Still present in 14w30c. Also I have my render distance set to 16, so this bug occurs regardless of render distance setting.
That is true. I found a workaround using repeaters. It makes each cannon take up more space, but at least I got them working. Alright thanks.
Why don't you fix this, and make a Block Update Detector Block instead? That sounds like a fair compromise to me.
Yes, but it just doesn't make sense. I understand it's use, but if redstone functions in a nonsensical manner, it becomes a very poor utility. Couldn't you add an option to enable or disable proper redstone currents? I just don't see how this bug is a utility if I can't even use redstone for simple functions like powering a row of dispensers! That's just stupid. If the bug is only useful for building super complex redstone contraptions that only a select few players actually know how to build, then you are completely diluting it's purpose.
Unfortunately I can't make anything fire a tick later. All dispensers have to fire in unison or the cannon will most likely explode. I now know that this issue isn't really an issue, as this is just how the game works, but I believe that the game then is flawed. If the dispenser receives power, it should fire... simple as that. How can the bottom block not receive an update and think it has already been powered when there is no delay in the circuit. It is powered at the same exact time as the other dispensers! Also, I removed the redstone powering the bottom row in the third and fourth and guess what, it didn't work! Even less dispensers worked.
4x msaa and 4x transparency supersampling through Nvidia Control Panel works far better at eliminating graininess than mipmapping and anisotropic filtering do. With the MSAA and TRSSAA, edges are smoothed extremely well, there is no graininess at a distance, and the texture quality does not noticeably decline at a distance. With in game FXAA combined with mipmapping and anisotropic filtering, edges are blurred and muddled instead of smoothed, and although graininess is eliminated, you can clearly see the texture quality drop off as you look further away from you.
TL;DR:
4X MSAA + 4X TRSSAA through Nvidia Control Panel > FXAA + MipMapping + Anisotropic Filtering in-game
I agree, AA is really important to me, and I really hope they fix this. Also, the FXAA shader is awful and should just be removed. I want to use proper anti aliasing again, as it smoothed edges really well, and did a better job of eliminating the graininess of distant textures than the mipmapping and anisotropic filtering.
Also happens when in the water.