The bug
Double piston extenders no longer retract both pistons at the same time, when they are depowered in the same game tick.
This behaviour (retracting both pistons at the same time) was classified as "Works As Intended" in MC-9342.
How to recreate
This behaviour was always dependant on the update order. The piston in the back had to receive the update first. To influence the update order one way was to power the front piston with a comparator and the back piston with a repeater. This behaviour was also reliable with doublepiston extenders facing upwards, being de-powered by a torch or a minecart powering a downwards facing double piston.
Also the double retraction had to happen within the same block event.
Related issues
is duplicated by
Attachments
Comments


@unknown added a comment - 01/Mar/13 10:14 AM
I've decided that this is the expected behavior. If I "fix" it, people will complain that it's much harder to do double-length piston extenders.
That's why MC-9342 is resolved

This is no duplicate.
I should have made it clearer, that the game does the EXACT OPPOSITE of what Jeb saw as intended behaviour.

No, he said he'd leave it the way it is, so the behaviour is more consistant

I don't know how I should make this any clearer. In MC-9342 people complained about both pistons retracting at the same time. Jeb decided that this (both pisotns retracting at the same time) is intended behaviour. Since 15w38a both pistons no longer retract at the same time. The behaviour got changed with the latest snapshot. People were used to this behaviour and a lot of redstone contraptions rely on it.

Do people, that are responsible for bug reports, read those comments? Should I make a new bug report, that I've been misunderstood?
Please don't let me be misunderstood.

Sorry, I did get it the other way round. Reopened.

I hope someone can solve this problem because i can't play 1.9. I need to play in 1.8.9 to make some of my contraptions to work.

this behavior broke all the cornet 0 ticks mechanics!
It is need FIXING!

i did it looking UP

The fix to this that doesn't seem like a strange quirk would be to add full sticky piston chaining: when sticky pistons are retracted, they will pull other sticky pistons and slimeblocks so long as they are facing the same direction. Pulling ANY connected would complicate things, but would also allow more elaborate contraptions (connected blocks can always be slid off using non-movable blocks like obsidian, or pushed off since stickiness would not go both ways) so I guess it'd depend on how the community feels about it.
Chaining will simplify the needed redstone immensely, especially for longer chains. Instead of a simple on circuit and an advanced off circuit that needs to recursively de-power and re-power the chain to retract all pistons and move the target block, it will instead be completely the reverse circuit design (a simple line of pistons will be powered back-to-front and de-powered front-to-back). This is how the original piston mod functioned: https://youtu.be/mQEgPPjLoG8?t=57s
This, along with lower restrictions on slimeblocks (like making restrictions individually counted, that way the amount of normal blocks you can push... but then pistons are not counted in that number, and slimeblocks would count the number of self-connections they have versus the amount of non-slimeblock connections they have) would make big slimeblock doors possible (that are aesthetically pleasing) that don't close incredibly slowly like this: https://youtu.be/ZZXThD0pBLs?t=15s

still not fixed in 1.12

Confirmed for 1.12.2 and 17w43b

Confirmed for 1.13-pre3

Affects 18w48a, 18w48b, 18w49a and 18w50a

Affects 1.15.1

20w06a and 1.15.2 affected. Also affects with delayed retraction (repeater from image set to second stage)

Affects 1.16 Release Candidate 1

confirmed in 1.17.1

can confirm in 1.18.1

Can confirm in 1.19.3