Hi, I just noticed that this super useful thing does not work in 17w49a. I hope it's just a bug...
Image 1
The redstone block sticks to the piston pushing it no matter how short the input signal is.
Activating sticky pistons with a short pulse no longer causing them drop the block they are pushing will probably destroy more than just a bunch of button-to-lever switches.
Image 2
Of course you can go with this classical design, but its dimensions may not be the best for certain projects, and it's slower.
So it is a bug - I mean a sticky piston dropping blocks after a 1 tick pulse. If it survives in 1.13, we can never be sure it will survive in 1.14 etc.
Well I must say I don't like it if stuff is dependent on bugs. A sticky piston is supposed to be sticky and not half-sticky, right?
However this bug is very useful. If anyone has an alternative that can do exactly what Image 1 design could do prior to 17w49a, post it here please.
[Mod] FVbico (Steven Verberne)
added a comment - 5 hours ago [circa 0930 GMT 07Dec17]
Final reply: sticky pistons dropping off blocks will return in the next snapshot; but is not guarenteed to stay forever.
This sounds like 'fix' will be fixed (or the fix was a bug). Either way :cheers:
The "not guarenteed [sic] to stay forever" sounds to me like a standard disclaimer…
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Now I just wish to know for certain whether it stays forever or whether it's planned to be removed in future updates...
It appears as if it will be removed in the future, either directly or as part of another bug fix that just happens to remove this mechanic. It is odd though that it was marked as an intended feature when it was originally reported but now it is being considered a bug.
The piston dropping its block is not a feature. Nothing in the code
supports it being a feature either, this is why when you do changes in
other places in the code it suddenly stops working. The behavior from
before the snapshot has been restored by fixing another bug (MC-122711).
Do not expect the piston-dropping-a-block to be in the game forever
without changes. If you need to drop the block, push a
glazed_terracotta, you can only push the block and not pull it.
"If you need to drop the block, push a
glazed_terracotta, you can only push the block and not pull it."
What? If I wanted to drop a block and never pull it back, I wouldn't use a sticky piston in the first place.
The whole point of the "bug" here is that the sticky piston can do 2 things and it alternates between the 2 things. First activation pushes and drops a block, second activation pulls the block back. You can't do that with glazed terracotta nor with a normal piston.
I get it may be considered a buggy behavior. So the idea of another kind of piston might save the day. A half sticky. Thanks for that CosmicjLightning.
The whole point of the "bug" here is that the sticky piston can do 2 things and it alternates between the 2 things. First activation pushes and drops a block, second activation pulls the block back. You can't do that with glazed terracotta nor with a normal piston.
I'm not getting why having a sticky piston always push and pull is a bad thing. What does the push-only or pull-only buggy behavior allow that makes this a preferred behavior?
I'm not getting why having a sticky piston always push and pull is a bad thing. What does the push-only or pull-only buggy behavior allow that makes this a preferred behavior?
Of course consistent behavior of a sticky piston (and any other component) is preferred.
But the buggy behavior we're talking about has been present since...ever, and has been utilized in so many contraptions it should stay in the game somehow. So the idea of having a 3rd kind of piston to preserve sticky piston's consistency is great.
What makes the bug preferred?
Sometimes you want a button to act as a lever, but you only have limited space. Other T-Flip flops won't fit.
Or perhaps you just want to get a constant output from a one-tick input.
Hi, I just noticed that this super useful thing does not work in 17w49a. I hope it's just a bug...
Image 1
The redstone block sticks to the piston pushing it no matter how short the input signal is.
Activating sticky pistons with a short pulse no longer causing them drop the block they are pushing will probably destroy more than just a bunch of button-to-lever switches.
Image 2
Of course you can go with this classical design, but its dimensions may not be the best for certain projects, and it's slower.
https://bugs.mojang.com/browse/MC-122911
So it is a bug - I mean a sticky piston dropping blocks after a 1 tick pulse. If it survives in 1.13, we can never be sure it will survive in 1.14 etc.
Well I must say I don't like it if stuff is dependent on bugs. A sticky piston is supposed to be sticky and not half-sticky, right?
However this bug is very useful. If anyone has an alternative that can do exactly what Image 1 design could do prior to 17w49a, post it here please.
It is confirmed to be re-added in the next snapshot. Check Grum's comment on
https://bugs.mojang.com/browse/MC-122911
From the bug thread referenced above:
This sounds like 'fix' will be fixed (or the fix was a bug). Either way :cheers:
The "not guarenteed [sic] to stay forever" sounds to me like a standard disclaimer…
17w49b is here and the "bug" is back in the game.
Now I just wish to know for certain whether it stays forever or whether it's planned to be removed in future updates...
I prefer locked repeater T Flip-Flops. Here is one type.
And you can speed up the old double piston style by adding a torch to the input.
Here's a small test world for Minecraft Java 1.12.2 with a few T Flip-Flop designs. None rely on glitchy/buggy behavior.
T_Flip-Flop_World.zip
It appears as if it will be removed in the future, either directly or as part of another bug fix that just happens to remove this mechanic. It is odd though that it was marked as an intended feature when it was originally reported but now it is being considered a bug.
https://bugs.mojang.com/browse/MC-5726 - Jeb marks the behavior as "Works As Intended"
https://bugs.mojang.com/browse/MC-122911 - Grum states:
I'm amazed by Grum's logic here:
"If you need to drop the block, push a
glazed_terracotta, you can only push the block and not pull it."
What? If I wanted to drop a block and never pull it back, I wouldn't use a sticky piston in the first place.
The whole point of the "bug" here is that the sticky piston can do 2 things and it alternates between the 2 things. First activation pushes and drops a block, second activation pulls the block back. You can't do that with glazed terracotta nor with a normal piston.
I get it may be considered a buggy behavior. So the idea of another kind of piston might save the day. A half sticky. Thanks for that CosmicjLightning.
I'm not getting why having a sticky piston always push and pull is a bad thing. What does the push-only or pull-only buggy behavior allow that makes this a preferred behavior?
Of course consistent behavior of a sticky piston (and any other component) is preferred.
But the buggy behavior we're talking about has been present since...ever, and has been utilized in so many contraptions it should stay in the game somehow. So the idea of having a 3rd kind of piston to preserve sticky piston's consistency is great.
What makes the bug preferred?
Sometimes you want a button to act as a lever, but you only have limited space. Other T-Flip flops won't fit.
Or perhaps you just want to get a constant output from a one-tick input.