Summary:
A moving block is now considered a full block. This will cause, some machines with block movement don't work properly.
Possible Examples:
Players or entities glitch into to wierd places when pushed
It breaks many shulker loaders/unloaders, as the items glitch all over the place (ignoring the existing issues with pushing items with pistons)
It stops minecarts sticking to rails being moved, as there is a solid block in the way of the minecart when the game attempts to pull it along, breaking any flying machines with minecarts on
It stops the player being pulled along from the side by honey blocks, as the player glitches away from the block, which they need to be in to be pulled along
It can stop slime blocks bouncing the player, as the moving block is placed and the player glitches away from that block. The player needs to be in the block to be bounced. The player will often glitch to the side, which will result in them bouncing, although this is not ideal for slime block launchers. This breaks elevators that bounce players or entities upwards using slime blocks
Steps to Reproduce:
Place a sticky piston facing upside on the under
Place a slime block on the piston
Stand on the slime block
Activate the piston
Expected Results:
The slime block must launch you upwards
Observed Results:
The slime block not launch sometimes you upwards
Original Description:
UPDATE:
Moving blocks now have a collision box identical to the block being moved, however client-side this hasn't been implemented. The way pistons move entities has also been changed, making it (in my opinion) better than before, although not quite perfect.
All that's left to do is extend the collision box changes to the client. It causes wierd client-server desyncs and buggy behaviour. After that this bug is pretty much fixed.
When moving a block such as a rail or a glass pane, the moving block created is a full block no matter what. This breaks many things involving pushing entites. The main role of moving blocks used to be just to prevent two pistons moving blocks into the same space at the same time. The player needs to be inside the moving block for physics to work correctly.
It is most likely a result of fixing MCPE-53815. Moving blocks were turned into full, solid blocks to prevent players "bouncing" downwards when being moved. While this is a good change to some extent, fixing many issues with players falling off of flying machines, moving blocks being fully solid causes the wierd behaviour listed above.
Entities glitching out of moving blocks and being prevented from entering from the side breaks many interactions between entities and pistons.
It would make more sense for them to be paritially solid, like scaffolding, so you can stand on it but not glitch out when in it. Maybe even like cobwebs.
Related issues
is duplicated by
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This issue is also affecting slime blocks, when bouncing using the blocks it will cause the player to snap to another block, in some instances this will prevent the player from bouncing on slime blocks at all. If several are side by side it is as if the player was snapped into a different place and pushed up and down

With regard to shulker loaders and unloaders, what I have seen is that designs that previously worked with less that 1% loss of shulker boxes (and in many cases, designs which I had NEVER seen lose a shulker box) are now experiencing loss rates in the neighborhood of 30%.
As an example, there is a 1-wide loader design by navynexus that breaks the shulker with a horizontal sticky piston and trap door that I tested in earlier 1.14 versions, put 100 shulker boxes through them and every single one was collected. In 1.14.20, in a 50 shulker test it lost around 20 boxes.
Breaking shulkers with a sticky piston and trap door had been one of the most reliable ways to do it. Shulker boxes would have a bit of random velocity to them, but they were pretty much guaranteed to stay in the same space and drop down. Now the shulker box is likely to glitch through the piston head and despawn.
As another example, I have a manual shulker unloader (a "crafting station") which breaks the shulker box from above with a vertical sticky piston and either a trap door, end rod, slab, etc. - again, a design I had tested with hundreds of shulker boxes in prior versions and not observed any being lost in the machine. All of these options now result in the shulker box glitching upward through the piston head a fair percentage of the time, and remaining there once the next shulker is dispensed.
Shulker loaders and unloaders on Bedrock have always been a bit unreliable on Bedrock in my experience because, almost without exception, any method you use to break the box will result in it having some random velocity that can send it flying, glitching through corners, popping out the back of a piston, etc. But with some careful design a loader could still be quite reliable. But a lot of designs that were quite reliable before 1.14.20 are now very unreliable. Given the relatively high cost of acquiring more shulker boxes in-game (i.e. by end raiding) I see this as a pretty serious problem.

I can confirm all of the problems listed above to be an issue as well.
I imagine this is a consequence of fixing MCPE-53815, which most likely meant changing properties of moving blocks in order to guarantee the stability of being pulled along properly when standing on top of moving honey blocks. However, just as it was mentioned in the various comments and initial bug report, this is a very detrimental change to not only player-created contraptions designed to fulfill certain tasks, but also basic functionality such as honey blocks dragging you along when standing on the side of one, which also is shown to be one of the core features of honey blocks in various official MC media. Slime blocks too seem to be having issues launching you up when standing on them - sometimes they will launch you up but offset you to the side in a weird position, sometimes you will just get stuck inside of that block. This new property of moving blocks also affects entities that are not just the player, just like the aforementioned shulker box items getting into bizarre places due to this behavior.
This issue seems very harmless for normal gameplay, but it actually hurts a variety of gameplay aspects that are expected to work as intended, yet results in this unexpected behavior. Shulker boxes are something that are not often acquired by the average MC player, but with the major focus on this update being on honey blocks and everything surrounding it, the fix to MCPE-53815 is understandable, yet it breaks other core functions of the honey block and other well-established mechanics.

Confirming what navynexus describes for slime block, I have uploaded two videos of a broken slime block on sticky piston setup. In the "slime bouncing broken" video you can see that the slime block behaves no differently than stone when you stand on the center. In the "slime bouncing glitch to side" you can see that landing near the edge of the block preserves the bouncing functionality but moves the player off the block.

This could probably be fixed without impacting the fix for MCPE-53815 by making moving blocks behave similar to scaffolding, where entities can move through it horizontally but can't fall through it. This would prevent players from "bouncing" when moved by honey blocks and stuff but would fix the other issues as entities wouldn't glitch out of the blocks, just like they wouldn't glitch out of scaffolding.

Still affects the 1.16.0.51 beta. I truly do hope this bug is raised to a higher priority level. This is a major bug as it limits creativity with technical builds, and breaks many farms that use mechanics that were working as intended.
Suggestion on How to Fix: This bug is most likely caused by the solution they used to fix MCPE-53815. I suggest they revert this change temporarily to fix slime blocks, and slime block based automated farms. Then come up with a different solution for MCPE-53815. The solution they used for MCPE-53815 is not a viable solution due to the fact that this solution breaks many mechanics that were working as intended. Meaning that this "solution" breaks way more things than it was trying to fix in the first place.

In support of reversion I want to point out that MCPE-53815 had 2 votes and no argument for why it was important other than “it’s not like java” and a video that basically just showed fleeting visual glitchiness. On the other hand, this bug has 167 votes, clear articulation of its damaging impact on several kinds of builds, and videos that show how unique game functions are broken. It has well over double the votes of MCPE-59682, a report that prompted reversion of 2 different attempts to fix an earlier bug.
I think reversion to earlier behavior is preferable to the scaffolding suggestion because if the top of moving blocks is made "solid" like scaffolding then vertical slime block launchers/elevators will still be broken, they will remain like this:
[media]
I also want to point out that this bug does not just affect advanced technical builds that don’t impact the average player. Slime blocks on sticky pistons were fun things to play with outside of mob farms and flying machines. I had built a trick drop using a slime block on piston to bounce me into a honey block from which I could free fall straight down through empty space and catch the side of another honey block just before landing—a safe thrill ride to get to a secret part of my base. Now it doesn’t work because it relied on the slime block piston to bounce the player into the side of the honey block with the right alignment.

Affects 1.16.0.53.

My suggestion to make them behave similar to scaffolding would not break vertical slime launchers and elevators. The entity needs to be inside the moving block for them to bounce. I've done lots of testing on this and I believe this is the correct fix. It would fix the problems while still allowing you to stand on flying machines. The moving block is "placed" inside the player and the player would still be able to bounce.

Affects 1.16.0.55.

Affects 1.16.0.57
We are working on a fix for this issue, but we would like to make sure the setups you've mentioned here are working correctly. Would it be possible to have a small test world with these different scenarios built for us to test against please? If the world is larger than 10MB you can use a file sharing site (such as OneDrive) and share the link here.

I've uploaded a testing world (1.16 only, I hope that's ok).

Strange find: while making my own world to test this, I noticed that most of the issues went away after while of playing and being pushed and launched by moving blocks

This thing seems to only affect players because when I used zombies or villagers as a test it worked correctly.And when in multiplayer mode, players will also be affected when other players use machines built to launch players.

1.16.0.58

I've attached a video from version 1.14.60 where a slime block launcher will not work.

Re: Seth Wilkinson's observation that issues were less after playing and being pushed a while: this could relate to MCPE-65094, because if the client and server have the player at slightly different positions, then it will more easily end up inside a moving block (which is necessary to be launched by slime) instead of slamming against the solid face of it.

Non-players aren't affected as much for some reason, but they are still affected.

The latest beta fix is reall good and fixes a bunch of stuff, but it appears slime blocks bouncing players upwards still doesn't work.

It seems players still think they're solid, for certain blocks.
Would it be possible to get a test world with a few examples of pistons that should move the players around correctly?
On Windows 10 you can use the Export world feature.
On Android or iOS you need to use a file explorer to navigate to Device storage > games > com.mojang > minecraftWorlds
On Xbox or Switch the only way is to upload it to a Realm, and then download the world on Windows 10 or Android/iOS. (Please do not purchase a Realms subscription just to provide a world to us - but if you have a Realm already this may be a viable option if you wish to do so.)
If the world is larger than 10MB you can upload the world to OneDrive or a similar file sharing site, and then share the link.

Ok I've just tested and the client still thinks all moving blocks are solid. Server-side it appears to match the hitbox.
I've attached a test world ([^Moving blocks [1.16.0.63].mcworld]) of things that don't work correctly.
Really great fix btw.
Just tested the attached world and it seems that other entities can be bounced upwards, as opposed to players.
Really great world btw.

Other entities are handled server-side. That's probably why. Once it's fixed client-side the same should apply to players.

It seems that sometimes when bounced the client can end up in a different location server-side, but they teleport back soon afterwards.

There seems to be a small problem with how entities are handled server-side, sometimes leading to them only being dragged along half a block.

The slime block issue still affects 1.16.0.66 beta. It appears that slime blocks push players if they are close to the edge of the block but not when they are on the center. However, when pushed upwards from the edge of the block, they are not pushed straight up, which breaks many slime block elevators. I attached two videos showing the issue (2020_06_06_10_18_49 & 20_46)

In 1.16.0.2 release I can't be launched at all by an upward moving slime block

havent played craft in months cause of this please fix

Have the same issue in Bedrock PS4 but all the blocks push and pull by the pistons become white when they move.

Moving blocks haven't been fixed client-side in the latest beta (1.16.20.50). Slime blocks still launch players to the side if they're standing near the edge (however this is less noticable). They still have a collision box of a full block.
Something did change however. Moving blocks now launch the player as soon as they start moving, instead of as soon as they finish moving. This is nice, but moving blocks are still kinda buggy client-side, which is arguably the most noticable.
Examples of problems that still exist:
Client-server desyncs, for both players and items. Items desync permanently, whereas players desync temporarily and then "correct" the server and end up on the wrong spot
Buggy movement when players are standing near the back of a block being pulled. The player will fall, which they wouldn't do server-side.
Players can get pushed to the side when pushed up by slime blocks (as mentioned before) or regular blocks
Players are not always bounced to the side properly (they are bounced server-side though, but the client corrects the server soon enough). You can test this by bouncing players to the side with slime blocks across ice with pressure plates on top.
Really looking forward to this being properly fixed once and for all.

Ok it seems like slime blocks no longer launch players in certain circumstances as seen in this video <removed due to auto play>
It appears that it won't launch them when they're more than 0.5 blocks above it when it starts pushing. I assume that slime blocks no longer launch players once they're finished moving (probably as a direct result of the fix in 1.16.20.50).

Also, it appears moving slime blocks are bouncy now, which is great.

Did they fix this bug in the Nether Update?

Jadaniel: No, still not fixed.

The behavior shown in @unknown’ video from 1.16.20.50 beta looks exactly the same to me as the video I posted on this ticket months ago, before any of the attempted fixes. Also I’m not sure if the comment he made above that about testing client/server desync with pressure plates on top of ice is taking into account that pressure plates have collision boxes as of 1.16 and therefore stop movement across ice. I’m not convinced anything has changed with moving blocks. They worked until 1.14 and I don’t understand the refusal to just go back to what worked.

I'm 100% sure that there were changes. I slowed down the game using a lag machine and in 1.16.0 it launched the player when the slime block finished moving (but not when it started moving), plus the moving slime block wasn't bouncy and you could take fall damage. In 1.16.20.50 the opposite is true. This means players are now bounced 100% of the time (upwards only though).
Slime blocks should definitely still bounce you when they finish moving.
The desync thing does take into account the hitbox of pressure plates. The player slides on top of them. Client-side you move only 1 block, so something is definitely wrong. And pressure plates activating when you're far from them is definitely not normal.
Also, moving blocks will be way better once the bug is fixed client-side. Here are some reasons why they will be better once it's fixed client-side:
they take into account the hitbox of the block being moved
you no longer take fall damage from landing on moving slime blocks
you can stand on flying machines without falling through
you will be able to stand on slabs (and any moving block really) and still be moved along without falling through

Since the Nether-Update slime-blocks do no longer launch players when they are standing in the middle of the moving slime-block. They still seem to work most of the time when the player is standing (or gets hit) near the edge of the slime block.
This is not great. I was just about to finish building my adventure map and now large parts of it wont work reliably anymore.

This is partly fixed in 1.16.20. It's still a little buggy though.

They need to hurry and fix this because it's been around for months now.

It's partially fixed in 1.16.2, but the height you bounce is not enough. It's 5 blocks where it used to be 7. Still not helpful for elevators.
Resolving this ticket as fixed based on the changes made so far. For any related issues, please create a new report, and please try and include the following steps to reproduce the problem:
Steps to Reproduce:
1.
2.
3.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)
Also, any test worlds available to show the issue would be helpful in getting the issue addressed as quickly as possible.
Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wikip

Steps to reproduce:
Create a standard vertical double piston extender.
Player should stand on the block (It can be a full block or not.)
Activate the Piston extender.
Observed result: Player clips through block.(This behaviour is not shared entities since they are handled by the server.)
Expected result: Player should be moved two blocks up.
A Chest and other non-full blocks have wrong hit boxes for the player only.
Steps to reproduce:
Place a Piston side ways in any direction.
Place a Chest infront of the Piston.
Stand on the Chest.
Expected result: Player should move like most mobs smoothly back and forth
Observed result: Player jolts up and down (notice how the Y coordinate changes) along with moving sideways. This behaviour is not shared by mobs. A similar thing happens with Trap-doors when they are being pushed by Pistons. Only mobs can stand on them but Players glitch out.
This video can help:https://youtu.be/n9f-IyP4UAc

@Ella Rose: after several attempted fixes, Mojang chose to resolve this ticket and track continuing issues with moving blocks on a new ticket. The new ticket is MCPE-96035. Please add your vote and any information that is not already covered to that ticket.

@GoldenHelmet: Thanks for the update! Following and adding votes to the new ticket now.
Things got better in 1.19.50.20 with the fix for MCPE-96035, but I can still observe the moving rail example occurring.

I ran into this bug again in 1.20.41 😞

I'd like to request ownership because the reporter has been inactive more than 2 years, and I'm going to add simple information to the report with steps to reproduce, etc.
[^Moving blocks [1.16.0.63].mcworld]
[media][media][media][media][media][media][media][^Moving block testing [1.16].mcworld]