Directional-based improper block effects
In 1.13.0.9, most effects are fixed. Please read comment below.
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks south (Z+), then less than 3 blocks east (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, lily pad etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
Linked Issues
- Cannot Reproduce
Makzevu- 4
- 1
- Unconfirmed
- Windows
- 1909 (18363.535)
- Block Contact Hitbox south-east-rule
1.13.0.1 Beta - 1.16.200
1.13.0.1 Beta 1.12.0.14 Beta 1.16.210.58 Beta 1.16.210.56 Beta 1.16.210.55 Beta 1.16.210.54 Beta 1.16.210.53 Beta 1.16.210.50 Beta 1.16.200.57 Beta 1.16.200.53 Beta 1.16.100.57 Beta 1.16.100.56 Beta 1.16.100.54 Beta 1.16.100.52 Beta 1.16.100.50 Beta 1.16.20.53 Beta 1.16.20.52 Beta 1.16.0.68 Beta 1.16.0.67 Beta 1.16.0.66 Beta 1.16.0.64 Beta 1.16.0.63 Beta 1.16.0.61 Beta 1.16.0.60 Beta 1.16.0.59 Beta 1.16.0.57 Beta 1.16.0.58 Beta 1.16.0.55 Beta 1.16.0.53 Beta 1.16.0.51 Beta 1.15.0.56 Beta 1.15.0.55 Beta 1.15.0.54 Beta 1.15.0.53 Beta 1.14.30.51 Beta 1.14.25.1 Beta 1.14.20 Hotfix 1.14.2.51 Beta 1.14.2.50 Beta 1.14.0.51 Beta 1.14.0.50 Beta 1.14.0.6 Beta 1.14.0.4 Beta 1.13.1 1.14.1.3 Beta 1.14.1 Hotfix 1.14.0.3 Beta 1.14.0.2 Beta 1.14.0.1 Beta 1.13.0.18 Beta 1.13.0.17 Beta 1.13.0.16 Beta 1.13.0.15 Beta 1.13.0.13 Beta 1.13.0.9 Beta 1.13.0.6 Beta 1.13.0.5 Beta 1.12.0.13 Beta 1.12.0.11 Beta 1.12.0.10 Beta 1.12.0.6 Beta 1.11.1 1.11.3 1.11.4 1.13.0.4 Beta 1.13.0.2 Beta 1.12.1 1.12.0 1.13.0 1.14.1.2 Beta 1.14.0 1.14.30 Hotfix 1.14.60 Hotfix 1.16.0 1.16.1 1.16.10 1.16.20 1.16.40 Hotfix 1.16.100.59 Beta 1.16.100 1.16.200
Created Issue:
Directional block limits
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north or west.
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, or any placeholder block, with a slime block.
In gameplay
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
- Unresolved
- Open
- Unconfirmed
- Windows
- 1809 (17763.503)
- 1.11.3
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north or west.
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, or any placeholder block, with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north
or west.If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, or any placeholder block, with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the players foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, or any placeholder block, with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, or any placeholder block, with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while standing on the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while
standing onthe block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make a path/ area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the path about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make a
path/area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of thepathabout .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, etc.)
.If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to the player.
In depth
When the lower north-west portion of a player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under in the player's foot space (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the player's lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to
the player.In depth
When the lower north-west portion of a
player's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks underintheplayer's foot space(bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).If there isn't a block to interact with, different portions of the
player'slower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while the portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space, or any placeholder block, combined with a slime block.
In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while th
eportion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, a trapdoor placed at the bottom of a block space
, orany placeholder block, combined with a slime block.In gameplay
Another way to reproduce this is to make an area made of one block surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it.
In gameplay
Another way to reproduce this is to make an area made of one block (ie. planks) surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (ie. planks) surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug.
In summary
Blocks at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (ie. planks) surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (ie. planks) surrounded by another block (ie. grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
Directional blocklimitsDirectional-based improper block effects
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (
ie.planks) surrounded by another block (ie.grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks east (Z+), then less than 3 blocks south (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks
east(Z+), then less than 3 blockssouth(X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks south (Z+), then less than 3 blocks east (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In 1.13.0.9, most effects are fixed. Please read comment below.
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks south (Z+), then less than 3 blocks east (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
In 1.13.0.9, most effects are fixed. Please read comment below.
In summary
Block effects at the Lower South-East (X+, Z+, and Y-) override blocks closest to entities.
In depth
When the lower north-west portion of an entity's hitbox interacts with blocks while that portion is hanging off of the block's north or west edge, the next interaction point is chosen in this order: less than 3 blocks down (Y-), less than 3 blocks south (Z+), then less than 3 blocks east (X+); negating the actual closest block if it so happens to be anywhere north, west, or less than .375 blocks under the lowest point of the entity's hitbox (bottom trapdoor, carpet, scaffolding, repeater, comparator, composter, lily pad etc.) (Not a stonecutter, any slab, enchanting table, lectern, fence, wall, hopper, end portal frame, brewing stand, bell, campfire, cauldron, or daylight detector).
If there isn't a block to interact with, different portions of the lower hitbox are used until any block, including physics-less blocks (buttons, pressure plates, tall grass, vines, signs, water, lava, torches, fence gates, etc.) is found (If not, air could be used, making the stone sound, but I'm not sure.) This is easily reproduced with shulkers, boats, or a trapdoor placed at the bottom of a block space (but is possible with any placeholder block), combined with a slime block or farmland. Anything that counts as a block can be used, but slime blocks and farmland are easier since the slime block bounce effect and the farmland trampling effect occurs when the player "interacts" with it by jumping.
In gameplay
Another way to reproduce this is to make an area made of one block (planks) surrounded by another block (grass blocks). Run along the inside edge of the area about .3 blocks inwards, then run along the outside of it at the same distance. This should produce different/ unintentional sounds and particles of those two blocks.
In this video, I use trapdoors to allow entities (myself) to mimic sneaking off of a block to help with testing for this bug (a completely different issue, but still useful).
is duplicated by
Duplicate of MCPE-46706.
Thank you for your report!
We're tracking this issue at MCPE-46706. According to that ticket, most of the issues such as this one were fixed with the 1.13 release.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Hello,
I think we’re all familiar with hopper-minecarts pulling from other minecarts with inventory diagonally on X+1, Y+2, Z+1 going back years now MCPE-57637 and recently hopper-carts began going even more crazy with the fix for MCPE-54244 where new items in “infected” hopper-mc MUST be drained first.
I had done some reading and I believe the main reason behind this bug existing for so long is the lack of details on previous tickets to explain how serious this issue is and its connection and history of fixes I believe are related all together:
MCPE-57637, MCPE-54244, MCPE-80555, MCPE-94293, MCPE-59302, MCPE-68912
Lets start building:
1. Place chest and attach hopper to top side and then add 1 upside down slab to side of hopper and 4 more slabs to the other side to make flat surface for 3 activator rails.
2. Then place full block on top of slab furthest way from hopper and add redstone torch and repeater towards activator rails and place activator rails on 3 remaining blocks, on the full block, place lever on top and then place observer facing out and place lever on its face as well.
3. Add 2x2 inverted slabs on top of activator rail and place 4 detector rails on top of slabs, parallel to rails bellow.
4. Block each of detector rail exits with full blocks.
5. Add frames with items for orientation for example:
White – X=X, Y=Y+2, Z=Z; - Correct pull
Red – X=X+1, Y=Y+2, Z=Z; - 1 off to Right
Green – X=X+1, Y=Y+2, Z=Z+1; 1 off to Right and Bottom
Blue – X=X, Y=Y, Z=Z+1; 1 off to Bottom
6. Place hopper-cart on activator rail and use lever on observer to send a test pulse.
7. Place 4 remaining hopper-carts on top for each colour code in order: Blue, Green, Red, White.
8. Fill containers with matching colours
9. Use either of levers.
Experiment
Expected Results:
- On Pulse - Chest contain white wool
- On Switch – Hopper-mc pulls white wool from hopper-mc directly above it.
Actual Results:
- On Pulse – Chest contain blue wool
- On Switch – Hopper-mc pulled from each container above in the same order I placed them it. Blue, Green, Red, White
Additional Observation:
- For hopper-mc to pull white wool, red wool container must be empty; to pull red wool, green container must be empty; to pull green wool, blue container must be empty.
- This order is fixed. While white wool is pulled, if any other containers receive more wool, it will force pulling from that container instead. I assume
MCPE-54244is related to this. - Pull order is based on order in which hopper-minecarts were placed.
- If 2x2 square of hopper-minecarts cross chunk border the pulling hopper-mc would only remember order of those within its own chunk.
- Hopper-mc pushed towards brick wall pole is still able to pull diagonally. Tile-able designs require each hopper-mc to be placed individually and be equally pushed to the brick wall to prevent cross-contamination (very time consuming).
- Most effective way to keep hopper-carts pulling from Y+2 only was by having content in that container only when bottom hopper-cart is placed.
In summary:
Hopper-carts pull diagonally if given a chance to
Hopper-cart bellow can pull from chest-minecarts
Must pull in the same order minecart-containers above were placed – has the ability to prioritize pulling
Pushing towards brick wall did not affect pulling range
Also suggest that the source of the bug is a result of upper minecarts having their “collision box?” overlaying each other at the edge of scan from minecart bellow
Diagonal pulling only pulls from minecarts towards positive X Y Z and since I could not find any information as to how does hopper-minecart actually scans for target (mathematical formula), I can only assume this is caused by the lack of off-set for the calculation resulting in either bottom hopper-cart scanning extra area towards positive or hopper-cart invading scanned area of a hopper bellow with extra size towards negative. It could be both actually although I guess it is the second one.
I am aware that this could be considered a “duplicate” ticket and I really hope Moderators won’t close it so that players can find it and learn how to manage this diagonal pulling effect until developers can deal with it. I should probably point out that his is a new behaviour that I assume is the result of fix to MCPE-54244 and unresolved issue MCPE-57637 which exists for about 2 years now with label “won’t fix” or “work-as-intended” and now not only “can” pull diagonally but now hopper “must” stop pulling from hopper-cart directly above to pull from “infected” hopper-carts first if they have items inside.
This bug affects builds such as: Storage/item-transportation systems, Super-smelters which are the most complicated and time-consuming builds with practical application in survival worlds. It took me two days of experimenting in creative world with different combinations until I found a behaviour pattern that I want to share with you…
2 Clips attached and world in creative mode with example ready, one shows the “new” bug, the other solution – Make sure to focus on the order of hopper-carts being placed. (I am facing East on clips (X=X++))
That’s all I can do for now, I gathered the all information I could, so don’t hesitate to ask me any questions, I will answer as soon as I can.
Thank you very much for reading,
P.S. Ticket MCPE-46706 describes a behaviours which have very similar "angle" of operation - perhaps it is worth reading through as well.
I don't think that updating this ticket is a good idea anymore. The difference between MCPE-46706 and MCPE-64684, at this point, describes the same issue.
For example, the player can interact with a slime block if there is a short space (a trapdoor, carpet, repeater, comparator, the inside of composter, or lily pad) placed on top of the block, which also plays the sound that the slime block makes. Basically, since 1.13.0.9, all that remains is MCPE-64684, and since that ticket is already confirmed with an ADO, marking it as a duplicate of MCPE-46706 would be too cumbersome. The situation would be better if MCPE-46706 were marked invalid, fixed, or cannot reproduce instead.
As for the scaffolding issue, MCPE-53279 might have to be reopened.

In 1.13.0.9, all effects are fixed except "...less than .375 blocks under the lowest point of the entity's hitbox".
I've noticed that, at 2:38 to 2:43 in the youtube video you linked me to , that the sound and effect of the block seemed to be dependent on which one you were looking at. I don't know if this has any effect on the results, but try the procedure again, taking this into account.
At 4:36 the particles indicate some kind of discrepancy in the location of the player. Like with your boat collision report, I suggest getting a friend to observe the effects of these experiments. I can't say much more, except that this looks like the developers somehow figured out how to get computers to use voodoo.
Since 1.13.0.9, that video is mostly irrelevant now. The only issue that remains revolves around blocks that are less than .375 blocks tall such as trapdoors, carpets, scaffolding, repeaters, comparators, the inside of composters, and lily pads.
If I interpret this correctly this means MCPE-64684 is a duplicate/relative of this bug?
I don't think that updating this ticket is a good idea anymore. The difference between
MCPE-46706and MCPE-64684, at this point, describes the same issue.For example, the player can interact with a slime block if there is a short space (a trapdoor, carpet, repeater, comparator, the inside of composter, or lily pad) placed on top of the block, which also plays the sound that the slime block makes. Basically, since 1.13.0.9, all that remains is MCPE-64684, and since that ticket is already confirmed with an ADO, marking it as a duplicate of
MCPE-46706would be too cumbersome. The situation would be better ifMCPE-46706were marked invalid, fixed, or cannot reproduce instead.As for the scaffolding issue,
MCPE-53279might have to be reopened.