mojira.dev

Fallen_Breath

Assigned

No issues.

Reported

MC-271630 Pack spawning isolation issue for fortress mobs on nether bricks Won't Fix MC-259354 TNT with special velocity will be moved by piston wrongly Won't Fix MC-236209 Client-Server desync when switching selected hotbar and breaking block at the same time Awaiting Response MC-169919 Redstone repeater signal becomes random after chunk reloading Confirmed MC-166097 The maximum height of 1*1 jungle tree becomes 10 instead of 12 Fixed MC-166093 Spruce Sapling can grow even if there are logs within 5*5 area Works As Intended MC-155909 Concrete powder destroy some waterlogged block when falls on it Duplicate MC-141817 The drop rate of moving block is reduced in the explosion Works As Intended

Comments

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 implemented equals function

It's not observable in 25w02a because of another mob spawning bug (MC-279245)

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