Hoppers can magically suck items that are beside and below them
Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.
Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.
Additional information:
Using the lever to disable the hopper is not necessary to cause the bugged behavior. If you don't use it, the item still drops to the ground but gets sucked by the hopper when the button deactivates instead. I added the lever to show that it doesn't matter how long the hopper remains disabled, it will still suck the item when it becomes enabled again.
I originally discovered this bug in the context of a honey farm. If you replace the planks with a beehive, you'll have the core of such a farm and its structure is something a lot of people would intuitively choose. So while this bug may seem esoteric, it isn't necessarily so.
Although I didn't have any trouble reproducing this bug, it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone components a few times to reproduce it.
Created Issue:
Hoppers can magically suck items that are beside and below them
Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Although I didn't have any trouble reproducing this bug, it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone componentsa few times.
Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Although I didn't have any trouble reproducing this bug, it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone components a few times to reproduce it.
Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Although I didn't have any trouble reproducing this bug, it couldplausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone components a few times to reproduce it.Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Using the lever to disable the hopper is not necessary to cause the bugged behavior. If you don't use it, the item still drops to the ground but gets sucked by the hopper when the button deactivates instead. I added the lever to show that it doesn't matter how long the hopper remains disabled, it will still suck the item when it becomes enabled again.Although I didn't have any trouble reproducing this bug, it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone components a few times to reproduce it.
relates to
Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Using the lever to disable the hopper is not necessary to cause the bugged behavior. If you don't use it, the item still drops to the ground but gets sucked by the hopper when the button deactivates instead. I added the lever to show that it doesn't matter how long the hopper remains disabled, it will still suck the item when it becomes enabled again.
Although I didn't have any trouble reproducingthis bug,it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, youmighthave to break and replace various redstone components a few times to reproduce it.Under the right circumstances, a hopper can suck an item entity that is beside and below it. The behavior is triggered by precise timing of a redstone signal applied to the hopper.
Screenshot and demo world are attached.
Steps to reproduce:
- Open the attached world.
- Flip the lever down to activate/disable the hopper.
- Press the button on the quartz block. This activates the dispenser and hopper together, which seems to create the precise timing condition. The dispenser shoots an item into a solid block, and the block pushes it out the side where it falls to the ground.
- Wait several seconds, observing that the item floats in the expected way.
- Flip the lever up to deactivate/enable the hopper.
Expected result:
The item remains on the ground since it's not in a position where the hopper can suck it.Actual results:
As soon as the hopper is enabled, the item disappears. Inspecting the chest shows that it was sucked by the hopper and then pushed into the chest.Additional information:
Using the lever to disable the hopper is not necessary to cause the bugged behavior. If you don't use it, the item still drops to the ground but gets sucked by the hopper when the button deactivates instead. I added the lever to show that it doesn't matter how long the hopper remains disabled, it will still suck the item when it becomes enabled again.I originally discovered this bug in the context of a honey farm. If you replace the planks with a beehive, you'll have the core of such a farm and its structure is something a lot of people would intuitively choose. So while this bug may seem esoteric, it isn't necessarily so.
Although I didn't have any trouble reproducing this bug, it could plausibly be dependent on redstone update order, which I couldn't control. If it doesn't behave as described above, you might have to break and replace various redstone components a few times to reproduce it.
relates to
Exact same problem as https://bugs.mojang.com/browse/MCPE-46746
Happens in 1.15.0.51 also but it's the exact same issue as
MCPE-46746(Duplicate)
Ok, so at least it relates to
MCPE-46746So this issue happens in 1.14.30 hotfix and 1.15.0.51 also.
1.15.0.54 also
1.15.0.55 also
1.16.0.53 also
1.16.0.55 also
1.16.0.57 also
I think your setup and experience duplicates MCPE-58866. When testing that one I found that a dispenser facing downwards into a solid block (such as a beehive) will glitch items out the side of the block, not through the block into a hopper. I suggest you try a different design.
Also take a look at the comment on MCPE-60178. Items that glitch through blocks appear to be located in different positions than where they actually are. That is why you can't pick up those honey bottles by hand.
While trying to reproduce this bug in 1.14.20, I discovered more details.
I was able to reproduce a dispenser ejecting a bottle that (apparently) cannot be picked up only when:
- The dispenser is pointed downwards into a solid block.
- The dispenser is surrounded by some kind of block on all 4 sides.
- The block to the west (-X direction) is a solid block.
- The block to the east (+X direction) is a hopper.
With this setup the dispenser will appear to eject an item down and to the east that cannot be picked up by the player or hopper. The reason it cannot be picked up is explained by Pho's comment on MCPE-60178: the item appears in a different location than it actually is. The actual location is inside the the hopper to the east of the dispenser, trapped up against the side of the dispenser. If you break that hopper, you will see the item disappear from the ground and fall from where the hopper was. Or, you can pick the item up by stepping down into the top of the hopper, or by walking into the blocks directly to the north or south of the hopper (so that the hopper is at your waist, face, or over your head to the north or south).
With any other setup in which there are blocks on all 4 sides of a dispenser and at least 1 of them is a hopper, and the dispenser is pointed downwards into a solid block, the ejected item (and its shadow) will be partially visible inside the hopper block.
Thanks to Charles Terry for uploading the pics that show hoppers on the east side of the dispensers and solid blocks on the west.
Forgot to mention explicitly that the bug in 1.14.30 occurs from both the 3x3 and the 2x2 grids.
Also, it occurs to me that the behavior here of overwritten outputs that with successive iterations cause the entire player inventory to be glitchy, might be the result of a client/server disagreement, like what is happening with dispensed items in MCPE-60178.
When you activate the dropper, the dropper in turn activates the dispenser, so the dispenser immediately ejects the transferred bottle. Note that according to the wiki:
A dropper is an opaque block, so powering it directly can cause adjacent mechanism components (including other droppers) to activate as well.
You can confirm this is what is happening by putting any item into a dropper that points upward into a dispenser, where the dispenser faces into a solid block that is on top of a hopper. Powering the dropper will cause the dispenser to eject the item, and the item will glitch out to the side of the dispenser face, or backwards if the sides are blocked.
Before 1.16 the dispenser would have ejected the item inside of the solid/full block (or beehive) and the item might have been collected by the hopper or glitched into the space of the hopper block without being picked up. In some cases that led to the buggy behavior described in MCPE-58866 and MCPE-60178. Since 1.16, dispensers no longer eject items inside of the blocks next to them, but instead just against the surface of those blocks, so the items will no longer pass through those blocks.
In your video, since the dispenser has the beehive in front and glass blocks against its sides, the bottles try to glitch backwards, and they are stopped by the edge of the repeater.

While doing some experiments I found something you missed.
It has nothing to do with ticking order.
Try signaling only the dispenser while the hopper is disabled, by moving the block with a button on top of the dispenser. You can still reproduce the issue.
It's actually a disagreement about the location of dropped items.
If you try to pick up items dropped on the ground, you'll notice you can't. But if you break the bee hive and stand on top of the hopper, you magically pick up the item on the ground. This means the server thinks the item is inside the bee hive (or the hopper), but the client thinks of something else.
An interesting thing happens when you try to push an empty space on the hopper with a piston.
Place a piston horizontally facing the bee hive, break the bee hive, then activate the piston. The item dropped on the floor somehow teleports onto the hopper, then gets pushed out again. After that you can pick it up as normal.
I think thatMCPE-58866,MCPE-60159, andMCPE-62215are essentially duplicates of this report, because they describe honey bottles appearing next to or inside hoppers that cannot be picked up, just as Pho describes the comment above. All are experiencing the same mechanics of hoppers not collecting items dispensed into a solid block above them.MCPE-58866reports the bottles not being able to be picked up, this report describes the bottles being magically picked up.MCPE-62215mentions a similar bug in the Java Edition that was recently fixed,MC-165695, so this is also now a parity issue.I have found with further testing that the observed behavior described in this report only occurs if:
When either of these conditions is not met, the item will not appear to glitch out to the side, and its shadow will be seen under the hopper.
Note that the difference between
MCPE-58866and this report derives from whether the dispenser is aimed into the side of a solid block (this report), or into the top of a solid block (MCPE-58866).This is not the same issue as
MCPE-46746. This report is about the visual glitch that occurs when you dispense items directly into a solid block that is above a disabled hopper.MCPE-46746is about items ending up inside a solid block above a hopper when broken by a piston from a block next to the solid block. In both cases the ability of a hopper to suck items from the block space above it is part of the demonstration, but that is just what hoppers do by design.(Tested before reported - from 'Technical Bugs List' https://docs.google.com/document/d/1nziKYzCr4pBdCRj2gIMlfr9MVdWHd6HyafdiBHx9F0c/edit)
This issue happens in 1.15.0.53 also.
1.16.0.61 also
Fixed in 1.16.0.63!
Confirming this is fixed in 1.16.1, albeit indirectly. Dispensers simply no longer eject items into solid blocks. The items immediately glitch out to the north or west instead of beginning inside the solid block.