Confirmed. Posting a Giphy of my instance in action:
http://i.giphy.com/l0O9x96Kd5orlirrG.gif
Confirmed as being in 14w30c. Just as before, it is the last two pistons only: all others do not enter a quasi-connected BUD state.
Replacing every other block with an upside-down slab (leaving the full blocks above the pistons) solves this problem, so it seems to be the classic diagonal BUD, but power-level dependent.
Sorry for the delay, I was cooking.
I will test tonight, within 4 hours. I haven't checked the latest snapshots.
Confirmed. Seems to be the North and East sides of the bed that are messed up.
Woooow, and in one swift move, Jeb crushes it.
I'd like to give my thanks to the people here, for the hard work they did looking at the code and problem solving this issue. You've really helped the whole community. And a big thanks to the Mojang crew for helping us out with this!
Except that I'm fairly certain that that "bug" was purposefully added to deal with the problem of drop-items getting stuck inside transparent blocks. That aspect of the behaviour seems to be intentional, so that drop items try to move upwards, and "stay on top" of the placed blocks.
That means I can stand at the lip of a hole, mine down 3 blocks, and then place different blocks in the hole from the bottom up, and the drops (say cobblestone, or coal) from the blocks I mined "squeeze" up to me. It' supposed to do that, before they made the change the items just stayed jammed in the block.
Does that break the piston powered "push up into solid column" item elevators?
Because I really like those for moving stuff in bulk quickly, and I kind want those to stay.
Oh. Sick. Great work!
If it did that, would it still be possible to suffocate/crush mobs to death? Or would that make it so that putting a mob in a crush-condition would cause them to magically teleport outside the crusher?
See, that's what I meant the other day when I said the problem might be a "deep and intricate one that is very difficult to repair without causing massive performance drops. Likely, a robust solution eats up RAM like crazy".
I'm worried that the only way with the current architecture is to add a lot of bloat to the processing, and essentially lower the optimization of the game.
So, likely the Devs are totally aware of this bug, but can't actually do anything without completely tearing up the entire mobile-entity calculation and saving code and coming at the problem from a fundamentally different direction. I don't know, maybe someone here will have a really bright idea, but I've got a bad feeling the solution involves significantly more processing time.
If anyone is unfamiliar with the Spawn Chunks, but wants to test this (for science!!), here's a video that Queen King Happy did regarding them, including how to identify them. The identifying part is the first 10 minutes or so. http://www.youtube.com/watch?v=BqKaE4bkhfY
Lewis, I did not twist your words, and I take exception to the claim that I did. You complained about the devs focusing too much on "useless new features", and then said they were "breaking the game". I acknowledge that I'm off topic, and won't carry this further, but I was responding the the real, actual words you posted, and I don't appreciate you saying that I twisted them when they're right there.
It is a really good point that this might be multiple issues overlaid, I have to admit I hadn't considered that. I'm also wondering: Is the adult glitching happening in new worlds, or only old ones? Daniel King mentioned that he wasn't replicating it, but that it happens in his main world. I try to test it from time to time in new worlds, and it won't happen, but it happens on my server, in chunks generated back in september 2012.
If anyone else is experiencing adult mobs phasing through things, when was the map, and that section of the map, generated?
"Unfortunately too much effort I believe has been placed by the developers in adding new features that many of us probably will not use such as much of the recent redstone items. "
Aaaaand you lost me right here. I use the new redstone stuff all day every day in survival, and I love them. And, I applaud the developers for continuing to try to advance the options and features of the game WHILE continuing to crush bugs in the game. Complaining that they're adding new features instead of placing their entire task-force on bug-fixing just because you don't use the new stuff is silly.
I have a feeling that this glitch is a very, very deep and intricate one that is very difficult to repair without causing massive performance drops. Likely, a robust solution eats up RAM like crazy, and the Devs simply haven't hit on an elegant solution yet. Don't jump down their throats for also trying to add new stuff.
EDIT: I apologize for being harsh, because I was.
Daniel: I am playing on an unmodded Vanilla server, and have had this problem with adult cows, and occasionally adult chickens.
I know that the server is unmodded because I'm the guy that runs it.
I have had cows phase through stone block walls up to 2 blocks thick, without logging out: if I go far enough away for the chunks to unload, it happens. What is interesting is that this is in the server "spawn chunks", the chunks around the natural spawn that are always loaded no matter where you are in the over-world.
What I have not tested is if this only happens in the Spawn Chunks, or if it's map-wide. It may have something to do with the chunks operating when no one is within render-range.
And even with the upcoming leads, Docm77 has shown that they have a tendency to break when they're at the boundary of the render distance (his latest World Tour vids). So I have a feeling even lead-based farms are impossible, unless Mojang fixes that. Which would suck if they fix leashes, but still let our animals phase into the walls and die.
Forget automatic farms, it's impossible to set up any farm without animals escaping or suffocating in walls.
Patrick, watch the video at 1:00 to 1:06, then watch from 2:15 to 2:25.
If there's some definition of "seeing it happen" that makes your experience valid, but that video invalid, I would love to hear it.
Moving on:
I would love to see a chunk-loading caused event, specifically the ones where animals pass through solid blocks, not just fences. I'll try to put some time aside tonight, and record it myself. Maybe in different quadrants of the map, too, to see if coordinates effect results.
Interesting update: Everyone on my server is having this problem except one guy.
He has two properties, one due north of the other, along approximately x=512, with both properties in the - Z range (one is at z= -20, the other at z = -1024)
He has had zero cow, chicken, or pig escapees, and no suffocation deaths. He has pens that are free-standing fence enclosures as well as ones that are butted up against walls.
However, due south of him, in the positive Z range, I have cows and chickens phasing through walls. that's only 70 blocks south of him (it's our spawn village).
May I suggest that people report the location coordinates when they report the bug. There might be a pattern.
@Aaron Loyd: If only. My cow exodus continues.
I cannot confirm or deny whether this happens on local worlds. I only play MCPE on a Realms server. I can confirm that this has occurred on the server when I was the only player logged in, and that it was reproducible there. I am not the server host so I can't give much details, but we play with cheats turned off, and I believe it is on normal difficulty.
PS, does this count as a reply? I don't see any reply button or threading options