Pistons are very inconsistent.
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I have just built one myself. I also noticed that pistons have a slight delay before it deactivates after it has extended. That is probably why block spit-outs are impossible in Bedrock. The only way you could is by cheating and changing the piston to a regular one after it has extended before it deactivates.
And I have turned a 0-tick pulse into a 12-tick pulse using a redstone block and lots of repeaters.
Pretty sure this is intentional. The pistons are activated simultaneously, so the game handles them in a random order. The first piston to activate pushes the block; the second piston is unable to extend because there is a movingblock
in the way.
Blobs2: This randomness is due to the fact that piston head are tile entities in Bedrock, and as such are updated in a random order. In Java, they are their own block, and as such are ticked by a different updates.
This could be fixed with some small changes such as making pistons finish moving their blocks before other pistons attempt to do so, making pistons faster and more reliable.
Thank you for your report!
We're tracking this issue as MCPE-16371, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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That is very inconsistent (and also so unfair. At least piston flip-flops works (requires sticky piston)). There is another "sort of" bug (I say sort of because it may of been intentional) dealing with pistons: The fact that powering a sticky piston for 1 tick will NOT spit out the block like Java Edition does.
EDIT- And it was intentional because it was a bug in java