If you place down a comparator via right-clicking, it will place a block with the ID of unpowered_comparator. When powering this block, it will become lit as expected, but the block ID is unchanging. Putting your cursor over it on F3 mode will show you all the information about the block on the right side of the F3 screen. Even though the comparator is powered, the ID of the block is still unpowered_comparator. The only difference is that it says "powered: true" on the side. Using this command:
/setblock ~ ~ ~ powered_comparator
...will place down a comparator that is unpowered. When powering this block, it will not do anything. If you mess with this block for long enough, it will eventually turn back into an unpowered_comparator block. It still drops normal comparator items, and using pick block on it will still give you the comparator item. Right-clicking on powered_comparator will light up the torch and change the mode, but it does not effect the output signal at all. The powered_comparator block will never turn on, and will never give an output signal. Please change it so that when you power an unpowered_comparator block, it will just turn into a powered_comparator block. Repeaters work just fine, but comparators do not switch IDs. Make comparators power and unpower just like repeaters do.
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Comments 5
It's unused for a reason.
It was two separate blocks in the 1.5 snapshots, but was changed to one block with multiple metadatas. The only reason this is still here is legacy/to not break the worlds of those who used the 1.5 snapshots. It is completely unneeded.
But it is different with redstone repeaters, because their IDs change when powered or unpowered. It's just that comparators don't, but they definitely should. It would be helpful for redstoners, so they could do execute detect to find out which kind of comparator it is.
You do realize any kind of change like that would break worlds. And mojang strives to NEVER breaks worlds.
Actually, it would be more ideal if there weren't separate ids for the powered and unpowered states, and you instead had the ability to detect blockstates with commands. Neither change has happened yet, but they're both likely to happen eventually. The world update code will handle the transition, so it won't break worlds, but it won't be possible to open a world in an earlier version after it's been updated, like all other changes to the world format.
Please do not mark unreleased versions as affected.
You don't have access to them yet.
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