Not even the title can be brought into context with 108.
I haven't found any duplicate of this issue. only issues describing the opposite. So I guess one could say it's related to [MC-108897].
Redstone dust and repeaters can power other components through a solid block, but update them regardless of the type of block.
[And while repeaters only update around the block they are pointing into, redstone dust updates everything within Manhattan distace 2 (even above it, where it never could power anything).]
Redstone blocks can't power through solid blocks, therefore won't update anything more then the blocks directly next to it.
Redirecting redsone as done in your video with target blocks is an issue tracked in MC-3703.
Redstone wire updates blocks up to two blocks away. Your redstone dot thus also directly updates the faulty piston. The order in which the redstone dot is updating your pistons is not clearly defined. Duplicate of MC-11193.
I believe you're trying to say that armor stands (and players?) move the same distance on soul sand for a given initial velocity (passed on by slime blocks) no matter the soul speed enchantment level, while it still differs from armor stands without enchantments. That's at least what the pictures convey.
But if you were to compare it with the same test on soul soil, you'd notice that all the enchantment does on the armor stands is take away the penalties of stronger deceleration(and slower running speed) of soul sand. On a player, soul speed also affects how fast he can run. Armor stands do not run. They have their speed set by the slime block.
So while it looks weird, I think this is working as intended.
I'm not entirely sure if this was the issue. A more elaborate description would certainly help.
Misleading title. Entities still collide with the fence. You just found a way to change the collision box of the fence while standing within its new bounds.
Some other ways to get this are:
extending a piston towards the fence post
pushing blocks next to the fence post
placing a block while jumping(you land on to of the placed block, but since a fence is 1.5 high, you can still move inside)
it also affects glass panes, iron bars and even walls if the walls also connect on the opposite side(up: false on F3 screen)
a similar behavior is when standing inside a door and opening/closing it
@unknown I'm on arch with libinput, but it happens for me too.
Reproduced on Arch Linux(linux: 5.7.2.arch1) with Gnome 3.36.3.1 on X11(xorg 1.20.8) and openjdk version 1.8.0_252
narrowed it down to Minecraft 18w30a
sorry didn't see it in 1.14.4 due to lag after creating a new world. it happens there too. It's still different to 1.12.2 though.
changed villager mechanics - not an issue any more
i hope the 4th picture helps
clarification: the bug happens, when you add a block in front of the sticky piston during setup.
as said in the title: "wehen pulling a block"
well eventually the block getting pulled updates the second piston. it's just three game ticks later then the update that isn't there.
also: "relies on it" - it's new to 1.15
@unknown no. update suppression works by chaining too many updates. It's hard to get to too many when you are getting none.
If it's the piston itself that removes the power source, it will fully extend unless updated by an external source(just placing a note block next to it won't work. you need another piston or a different signal entirely).
btw: it's a zero-tick pulse - hence no visual
If you want to have visual confirmation if the redstone is indeed turning on for a short time: unlike pistons, which may or may not get powered depending on position(what piston gets updated first?), repeaters will always turn on
I'd say duplicate of MC-11193.
When the redstone dust turns on, both pistons receive an update. If the piston with the block in front gets powered first, it pushes the block away, turning the redstone dust off. As the 2nd piston tries to act on its update, it is no longer powered, thus not extending. The order is somewhat random.(MC-11193)
If you want to ensure that other pistons get powered first, you have to BUD-power(MC-108) the piston that turns the redstone off and update it with another piston.
On your 2nd contraption, you don't power the piston, while on the 3rd contraption it works because the block you place turns the dust beneath it into a dot.
Redstone torches and comparators need a longer signal; redsone lamps and repeater turn always on.
(For redstone torches see [MC-6099] last comment)
@unknown The description says differently.
Can confirm in 1.18 Pre-release 2.