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Labyrinth Splash

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I studied this behavior extensively because it is part of a wireless redstone glitch that I’ve been studying over 4 years. Let me corroborate what others have said:
- This was introduced in 14w29a
- This still works as of 26.3-snapshot-9
- This is caused by a combination of continueDestroyBlock not calling startDestroyBlock when block position matches with that of the last block mined (which means isDestroying never gets set to true) and stopDestroyBlock not doing any

thing if isDestroying is false
- The changelog for 14w29a makes no mention of this change

If this were considered a bug and removed from the game, I can imagine there would be some amount of backlash, the extent of which is unclear. Under PhoenixSC’s video, a lot of people said things along the lines of:
- “this isn’t a bug this is a feature“/”how is this a bug? isn’t it a feature?” (it’s extremely old, rarely ever mentionned, and finds a decent amount of casual use, so it makes sense they’d think that)
- “I used this all the time. I hope it doesn’t get removed“ (I personally used it a LOT when I was farming large amounts of wood on a server)
- “This feels natural and is how a lot of other voxel/pixel games handle this“ (I don’t play many games but I think e.g. Terraria does this and it feels rather natural in that game at least)

Among several others ways of expressing that it would suck for this to be removed, with a lot of discontent.

I edited the game’s code to remove the check in stopDestroyBlock (which caused other issues as you can see by the attack strength ticker and the lack of a visible hand). Here’s a quick video demonstrating 4 cases that are affected by this behavior:

[media: Block breaking glitch potential fix demonstration.mp4]
  • Farmland still gets broken if you hold down left click and press right click repeatedly with seeds. This would in theory be the case for any instabreakable block. However, if you instead let go if left click before pressing right click, the breaking progress resets, whereas without the change it does not.

  • Mining for the top logs of trees and ores that are just barely out of reach can no longer be done by jumping.

  • The original method for remote breaking no longer works but the bug can still be caused by other means (of which I have demonstrated one but there are others).

  • Block breaking progress no longer carries over to the next block when you mine (something which caused issues in this video), UNLESS you’re mining the block right in front of a 0-ticking piston’s head (because instead of a moving block entity you always get a block in that position).

Overall I feel like this would be a rather poor way to fix the bug, and that further consideration should be taken to get rid of the buggy-feeling aspects of this without giving players the impression that features are being taken away from them for the sake of “it’s not what we intended“. If not implemented properly, a fix could achieve the exact opposite, removing only the parts that players liked.