Jip
- BlackrockNL
- JIRAUSER555385
- Europe/Stockholm
- Yes
- No
Speed difference between the entities on top of the block and the moving block itself:
Entities and players will move slightly faster then the moving block below them when standing on top of it. This will not be noticable when standing on a moving block going back and forward. So you will have to use a flying machine or other contraption that moves in one direction only to reproduce this bug.
How to reproduce:
1. create a piston contraption that moves in one direction only (e.g. a flying machine.)
2. make sure there are at least 2-3 blocks in a row for the player to stand on this way the problem is better visualized.
3. Activate the contraption while standing on top of it or with an entity on top.Current outcome:
4. Observe the player or entity slowly moving forward relative to the contraption.
4.1. option 1: The player or entity will either stop at the edge and not move forward further when they reached the edge.
4.2. option 2: The player or entity will fall of the contraption at the front.Expected outcome:
5. The player or entity will move at the same speed as the moving block below them and their relative location will not change over time.Different tested situations:
- This happens in a singleplayer session
- This happens in a multiplayer session
- This happens with lan and xbox players that remotely joined the world
- This happens with all or nearly all entities but its safe to assume all entities are affected.
Examples:
Player sliding of a flying machine 1
Player sliding of a flying machine 2
Player sliding of a flying machine 3
Entity sliding of a flying machine 1
Disclaimers and other info:
- The other player gave me permission to use their username in the attached video.
- Please note that this bug report is different even though similar ones exist. These bug reports address either parity issues, client/server desync or clipping issues. While this one is about the speed difference.
Speed difference between the entities on top of the block and the moving block itself:
Entities and players will move slightly faster then the moving block below them when standing on top of it. This will not be noticable when standing on a moving block going back and forward. So you will have to use a flying machine or other contraption that moves in one direction only to reproduce this bug.
How to reproduce:
1. create a piston contraption that moves in one direction only (e.g. a flying machine.)
2. make sure there are at least 2-3 blocks in a row for the player to stand on this way the problem is better visualized.
3. Activate the contraption while standing on top of it or with an entity on top.Current outcome:
4. Observe the player or entity slowly moving forward relative to the contraption.
4.1. option 1: The player or entity will either stop at the edge and not move forward further when they reached the edge.
4.2. option 2: The player or entity will fall off the contraption at the front.Expected outcome:
5. The player or entity will move at the same speed as the moving block below them and their relative location will not change over time.Different tested situations:
- This happens in a singleplayer session
- This happens in a multiplayer session
- This happens with lan and xbox players that remotely joined the world
- This happens with all or nearly all entities but its safe to assume all entities are affected.
Examples:
Player sliding of a flying machine 1
Player sliding of a flying machine 2
Player sliding of a flying machine 3
Entity sliding of a flying machine 1
Disclaimers and other info:
- The other player gave me permission to use their username in the attached video.
- Please note that this bug report is different even though similar ones exist. These bug reports address either parity issues, client/server desync or clipping issues. While this one is about the speed difference.
I have a few cases to add, I assume they have the same reason:
I did not yet encounter the same issue on the x and z axis. But I really hope it will be fixed. I had to add delays of 10 ticks to all the death detect systems of my minigames to fix this. And in survival it gives many issues.
I have seen no cases of dying of falldamage btw what makes it more likely the player isn’t just left out of control where it was when the delay occurred.
(the glitch is visually visible on the server side at least)
I personally wouldn’t consider this a bug. The chest only become a double chest when they are next to each other in the source location.
When you clone the chests from 2 different location not next to each other they will not attach until the game is reloaded. This could be considered a bug. Never the less I have to say cloning double chest in one way or another is extremely buggy.
i have had trouble with them crashing like explained in
MCPE-98511Tho someone said it’s fixed in one of the latest betas.
Affects 1.19.51
And this is also a problem with custom blocks with "material_instances" set to "blend"
In addition to this, when the player jumps when standing on a flying machine they will be pulled back to their previous location when trying to jump, this is not always the case more like a 1/5 chance. I can imagine this happening when moving exactly when one of the two movement ticks occur. I originally thought this was related to desync issues with the server having a different location than the client, but the movement of the piston canceling player motion doesn’t sound improbable. Should I add this to the bug report or do you think this is unlikely to be related?
We might be able to mark yours as additional information to this post, since it’s probably caused by the same issue, also, I never reported the jumping issue seperately in the end.