Redstone ore sometimes failing to deactivate properly.
I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore always results in deactivation as expected.
After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
Environment
Windows 7 64, Java 7 (1.7.0_51)
Created Issue:
Redstone ore sometimes failing to deactivate properly.
I am using re-textured redstone ore as a floor for a map. I noticed that whenever any entity (mob or player) walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.
After walking on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded. As if the block recognizes it has received a block tick but doesn't take effect.
To reproduce this:
1. Place a fair amount of redstone ore as a floor
2. Walk over a fair amount of the fair amount of ore floor
3. Wait
4. If all the ore deactivates as expected (sometimes it will) repeat step 2
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).Environment
Windows Vista 32bit, Java 7 (1.7.0_21)
I am using
re-texturedredstone ore as a floor for a map. I noticed that whenever any entity (mob or player) walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.After walking on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded. As if the block recognizes it has received a block tick but doesn't take effect.
To reproduce this:
1. Place a fair amount of redstone ore as a floor
2. Walk over a fair amount of the fair amount of ore floor
3. Wait
4. If all the ore deactivates as expected (sometimes it will) repeat step 2
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
I am using redstone ore as a floor for a map. I noticed that whenever any entity (mob or player) walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.
After walking on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded
. As if the block recognizes it has received a block tick but doesn't take effect.To reproduce this:
1. Place a fair amount of redstone ore as a floor
2. Walk over a fair amount of the fair amount of ore floor
3. Wait
4. If all the ore deactivates as expected (sometimes it will) repeat step 2
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).I am using redstone ore as a floor for a map. I noticed that whenever any entity (mob or player) walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.
After walking on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet.
To reproduce this:
1. Place a fair amount of redstone ore as a floor
2. Walk over a fair amount of the fair amount of ore floor
3. Wait
4. If all the ore deactivates as expected (sometimes it will) repeat step 2
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
I am using redstone ore as a floor for a map. I noticed that whenever any
entity (mob or player)walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.After walk
ingon the ore floor, I expect the ore to deactivate upon receiving its random block tick.What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet.
To reproduce this:
1. Place a fair amount of redstone ore as a floor
2.Walk over a fair amount of the fair amount ofore floor
3. Wait
4. If all the ore deactivates as expected (sometimes it will) repeat step 2
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore activates and deactivates as normal.
After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
Windows
Vista 32bit, Java 7 (1.7.0_21)Windows 7 64, Java 7 (1.7.0_51)
I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore
activates anddeactivatesasnormal.After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore causes deactivation as expected.
After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore
causesdeactivation as expected.After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore results in deactivation as expected.
After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
I am using redstone ore as a floor for a map. I noticed that whenever any mob walks over the floor, the blocks activate well enough but a few will usually stay lit until the chunks are unloaded. The bug can only be achieved through mobs walking on the blocks - editing in/placing glowing ore or right-clicking the ore always results in deactivation as expected.
After mobs walk on the ore floor, I expect the ore to deactivate upon receiving its random block tick.
What happens is the ore will activate but occasionally fail to deactivate until the chunks are unloaded - as if the block recognizes it has received a block tick but doesn't take effect yet. This is not a display error.
To reproduce this:
1. Place a fair amount of redstone ore as a floor.
2. spawn mobs over the ore floor.
3. Wait - liquidate mobs - wait.
4. If all the ore deactivates as expected (sometimes it will) repeat step 2.
5. When you tire of waiting for the last few blocks to deactivate, restart the map or reload the chunk(s).
Waited an hour, still couple of them were activated, confirmed.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Is this still a concern in the latest Minecraft version 14w08a? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Seems like the issue is fixed in regards to player movement. However, mobs still cause trouble.
Updated as of April 5th, 2014 - after part of the problem is no longer a problem. (See previous comment for further details) Direct any inquires to my publicist.
Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
No response for over a year.