. As such, falling-block entities do not collide with other falling-block entities. Minecraft's physics are not designed to be overly complex, as that would distract from the game's style. Even boats have a square collision box that does not line up with the boat, and does not rotate.
Sand and Red Sand exhibit the same behavior. While technically this could be seen as a bug, this is how gravel and sand have worked since they were first implemented. Fixing this would require rewriting how sand and gravel entities fall through cobwebs. Since the blocks break anyways when traveling through even a single cobweb it can be argued that it is unnecessary for the game to calculate each entity falling sand/gravel individually since the end result will be exactly the same but simply take longer. Given all this, I would say this is a "won't fix" bug.
yes, I felt this also might fall into the 'wont/cant fix' category... sure isn't WAI.. it only does this because the first falling block of gravel is in fact still in its original position but the next block of gravel above it doesn't see this and so it then starts to fall. Honestly it shouldn't be that difficult to eliminate this and have it act like 'normal' falling gravel. And then the std actions of gravel falling thru cobwebs or torches and the like breaking to an item would still apply also.... it would just do it one by one at least.
Cannot confirm for 15w47c
They are still two seperate FallingSand entities. The reason why it seems like they are stacking up is because the cobweb slows the first one down while the second one is still falling with normal speed:
Here is an example with estimated velocities:
Position | FallingSand 1 | FallingSand 2 |
---|---|---|
1st Cobweb broken | 3 m/s | 0 m/s |
2nd FallingSand falls | 3 m/s (0.25m) | 3 m/s |
1st FallingSand reaches cobweb | 0.04 m/s (1m) | 3 m/s (0.75m) |
2nd FallingSand reaches cobweb | 0.04 m/s (1.05m) | 0.04 m/s (1m) |
These numbers are estimated and not tested, but you can see that when the second FallingSand reaches the cobweb, the first one has only advance but compared with the speed it is travelling with (0.04 m/s) this advance is rather big, however you only see that both FallingSands are pretty close to each other
WAI. Falling gravel are entities (FallingSand). All particles and entities can be slowed down in cobwebs. For breaking when it hits the ground, the gravel travels through the top of the cobweb, and only breaks when it reaches the middle of the cobweb.