TNT is no longer colliding with a block placed above it when the TNT is triggered
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
Example gfy: http://gfycat.com/LimitedAppropriateAmurminnow
Edit: Bonus info, taken from comment below by Dan Shemp
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
Environment
Minecraft Version - Latest Snapshot (14w26b)
Windows 7 Professional SP1 64-bit
Java Version 8 Update 5 (build 1.8.0_05-b13)
Linked Issues
Created Issue:
TNT is no longer colliding with a block placed above it when the TNT is triggered
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example: http://gfycat.com/WeeRegularBigmouthbass
Environment
Minecraft Version - Latest Snapshot (14w26b)
Windows 7 Professional SP1 64-bit
Java Version 8 Update 5 (build 1.8.0_05-b13)
duplicates
duplicates
relates to
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example
:http://gfycat.com/WeeRegularBigmouthbassIn 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
is there a way to generate chunks in mcedit for 1.8?
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
is there a way to generate chunks in mcedit for 1.8?
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
Adding
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
Adding
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
Edit: Adding info to the main description from comment below comment below
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
Edit:
Adding info to the main description from comment belowcomment belowIn 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example! http://gfycat.com/LimitedAppropriateAmurminnow
Edit: Bonus info, taken from comment below
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
See gif for example!http://gfycat.com/LimitedAppropriateAmurminnowEdit: Bonus info, taken from comment below
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
Example gfy: http://gfycat.com/LimitedAppropriateAmurminnow
Edit: Bonus info, taken from comment below
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
In 1.7.10 and earlier, TNT will immediately collide with the ceiling and just fall straight down if it's triggered when there's a block above it. This no longer happens and it ignores ceiling collision when triggered.
Example gfy: http://gfycat.com/LimitedAppropriateAmurminnow
Edit: Bonus info, taken from comment below by Dan Shemp
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
Oh also related to this one MC-66090. When TNT is spawned out of a dispenser it's at .5 instead of .0 like he said, but it also won't collide with the block above it on that "hop" it makes when it's triggered, so even if it was at .0, it might just hop through it too.
Something similar to this started happening to activated tnt in 1.8.
MC-66090: TNT is no longer colliding with a block placed above it when the TNT is triggered
It didn't start doing this until 1.8. Maybe it's related, but it's kinda pushing it since primed tnt isn't really the same as an item entity. But it IS similar in that it also doesn't have ceiling collision.
Related to MC-66090, which was fixed.
Do you just not read reports anymore or do you just guess what it says from their keywords. This was immediately marked as a duplicate of a bug (
MC-64025) that the only similar word between them is "TNT". This has to do with tnt not colliding with a ceiling when activated, andMC-64025has to do with a visual glitch when tnt is dispensed inside of another block.Perhaps some of the code dealing with the TNT affects both this ticket and
MC-64025, but this ticket is definitely not a direct duplicate. At the very most, it Relates (and that's stretching it).This ticket simply describes the lack of TNT ceiling collision. I tested, and it is indeed present in 14w32d, but absent in 1.7.10
Still no ceiling collision in 14w34d.
Confirmed in 1.8.1-pre3
You can add affecting versions yourself by the way
Oh duh I reported this one myself
Updated Gif to http://gfycat.com/LimitedAppropriateAmurminnow
Similar or maybe related to
MC-3706even thoughMC-3706has been happening alot longer and this one is new with 1.8. But it very much seems like similar situation.Is this only visual thing?
Could be. But I don't think so. Pressing the button and quickly logging out and checking the entity in mcedit shows it popping up into the block http://i.imgur.com/rYyKBOS.png
Though I've seen weird issues where things like this may only happen in a single player world and may work properly on a server. But I haven't tested that.
Dupe of
MC-8565.Nope. That one is about dispensing TNT directly into a block.
This is new with 1.8, it has to do with the "hop" when you trigger a tnt block not factoring in ceiling collision.
PrimedTNT now has its "centre" at the bottom of the entity, which means the block code for TNT summons the entity 0.5 of a block too high. When "+ 0.5f" is removed from the y-argument for PrimedTNT's constructor call, this bug is resolved. Dispensers also had this problem but it was fixed in separate code.
Somewhat related: Ender Crystal entity spawning 1 block too low
Not fixed in 1.8.3.
Cannot confirm broken in 1.8.3. I literally triple-checked before posting.