Does your castle gate work in Pre7? I've yet to test it out there. I need to upgrade my server first before testing.
EDIT: Mumbo's Castle Gate is still broken on our server in Pre7. Please check your castle gate in the Prerelease, to see if your gate breaks. If your gate won't work in Pre7, please consider adding your report on MC-132898 so we can get this looked at and have your gate working when Minecraft 1.13 comes out. I think this problem may affect all castle "portcullis gates" using double-piston retraction under a double-layer of gravity blocks.
I have tested the gate in pre-release 7 and it works fine. There is a small bug in pre-release 7 that if you break and replace the redstone under the observer really quickly the gravel block will break. Normal gate use in my design is fine though. You just have to place the bottom redstone before you place the observer
Also sadly Mumbos and other YTers castle gate designs do not work in some other versions too unfortunately and Its not just because of the gravity block break. There are other issues which I why I released the vid.
Let me know how you go
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From Monday this week until Friday of next week, I'll be working an 11 hr shift every day. What I need to do is make a "test rig" that only has your bottom half and Mumbo's bottom half, and try to figure out what exactly the bug is. Both of you are using an observer block for the signal. The timings might be different, but I have to use the test rig to grapple with the differences in the pulse that does the double-retraction. The retraction is where Mumbo's gate breaks. This may be an actual bug that may affect other things. But unless I can define a simple "this test case works, this other test case does not" on the double-retraction, my bug report is pretty useless.
I don't know if you would have time or interest in making such "test rigs", but if this is something you are willing to do, it could lead to getting a bug fix that may affect a build of yours, of all of ours, at some point in the future. The test rigs would not need the upper portion unless somehow the fence gates are a factor in the double-retraction stage, but I doubt this is the case. It has the "smell" of the double-retraction happening fast enough to break one of the gravel layers. The two layers would need to be different, say one of sand and one of gravel. Does this break if I replaced gravel with sand? Maybe it's just gravel. Without thorough testing, I can't be sure.
It's ok if this is something you'd prefer not to do. When I eventually get time off, I'll try to focus on that problem to properly fill out my bug report. And if it comes right down to it, I'll rip out my Mumbo gate and go with your design.
My "Mumbo Gate" does have several specific changes. I'm using a pulse extender and a timer. This way, I use observer blocks from each four sides of the gates to get a signal down to the timer/ pulse extender. Using any button opens the gate and holds it open for a reasonable, preset time. Once you cross, the gate closes behind you with no further action. We can go through the gate and simply not worry about shutting it behind us. I do not have a "lock" on it. In our Survival server, we are all personal friends and family so we don't have issues where we "need" to lock the gate from the inside. Given my luck with such things, I'd lock myself out sooner or later. And, of course, it would be trivial to simply dig through the wall our tunnel around the gate. It really amounts to a decorative way to keep out mobs and be useful for horse riders to get in and out, and that's about it.
With that in mind, I would need to likely rip apart the entire gate and rework the circuit on your gate to be timer based and without the locking mechanism. That's ok, and I'll do it if that's what I need to do. But if there is a bug in the redstone internals that needs fixed, it is better to get it where the problem is clearly seen in as simple a test rig as possible. And if I can simply change timings to fix the problem, that would be preferable to ripping out the old design and redesigning based off yours.
Either way, we'll work it out. Thanks again for your help!
@jjaaxxthelegend said it does and tested it out carefully. Your best bet, really, is to try and build it in a single-player creative *first*. That is generally the best plan with any new or complicated redstone build anyway, especially for new versions.
Also a follow-up on my situation, Mumbo's gate works in the latest 1.13.1 snapshot, so my problem is resolved. Except for the fact I had already built my gates, I would have followed up on jjaaxxthelegend's design. But ripping out "I already built this thing" isn't on my list of stuff to do, and hopefully 1.13.1 will put my old gates back in business.
Beware upcoming changes. They always have rough edges when they touch anything redstone.
I just build Mumbo's gate last night, and the bottom layer of gravel/sand breaks. I will take your advice and build it quickly in creative mode, as I've already spent a couple hours rebuilding this castle gate.
Piston behavior changed in 1.13, and based on the snapshots it looks like it will change again as a "fix". This breaks Mumbo's latest Portcullis gate for 1.13.zero, but MAY work again in 1.13.1. So don't bother with Mumbo's Portcullis until this issue is resolved in the 1.13.1 release (hopefully). Do carefully check out the OP's version which may work... until Mojang breaks something else. :-/
My only issue is "I don't want to have to rip out my old gates if I don't have to." I'm not running the 1.13.1 snapshots because of unrelated problems... if you get your head stuck in a block and take suffocation damage, you fall out of the world! (https://bugs.mojang.com/browse/MC-135385) We may run the next snapshot this week, but it appears the problem I was having with Mumbo's gate is fixed.
NEW gates on the other hand, I will try out this design. Assuming, of course, Mojang doesn't break THIS gate for 1.13.1. Which appears to be a thing.