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
Confirmed for 19w36a
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
fixed it. sorry again
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
confirmed for 18w30b
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
Â
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
Isuue has been resolved in 1.18.2 Pre-release 1
😞