mojira.dev

Krzysztof Matela

Assigned

No issues.

Reported

MCPE-109269 Minecarts and minecart based redstone componests' "active" and "reactive" behaviour issue Invalid MCPE-108528 Hopper-carts pulling order bug, pull from X+1, Y+2 Z+1. Featuring how to create and control pulling direction Invalid

Comments

Hi,

I had a similar issue long time ago and I was saved by a Realms' auto backups - have you checked yours?

Wow sorry for my confusion - my minecraft looks very different and why I thought you use Java - My bad.

I do windows updates so rarely I checked my own to verify if that was a windows issue and since I have update available to download rn, it was a Windows just being Windows, hehe

Yup, you were right - I was wrong 😛

Hey man, by looking at your video I noticed HD textured and really far render distance.

For the sake of an argument, imagine a single block having 16x16 textures on each sides (since often textures are same on each lets assume data for a single side is enough to render a block) each containing additional 256 bits (binary zeros and ones with 256 different shades for each colour).

in summary 16x16x256x256x256 = 4294967296bits = 536870912Bytes = 524288kiloBytes = 512MegaBytes for each side of any block that needs to be rendered. Naturally this math is for a very oldschool BMP format that was dwarfed by existing compressed formats years ago but it does give a good insight how much space in your RAM can be occupied by a single bloody texture. 🙂

Minecraft being 10yo game doesn't mean that it will run on 10yo PC - im just saying.

I suggest reduce some of the Video Settings and in case you are not savvy with game optimizations, trying using graphics utilities such as "GeForce Experience" for Nvidia Graphics that can optimize new games for you.

PS. 1. This is not a bug 2. Gameplay shows "Java" edition while I found this ticket under "Bedrock Codebase"

Hi,

I don't know about other simulation distances but to my experience with mob farms at simulation distance 4 I know that no mob is allowed to spawn closer than in 16 blocks radius (including Y axis consider it a sphere).

I would recommend to search for possible spawning not only around your house but also above and bellow.

Can't get it to work? Tame a Cat, breed more, and place strategically around your house (I used this almost every new game as I don't usually construct anything before proper Mending tools)

Edit after attempts:

I tried to recreate what you are trying to do and came across this:

/give @p frame 1 0 {"Entity_Tag": {"Invisible":1}}

and received Entity_Tag is not supported note

For your information, a redstone lamp powers on instantly but, i requires 2 redstone ticks to power off (source: gamepedia.com). It would be easier for you to understand with practical example:

This picture shows a simple clock used in a number of 0-tick based farms. Just play around with the tick delay of a redstone repeater in the middle and watch what happens.

Dear Mod's and Dev's,

I hope you will read this as I did a number of experiments which collectively answer the question "why does it happend?".
So, we all know that this applies only to the container-carts.
Only towards X+1, Y+2, Z+1.

Issue 1: do hopper-carts scan larger area towards positive coordinates?

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Answer: No, based on seen contraption made to deal with random droppers drop and uneven acceleration from water, also with hopper-cart placed on different Y levels observation confirms that scan range is not the case of an issue.

Issue 2: hitboxes of container chest overlapping?

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Answer: Also no, different configurations also evidence that this bug does not care for the respective rail placement (e.g. bottom rail facing N-S and upper W-E)

Issue 3: What makes a hopper - hopper?

Answer: A short line of code "minecraft:item_hopper" - not really helpful but name itself doesn't specify if thats a hopper-cart or hopper block.

Note: Hopper to hopper-cart is in its essense a trade-off of ability to push items for the mobility and additional pulling range. Although, using shared "components_groups" theoretically, suggest that any changes targetted to hopper behaviour will result in same behaviour change to hopper-cart, right?

Issue 4: Did recent changes to hoppers had an impact on hopper-carts?

Part_A: Fix from ticket MCPE-80555 denies hoppers the ability to pull through blocks.

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Part_A - Anwer: Fix intended to prevent hoppers from collecting free-floating items above blocks with inventory applied to Hopper-carts!

Part_B: Fix from ticket MCPE-54244 give hoppers bellow ability to scan entities above when they're stacked.

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Part_B - Answer: The fix intended for Hoppers alone applied to Hopper-cart!

Issue 5: Will container-carts slammed into honey block be within pulling range of hopper underneath?

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Note: If both container-carts have equal "reactive" range to "active" pulling by a hopper bellow would further suggest that:

Behaviour to manage distance form entities towards X+ and X- must've been mathematically corrected and then hard-coded into the game.
Since hopper-carts are basically a "buff" for hoppers range of pulling indicates these two are being treated same by the behaviour control code that controls things like hopper serializing (detailed description found in comments section of tickets MCPE-94293 and MCPE-68912)

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Finally, with full confidence in my findings, I say that the reason this happens in game is because hopper-carts inherit behaviour controls that were intented only for hoppers.