mojira.dev

krassertyp

Assigned

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Reported

MC-279433 Entities can interact with blocks they do not collide with Awaiting Response MC-264253 Bouncing on the edge of slime blocks is axis-dependent Confirmed MC-259089 Falling pointed dripstone does not destroy shulker box item Works As Intended MC-255707 Narrator Disabled Information Box is cut off Duplicate MC-253459 Grass Path still gets destroyed by moving endrods Duplicate MC-217988 Binding "Place Block" on a Key will cause high CPS Duplicate MC-173478 Bartering with a Piglin in the overworld while it turns into a Pigman, the gold can be lost Duplicate MC-173259 blue fire can be used to extinguish flames Works As Intended MC-172108 Tnt being ignited above fences fall through the fence Duplicate MC-164126 The Hitbox of the Honey-Block is one pixel to big at the bottom side Duplicate MC-156309 TNT entities dont properly collide with blocks , when being fires in X direction Fixed MC-154812 TNT Entities can have tiny motions Cannot Reproduce MC-147799 Strange TNT behaviour Fixed MC-147757 Pistons pushing blocks ontop of the players head puts it into swim animation Duplicate MC-147756 Player tries to crawl while its head is near a slab Cannot Reproduce MC-147282 Cannot place "small" blocks on soulsand Duplicate MC-139079 Ladders in hand have a blue spot Duplicate MC-138800 destroying big flowers with tnt doesnt make an explosion sound Duplicate MC-137111 Slimeblocks slow down really fast moving entities Awaiting Response MC-135777 Ice beneath flowing water does not speed up every entity Confirmed

Comments

It IS still an issue in the latest version of the game
Here is a video of me prooving the glitch.
https://streamable.com/i3d55s
You can see that the distance the tnt flys significantly decreases if the slimeblock pushes it mid flight
As the motion of the Entity, wich is > 1 is being overwritten by the slimeblock to be exactly 1

Ok
but still i would like to know why a redfire on the side of a block can turn into a blue flame ontop of the soulsoil
but a blue fire ontop of a soulsoil cant turn red again, but rather just disapears

Misode
What makes you say that?
Why should i be able to extiguish a flame just by placing a soulsoil, and instandly removing it again?

i feel like one of these 2 behaviours should be the case

a) the fire shouldnt spread to the soulsoil, as the soulsoil doesnt host redflame
or
b) the fire does jump to the soulsand and turn blue, but jumps back to the wood and turns red again once the soulsoil gets removed.

they way it is right now is kind of contradictionary.
right now a red flame can turn blue, but not the other way around

This is very much still an issue in latest releases of the game.
Just spinning in the same direction for long enough causes the rotationYaw value to reach high enough values. where float imprecision get noticable

also MC-158404 is defnetly a duplicate

After further testing, OP probably used this setup
https://streamable.com/83gm4
abusing the new wet sponge to sponge - nether placement to get a repeater into that "glitched" state

This guy has a valid point, yet the only way i found to replicate that glitch involves another bug
https://streamable.com/jrumy
i hope this still helps

incase its still necessary
we made a testworld that showcases the random nature of tnt in the latest snapshots

https://cdn.discordapp.com/attachments/302427804413329408/567040250971684874/bug_world.zip

Well i think the screenshot / videos were clear, but i can write a more technical explenation

We uses commandblocks, to remove the randomness factor when tnt gets ignited. the results would be no diffrent when using a real tnt cannons

If you prefer i could give you a screenshot using an acutuall cannon, and not commandblocks

Im not quit sure what information is missing
Despite each tnt being summoned at the same locations, being affected by the same amount of explosions, they dont all fly the same

We believe it is because the entity list is nolonger sorted by entities being added into the world. but rather being sorted "random"

Therefor it is possible, when using a cannon with lets just say 10 accelerators and 2 projectiles
It is now possible that 5 accelerator tnts update -> one projectile updates, teleports forward with the speed added by 5 acceleration tnts -> another 5 accelleration tnts update  -> the second projectile teleports forward with the speed of 10 acceleration tnts.

In previous versions the projectiles would only update after all the acceleration tnt exploded

Overall i highly suggest watching the video Valicon linked. it explains the problem way better than i can, and contains all the neccessary informations

We showed the content of the commandblocks in these pictures
https://imgur.com/a/Wom1zVW
incase the link doesnt work : /summon tnt x y z {Fuse:80}

we used commandblocks because they assure each tnt is at the same location every time, but it would also work with a simpler setup

This should be a proove that its unintended behaviour
https://streamable.com/7x6g9
each tnt entity is summoned by commandblocks, and should get effected the same.

Also the TNTs left and right should have cancelled each other out, shooting all the projectiles straight forward

im sorry i didnt know that
does the new one work?

It is still effected

to be honest you need to spin a lot for it to be noticable, but its still a problem

and now i made a contraption that shows that 2 tick pulses also qualify
and if streamable doesnt work, and the vid is larger than tthe upload limit, ill give a download link
https://mega.nz/#!wO4WRCqA!N_y9zyLgFQYMs_p7GKqGIwV7gChk0e6U3aRHo8IZfcI

well the webside works fine for me, but i can upload it directly ofcourse

so
I now build this using 1 gametick signals. im guessing they are intended

https://streamable.com/ndivg
https://streamable.com/nu4sy

the problem is that normal piston now have the same behavior as described in "122911"

if a 0 gametick signal reaches the piston, itll spit it out after 0 gameticks instead of 3

if a 1 gametick signal reaches the piston, itll spit it out after 1 gameticks instead of 3
if a 2 gametick signal reaches the piston, itll spit it out after 2 gameticks instead of 3

 

same prinzip
but the 0 tick was the easiest to build

and yeah i knew 0 ticks were probably not intended
but i thought this is more or less an official part of the game, as it doesnt do any hard and adds a lot of extra content