mojira.dev

Adrian Dunn

Assigned

No issues.

Reported

MC-21806 Throwing an ender pearl through a portal into the nether works, throwing out of the nether doesn't Awaiting Response MC-13761 Horses are faster than railways! Invalid MC-9910 Dispensers containing water buckets don't fill cauldrons Invalid

Comments

I think this is what the original poster is trying to describe. Shaft on the right would be the one that works, the one on the left would be the one without corners that mobs glitch out of.

Some items don't have an 'appropriate slot'. E.g. wood blocks can either be used as fuel or smelted to charcoal. So which slot things go in has to be determined my where the hopper is, not what the item is.

This affects the wooden trapdoor and wooden door too.

In all cases door/trapdoor wood/iron a block update causes the door/trapdoor to change to the powered state.

Additionally with the wooden door/trapdoor it can be put back to its unpowered state by clicking on it.

I'm still seeing the original reported behaviour in 1.75 (though the teleport is now not in the direction I would expect for the orientation of the portal - I land somewhere to the side of the portal, not in front/behind it).

In 14w10b I'm not getting teleported whichever way I go through the portal.

I suspect this change of behaviour with the snapshot could be caused by the change of player identification to UUIDs and that the link between the thrown pearl and the player is now broken on going through the portal.

Is this limited to structures? I've a suspicion :yellow_star: that with the changing world generation there may be a similar problem with slime chunks moving around.

:yellow_star: can't test at the moment, my computer is broken - using a borrowed one

Yes, still broken in 1.6.2

But its silly. And renders building a railway to travel by *mine*cart pointless. Which seems very wrong for a game called *mine*craft.

I'd consider it a bug. The speed of horses is cleary incorrect, i.e. wrong, i.e. buggy.

I actually like the new behaviour (even if it is unintended). I can see definate uses for a mob-only pressure plate (likewise a player only one).

If the behaviour is kept then the type of pressure plate generated in desert temples will need changing.

Stone pressure plates seem to not be completely broken, they do respond to mobs. I could actually see this being useful, so would prefer the behaviour was kept (the generation code for desert temples will need changing to generate wooden pressure plates though).

It seems that in 13w16a that stone pressure plates only send a redstone signal when a mob walks on them, not when the player walks on them.

At first I thought 'bug', but now I'm thinking that (deliberate or not) this could be a good feature (especially combined with a new type than is player sensitive and not mob sensitive). I'd actually prefer that this got kept rather than fixed (if kept then stone pressure plates in the desert temple generation code will need to be replaced with wood to keep the trap working).

Droppers, not dispensors. Doh!

Everything else still applies.

I've heard this works with the equivalent items in FTB (I've not got this installed, so can't verify this).

I'd second the suggestion by guillermo le metayer rodriguez to have the hopper use a non-accessible 'world' inventory for the chest, one there only for use by hoppers. This would avoid the per player issues, while still allowing the ender chest to be used as a long-range link between hoppers.