Jeb has said that the official implementation of pistons in minecraft will not be able to push any blocks that have tile entity data, such as chests, mob spawners, note blocks, etc. This eliminates many fun options such as pop up turrets, hidden chests, and new types of music machines. In a twitter exchange between Notch and Jeb, Jeb implied that being able to push blocks with tile entity data would be bad for SMP, probably because being able to push someone's chest into the open would make it easy to steal from. However, since griefers will find a way to grief no matter what, I think the ability to push blocks with tile entity data should be set in the server options. Then each server could choose to risk chests being pushed or not. Furthermore, it would not be hard to protect a chest from being pushed by building a box of obsidian around it. That type of bunker makes sense.
After all, if pistons can't push blocks with tile entity data, you could make a bunker using noteblocks, furnaces, dispensers, chests (if you're creative), and mob spawners (if you bribe the OP). That does not make as much sense as obsidian.
Or you could, you know, just punch the blocks in the bunker or the chests.
But I agree with the server optione etc.
That's how little sense it makes to protect blocks from pistons simply because they have tile entity data. Greifing is so simple that they don't need to push a chest to do it, they could push a house into some sort of picasso painting and access the chest just as easily. I sent jeb and notch a tweet about this, but that will never get noticed.
Even if the reason is something related to processing or other technical details, it can't be that hard to fix, after all, when sand and gravel and TNT fall, that is moving tile entity data, and it works pretty well on SMP.
You guys actually most likely have it completely wrong. The issue isn't griefing. Its most likely that syncing blocks with entity data over multiplayer after moving them like that. This issue most likely could be solved, but I am guessing that there is some extensive changes that may need to be made to make it happen and it just might be too much for the initial implementation.
You guys actually most likely have it completely wrong. The issue isn't griefing. Its most likely that syncing blocks with entity data over multiplayer after moving them like that. This issue most likely could be solved, but I am guessing that there is some extensive changes that may need to be made to make it happen and it just might be too much for the initial implementation.
I understand that it could be a lot to sync up, but most servers can handle large world edits or TNT blasts (not humongous ones obviously). Most piston contraptions are much smaller than those world edits. I think it could be done, maybe not on first update, but eventually. However it will probably take some pressure to get notch to change the pistons. Of course implementing pistons at all is because people whined about it forever. I don't want whining, but don't want the pistons half done either.
when sand and gravel and TNT fall, that is moving tile entity data, and it works pretty well on SMP.
No it's not... Tile entity data is stuff like the chest/dispenser contents, the note blocks pitch and so forth.
In the case of a chest, the tile entity data is the chest contents, and it's "connected" to that block location. The trouble would be that while it's easy to move the block itself and broadcast that to all connected clients, the tag data is still attributed to the old location as far as clients are concerned, so the chest contents will be null (which will probably cause a crash for any clients trying to view it). And adding a new chest to the chests old location will cause the tag data to be recreated, destroying the old contents.
The problem would be that the data move would need to be sent to all clients. Possible? probably. But I don't purport to understand all of this as much as you seem to; They are working on the game, we aren't, they should know more about what is easy and what isn't.
it's not a matter of them simply stopping something that works perfectly fine; It doesn't work fine, as there are additional programmatic considerations that require attention and that they simply don't feel are worth the effort- at least at this point. Perhaps it will be something added in a later update. Usually the initial update of a function/feature takes a update or two to "settle" into something that is both reliable and fun. Weather, Lapis ore in SMP, sandstone, etc all had post-release tweaks in later updates.
After all, if pistons can't push blocks with tile entity data, you could make a bunker using noteblocks, furnaces, dispensers, chests (if you're creative), and mob spawners (if you bribe the OP). That does not make as much sense as obsidian.
But I agree with the server optione etc.
That's how little sense it makes to protect blocks from pistons simply because they have tile entity data. Greifing is so simple that they don't need to push a chest to do it, they could push a house into some sort of picasso painting and access the chest just as easily. I sent jeb and notch a tweet about this, but that will never get noticed.
Even if the reason is something related to processing or other technical details, it can't be that hard to fix, after all, when sand and gravel and TNT fall, that is moving tile entity data, and it works pretty well on SMP.
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Curse PremiumI understand that it could be a lot to sync up, but most servers can handle large world edits or TNT blasts (not humongous ones obviously). Most piston contraptions are much smaller than those world edits. I think it could be done, maybe not on first update, but eventually. However it will probably take some pressure to get notch to change the pistons. Of course implementing pistons at all is because people whined about it forever. I don't want whining, but don't want the pistons half done either.
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Curse PremiumNo it's not... Tile entity data is stuff like the chest/dispenser contents, the note blocks pitch and so forth.
In the case of a chest, the tile entity data is the chest contents, and it's "connected" to that block location. The trouble would be that while it's easy to move the block itself and broadcast that to all connected clients, the tag data is still attributed to the old location as far as clients are concerned, so the chest contents will be null (which will probably cause a crash for any clients trying to view it). And adding a new chest to the chests old location will cause the tag data to be recreated, destroying the old contents.
The problem would be that the data move would need to be sent to all clients. Possible? probably. But I don't purport to understand all of this as much as you seem to; They are working on the game, we aren't, they should know more about what is easy and what isn't.
it's not a matter of them simply stopping something that works perfectly fine; It doesn't work fine, as there are additional programmatic considerations that require attention and that they simply don't feel are worth the effort- at least at this point. Perhaps it will be something added in a later update. Usually the initial update of a function/feature takes a update or two to "settle" into something that is both reliable and fun. Weather, Lapis ore in SMP, sandstone, etc all had post-release tweaks in later updates.