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Protofall

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@unknown Oh sorry, I didn't realise editing comments updates people. I couldn't get the @unknown working before, but it doesn't matter now. Thanks

@unknown

So basically you'd like it to be marked as intended, but wouldn't be too annoyed if it was removed. Speaking on quasi-connectivity there are rumours it might be removed (Since pocket edition wouldn't be able to handle it...really stupid and probably shouldn't happen, but that may happen when "All MC platforms are the same")

So regardless of if it should stay or be removed this is infact a bug that was a side affect of a bug fix, just saying incase you didn't know. Is the reason you like this bug the fact that you can move through blocks (Pistons) or is it "This bug makes a really fast and simple-ish elevator/switcher/other_redstone_device so I'd like it to stay"?

The thing about this bug that frustrates me the most isn't really that the bug is bad for the game (In my view), its that most people refuse to call it a bug and for some reason think moving through blocks is okay...I just don't get that.

(Btw how do I properly @ someone? Edit: Ty Meri)

@Meri Diana Pretty much my thoughts on it too, +1

(Second half that didn't submit before)

However on the filp side Docm77 mentions here: https://www.youtube.com/watch?v=mWZabYkI9xA 26:30 that he spoke to a MC:PE developer and he hinted that he likes this bug.

But based off of that I have no idea how you could have levels/redstone dust mounted on a piston (ie. the piston never disappears) and have the translocator bug at the same time. Its one or the other...and if people still really really want a translocator then Mojang should just make a proper feature for it. ie. an entity pipe (Which could also fix item elevators).

http://photos1.blogger.com/blogger/1648/2486/1600/Tube.jpg

(After seeing Azelef's comment)

@Azelef well I haven't seen the source code myself so my words are based off of those who I hear from such as Panda, Sethbling and others. I'll take your word on the 2-bugs thing, but that doesn't completely make sense. Sethbling showed that if there is a sideways facing retracting piston with a block on it (So it can't pull you through) and a minecart or something on the other side and you hold right click in the direction of the cart then you will hop in the minecart and he claimed thats because it dissappears for a second. Maybe this is when the piston turns to id:36 or back, but I can't tell.

If it takes them a few months to fix this bug then I'm I guess thats okay with that, I'd just like to hear Mojang's "official" opinion on it and if they want to eventually remove it or keep it.

I just realised something, eventually this bug will be patched. I know this because Mojang has a thing of "All versions will be the same one day" hence why MC:PC is now getting that "Auto-jump" feature from MC:PocketEdition. But recently one of the MC:PE devs showed a gif of a sticky piston moving a chest. Thats not the important part though, whats important is that there was a lever mounted on the piston and it didn't pop off like it does in MC:PC (At least putting redstone dust on top of a piston will do this). The reason it pops off in MC:PC is that the piston disappears for a split second and THAT glitch is what allows entities to move through pistons. So either Mojang is going to break MC:PE by making the piston disappear for a bit or they will remove this bug.

@Mikha Davids This bug is the translocator bug that you know and it exists because when Mojang patched another piston bug in the 1.9 snapshots, the piston translocator bug appeared due to the fix.

The whole point of trying to get this bug fixed is to break the piston translocators and make it so you can't move through the piston because moving through walls/blocks makes no sense and is silly and the existence of this bug also breaks a bunch of other stuff.

As for people who have built many things with this, remember the item elevator bug that was fixed in 1.9. Also a bug people liked, but the negatives out weighed the positives just like this.

This might be more of a problem with how end portals handle entities, but in the video this bug is used to help infinately duplicate entities: https://www.youtube.com/watch?v=N8R4322tcaQ&feature=youtu.be&a . This is getting out of hand : /

@RimaNari I never said it was intended, I even pin-pointed the exact version this bug appeared (15w38a or somewhere around there, can't remember) and it happened to appear in the version after another piston/entity bug was fixed (Mobs weren't getting moved by retracting pistons...well they fixed it too much I guess). The fact that this bug allows you to move through blocks also confirms this is a bug, but some people out there think that moving through walls is normal, they really do...the internet must be haunted by ghosts or something.

I have no interest in the world for these new elevators and such that exploit this bug, at the end of the day they'll end up like test's item elevator. The only bug I like and want to see stay in some way is the boat/ice bug, however I think they should make a new transport vehicle like a bob-sled for this and fix up the boats.

@Azelef Yes, some kind of view from Mojang on this whether it is all good or needs fixing would be greatly appriciated. But its definately not an intended feature.

I think the best course of action we can take is to comment on videos where this bug is used saying something like "Here is why the bug is more harmful than good: [Reasons]" and also provide a link to this page so we can get more votes and bring it higher on the popular reports page. Along with mentioning moving through blocks is just stupid 😛

Okay, I've done some more testing/checking today and it turns out this change was introduced in 1.8.5 which was also a security update. According to the Minecraft wiki this update fixed some bugs such as MC-80478, MC-80479 and MC-80480 all of which are private issues. MC-80479 is the interesting one: "Invalid beacon effects are not validated". My bet is this is the bug where you give the beacon a non-existent status effect like id:99 and the game crashes.

Something else I found out today was that in 1.8.5+ not only can you get a Regeneration 2 beacon, but you can get beacons that emit two status effects at level 1 as long as those status effects are Regeneration, Speed, Jump boost, Haste, Strength and Resistance (So for example a Speed 1, Strength 1 beacon isn't possible to get normally, but you can still get it with the command). Also if you are in 1.8.5+ and you try to make a beacon with an invalid effect like slowness (id:2) then the beacon takes a bit longer to activate than normal and when it does it emits nothing. Using the command

/blockdata ~ ~-1 ~ {}

when standing on top of the beacon it reveals that it has defaulted to id:0. This means there is some part of code in the beacon that checks to see if the applied status effect is Regeneration, Speed, Jump boost, Haste, Strength or Resistance and if so it allows it, if not then it changes the id to zero.

I don't know what the Minecraft code looks like or how status effects are stored, but wouldn't it be just fine to change this code so that it checks if the id is a valid potion effect rather than a beacon's status effect? Or if that can't work then maybe the beacon has all the status effects available, but you can still only select the original 6 from the GUI.

Well, the only down side I know of when using custom beacon effects in versions like 1.7.10 is when you try to set it to an effect that doesn't exist (Like id:25 aka Levitation from 1.9). When the beacon tries to activate with that data the game just crashes due to not being able to comprehend the invalid potion effect. When I'm not so busy on the weekend I'll check the versions between 1.7.10 and 1.8.8 to see if there are any clues there.

Is Mojang really sure this is intended behaviour? I tested this in 1.9.1 pre-3 and even though you can't get potion effects like Wither, Absorption and Levitation, you can still get Regeneration 2 which is an illegitimate beacon effect in normal survival.

/setblock ~ ~ ~5 minecraft:beacon 0 replace {Primary:10,Secondary:10}

I don't see a difference between this and

/give @p minecraft:emerald 1 0 {ench:[{id:16,lvl:9000}]}

both are illegitimate in normal survival gameplay, but don't brake the game and are good tools for map makers.

Could someone at Mojang/Mod tell us why this was marked as intended?

Confirmed 1.9 official...

Btw I would like to note that in one of Etho's latest LP world videos he used his elevator that used that bug to work and the elevator failed half way through for no apparent reason and randomly worked the next time. Features should work all the time. I'm a bit nervous that this bug isn't going to be patched before 1.9 official, if it makes it that far its going to hurt more when it is removed.

Oh, so thats how UUIDs work. When I first started using attributes I was told that you need a different UUID per attribute (Which I interpreted as 1 for health, 2 for speed etc.) hence when I made a full set of iron armour with 10% less speed each I gave them all the same UUID. Thanks for that 😃

I figured that would be the response to reposting. Just thought it was odd seeing this bug report untouched since 2014 and still seemingly being an issue.

As of 16w05b (1.9 snapshot) this is still a problem that really should be dealt with especially since team Mojang have been modifying the attributes behaviour earlier this update (With the slot tag).

I don't know how bug reports are dealt with, but would it be worth reposting this bug to bring it to team mojang's attention again?

Ry M ...the elevators? Are you suggesting the kind of elevator seen in this video of Etho's https://www.youtube.com/watch?v=jcxSkOwUhy8 (LP ep 431)? If so no, we shouldn't keep this. For one this is the exact problem this post is talking about, we either keep the entire bug or remove the bug including the elevator. Sure this elevator is useful and convenient if you're too lazy to use proper mechanics, but the exact same can be said for duplication glitches. We already have perfectly working elevators, just a bit more bulky.

Remember when mobs could fall through the floor in either early 1.8 development versions where if you hit a mob with a block directly below and above it, it would be placed into the ground and if the floor was one thick it would make them fall through, Players included. Sure if it existed today we would be able to "sift" mobs through the floor again in Witch farms and such, but the bug makes gameplay very UNSTABLE.

But really, whats the difference between this and a duplication glitch? You saying you want them to re-add a duplication bug?