That's interesting, I never realized that collection was independent of the cool-down time. Good to know. Is this new intended behavior, hoppers pulling from outside of an inventory? As it is, there's no way to "cap" a hopper and prevent free items from going where they're not supposed to.
GoldenHelmet, thanks for confirming. I ran another test to confirm items being pulled by hoppers with inventory above. 1.16.0.60 In the images, a simple water stream pushing items next to the chest causes the items to "enter" the inventory of the hopper below. I say "enter" because the hopper isn't pulling items in one at a time; if you throw a stack into the water stream, as soon as the items get close to the chest the whole stack is instantly put into the hopper's inventory.
[media][media][media]GoldenHelmet, sorry for the delay, just tested in 1.16.0.60 and it's still doing it. Also tested with chest minecart, and it has an item pulled out like the hopper cart. If the cart is launched slowly it happens every time.
Tal, it's possible. I was also waiting for a helper or mod to give their opinion on that. But the hopper with furnace taking items from outside the furnace's inventory is what has me confused.
Okay thanks Ecko. I didn’t see that one in the search but upvoted now.
Because the topic is related to the hopper's hitbox, can the top of the hitbox be flattened? Even though a hopper is funnel-like, graphically, it serves no purpose to have a funnel-like hitbox.
If the hitbox were flattened, water streams could be used to move items over hoppers for item sorters, as they can be used in Java, as in this video by Wattles: https://youtu.be/ruw1elYIQo4 As it is now, items fall into the hitbox of a locked hopper, waiting to despawn. Also, more advanced redstone tech using shulkers could be designed. As it stands, shulkers fall into the black hole that is the meaningless hitbox of a locked hopper, instead of being pushed to the side where an open hopper awaits ( good luck recreating this beautiful design by Cass: https://youtu.be/m47ZxtCGRDI ).
Basically, the hopper is a mechanical part of the game, the hitbox should be based on the hopper's mechanical function, not on it's graphical appearance. Can someone talk to the devs about this? Is it intended to have a hitbox that actually breaks functionality, simply because a hopper looks like a funnel?
I may be mistaken but this seems like a hitbox issue related to both magma cubes and slimes. Large slimes should have the same 2.5 height requirement, but I consistently have spawns on 2 block high gaps with the slime clipping into the floor.
This bug also occurs on Xbox one. Same as others have stated, with two sets of portals, both sets linked by coordinates, one set will almost always get stuck on “generating terrain” when leaving the nether.
I just found a possible workaround, making the portals in the nether 3 portal blocks wide. After about 10 tries, not stuck once.
@GoldenHelmet, just letting you know I created a separate ticket here: MCPE-80555 regarding the hopper/container bug