mojira.dev

Jamal P.

Assigned

No issues.

Reported

MC-29778 Weighted Pressure Plates fail to recognize stacks as multiple items Works As Intended

Comments

try this:
/summon Fireball ~ ~ ~ {Motion:[0.0,0.0,0.0],direction:[0.0,0.0,0.0],ExplosionPower:5}

(you can change ExplosionPower to whatever)
in the future just search for a "how to " video on youtube for help with commands, its much easier to learn what's what that way

Bats apear to be the exception for this bug;
while trying to find a workaround for this bug's effect on stat.walkOneCm, bats were the only mob i found not to cause my walking score to skyrocket- so whoever that helps, there ya go.

I haven't notice the hunger side of the bug at all,even though several contraptions of mine involve a mob overlapping players- I get that the bugs are related but is there a reason they are sharing a SINGLE issue report?

it is still an issue in 1.8.1's Pre release 3; i just double checked myself, although it doesn't require testing as Minecraft tracks and displays potion's potency/modifiers, and the tag is STILL -.5 damage

a zombie that does 3 damage (1.5 hearts) will do 2.5 damage (1-1.5 hearts) which visually looks the same at a glance, but alternates between 1 & 1.5 hearts of damage... i.e. 2 hits would show 2.5 hearts of damage(5hp) instead of 3 hearts (6hp).

currently, the weakness potion is not worth its ingredients, although almost any brewing mistake results in it.

fix one thing and another breaks... personally i think snapping to midblock was a non-issue...pretty sure that it followed the same rules as teleporting players, in that specifying a decimal value makes it exact, but i never needed to test it.
Still, I just jumped into 14w32d, and in there both FallingSand snaps properly and i was able to make an item summon another (diffrent) item to its exact location... so clearly its not impossible.

The big issue though for me is that Falling sand replacing a block doesn't move to the deleted block's grid location. i don't know if i should list that as a different bug though...

i don't know about that... ignoring that mojang decided to REVERSE the function of the W.pressure plates rather then add a new mob counter plate, the fact is plates DO respond to items, and improperly at that. their isn't any reason for them to count just stacks since 1) they don't HAVE to count as entities, they could be ignored by pressure plates 2) any kind of automation involving one of these plates isn't going to easily surpass more then one redstone pulse, and requires a player's worth of inventory space to manipulate effectively. at that, they might as well not respond to items at all since there's no reason to count that many stacks of any thing and not carry it your self since without a player they can't be moved off the plate, and can only ever interfere with something that counts mobs. even though i don't like the feature, i'd still say its a bug because its has eschewed properties from 1.6 that are unrelated to its new purpose and now serve only to confuse people who aren't keeping up with every snapshot

I never knew about the sneaking thing before you mentioned it, but its probably a side effect of this bug. i had similar questions about https://mojang.atlassian.net/browse/MC-29778 essentially making heavy wheigted pressure plates highly unwieldy for anything other then high traffic mob farms, but of course never got an answer.
I think i'm done though. no reason to bother reporting or voting up issues if no one but the mods see it- and they don't usually bother responding to concerns beyond "confirmed" or some slightly insulting remark that doesn't at all address or clarify the nature of the problem- they might even know less than we do about it.
now that i CAN retreat back to the safety of 1.5 &1.6, i don't think i can get excited about all the new stuff in 1.7 knowing i'll have to extensively Retest every thing i know about MC just to make sure a map i design works for only the handful of people i know who would even know i made it.

um. yes its TRUE that comparators do not stop receiving a signal after successfully running a command of any kind...but they always did that? i'm pretty sure its intentional.
they essentially become extremely weak power sources that verify that the LAST command that was run was executed or is "true"(where as no signal means false or invalid)

its not nessasary to destroy the entire command block to end the output- it just requires the command to fail. if you had 1) rewrote the code to something wrong or 2) moved outside the radius of 3 that was tested for, AND THEN powered the comm.block again it would have stopped the output.

i just tested this myself using the same command in the screen shot and it seems to work just as it always has.

if the bigger issue is "still present in 13w39b, and Mojira seems extraordinarily inefficient" then i think we all have a fair grasp on the situation. Bluh. i know that mods Aren't actually the mojang employee's who'd be responsible for fixing this, but can some one please explain WHY it looks more and more like mobs having an impeccable sense of smell is just going to end up as a "new feature" rather then ever being fixed and NOT released into an official build AGAIN??

side rant i'm willing to bet there would be less duplicates and incorrect bug reports if a) mojang stops treating change logs like a silly easter egg hunt, and then tagging each partial or nonexistent change log update with a request to report any thing that you don't think should have changed or found odd, and b) if actually checking for if a bug report exist was as easy as checking features for a given item on the minecraft wiki. rather then expecting people to SIFT through dozens of reports with just a key word, being able to click on an item (for reports that pertain to an item) and being able to check what the intended feature is vs known bugs would be so much easier for every one

Well that's kind of the thing; Trent, Zombie, i would strongly recommend NOT planning to incorporate any features from future versions at all in any longterm project now that you actually have the option to downgrade the build you use. my longest project was only a few months, but i didn't finish it all before an upgrade; i didn't realize it until entire redstone circuits were built, but between official versions there were changes to commands and potions that were NOT listed in any change log and were slow to be corrected on the wiki (which may still not list all the changes).
it pretty much ruined the entire point of my avoidance of mods and only using official releases for my server, and only got worse with following updates, with even MORE unlisted tweaks to potion effects and THIS glaring bug that was released into an official version any way. https://mojang.atlassian.net/browse/MC-18284
i love minecraft but mojang, pls. stahp. you're killing me. is a FULL change log of intended tweaks so difficult to list?

hurr... if this was a server party I'd go. dang. if i had more time i'd have made a "They-can-smell-your-Hope-and-are-coming-to-eat-it" commemorative picture for the special occasion. maybe submit it to the next calendar or T-shirt competition....
;_;

also when the heck did 1.6.3 &1.6.4 happen? surprise surprise, i can't find a change log for it.

they removed stack recognition... on purpose? <
where did they say that?

I am surprised that way plates count items was entirely changed since it will completely break any mechanism already built just as much as any other change to redstone features; i honestly can't guess at why any one would have proposed OVERWRITING the function of the W.plates rather then just adding in like... a Quarts weighted Pressure plate with the new features they want.
its not like they weren't adding in fistfuls of new items any way.

and thanks in advance for showing me where they talked about removing stack recognition

i noticed other issues with the W.pressure plates, but i figured they were intentional to some degree, and may be deserving of a DIFFERENT issue report if any at all.

-Both weighted pressure plates are lighter, gold going up in strength every item/person, and iron every 10 or so.

-plates now respond to players as well as items, and appear to have the same "weight", as a player can substitute themselves in place of an item and contributed to signal strength

-as it stands now it requires half a player's inventory slots to reach full power using Gold plates, and about 4 player's inventory's worth of items using the iron plates

AAAAAND the bork continues un-adressed in the latest 13w36a (1.7) snapshot. leaving creative with or without an invisibility potion causes creepers and zombies to immediately aggress at you until you leave their field of vision all together. the potion remains entirely useless for anything outside of direct PVP.

If I sound bitter, its because i am. i prize the functionality of previously implemented items over truckloads of new features that i can't trust to Retain its basic components when building an adventure map or minigame in MC.

i see, thanks for clearing that up for me.

i was actually wondering if this was related to the apparent reworking of effects in general(also unmentioned anywhere); potion effects currently have had their undefined cap of 127ish pushed back to an unpassable lvl 400 in addition to some other changes i haven't fully explored- so my question is, Is it really the AI or the potion itself?

v_v i'm guessing this is bug is pretty low on the "to do" list if it made it though 4 snapshots, 2 releases and one Pre-release without being mentioned at all. any way- with some experiments i was doing in 1.6.2, i WAS attacked by spiders,(while invisible of course), but the Slimes seemed to only jump at the direction i touched or attack from