imo you can say "contraptions behave differently with player input or tiletick input" a bug, but you can't say "redstone components lose 1 tick of delay from player input" is a bug, as I said above it's based on the way you explain it. These two are different things
It can be possible, but it's just "can be possible". Smelting 1M cactus with 1 furnace takes about 4 months and only produces ~400 xp orb entities, which is not a problem for the server. And no one will try to lag a server using this
And btw mojang never releases an official way to divide gametick between game phases,. All theories how we divide and define gametick are un-official. In my opinion you CANNOT say that mojang's code has a bug, just because your own theroy that defines the gametick with something hard to explain
For example if you use the theory that divides two different gametick with Advance gametime
phase instead of the code order, everything about tiletick delay will be solved easily. TileTick component gets signal at gametick n
with delay x gametick will ALWAYS execute at gametick n + x
TileTick phase. And the delay of other BE / TE components can also be explained as they only execute at they phases but their phrases in this gametick has passed so they needs to wait until next gametick
.
For anyone who want to reproduce this bug you can try this tree farm
http://www.mediafire.com/file/erkkmjgwdr63mse/DLHSUTF_v1.0_%2528build16%2529.zip/file
Turn on the farm, switch to oak mode, wait until the flying machine is finished its movement, then hold shift and plant the oak sapling in the farm
Eventually a big oak will grow and "eat" the andesite which is used to prevent bigoak from growing in previous release versions
These two videos shows how it works
https://youtu.be/pu273esW5Dk
https://youtu.be/vSoQ8fLt8iU
I think it's not a bug but a game phrases execution order feature in a single gametick. The missing 1gt delay is exactly what those tiletick component should behave. This behavior has existed in a lot of versions and works quite stably. It's also useful when distinguishing player input with other type of input
This 1.14.4 spruce behaviour has existed in game for years even since mc v1.0. So the behaviour in 1.14.4 is obviously not a bug
This issue should be fixed in 25w02a (observable in 25w03a)
In 25w02a, the
MobSpawnSettings.SpawnerData
class has become a record class, and thus automatically gains a correctly implementedequals
functionIt's not observable in 25w02a because of another mob spawning bug (MC-279245)