Nikolay
- nik115
- nik115
- Europe/Stockholm
- Yes
- No
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls vertical
lyit destroys the front end of cannon. When one or more TNT is placed and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens a random times, it may not do this for 10 tries in a row. When it the cannon fires without problems, water runs down.look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens a random times, it may not do this for 10 tries in a row. When it the cannon fires without problems, water runs down. The Charge's components are lit simultaneously.
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens a random times, it may not do this for 10 tries in a row. When it the cannon fires without problems, water runs down. The Charge's components are lit simultaneously.
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens a random times, it may not do this for 10 tries in a row. When
itthe cannon fires without problems, water runs down. The Charge's components are lit simultaneously.look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components are lit simultaneously.
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot.
TNT Charge destroys blocks at random times when Shot is placed free, but holding liquid and is lit exactly 4 sec after Charge is lit.
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot.
TNT Charge destroys blocks at random times when Shot is placed free, but holding liquid and is lit exactly 4 seconds after Charge is lit.
look at pic: the Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot.TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot.
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around some TNT to straighten the TNT falling)
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around
some TNTto straighten theTNTfalling)TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. All of this happens at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec.
All of this happensat random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 1 (in yellow) and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT
1 (in yellow)and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT)
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT as shown in the reproduction images)
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TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT as shown in the reproduction images) Water does not have to be used: if you replace the stone with obsidian or bedrock, once in a while you may get your repeaters or wires destroyed AND the TNT shot will either go too far or just a few meters.
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT as shown in the reproduction images) Water does not have to be used: if you replace the stone with obsidian or bedrock, once in a while you may get your repeaters or wires destroyed AND the TNT shot will either go too far or just a few meters. The more TNT you use for the charge, the more likely it will bug out.
TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT as shown in the reproduction images) Water does not have to be used: if you replace the stone with obsidian or bedrock, once in a while you may get your repeaters or wires destroyed AND the TNT shot will either go too far or just a few meters. The more TNT you use
for the charge,the more likely it will bug out.TNT Cannon. The Shot is placed adjacent to the water and next to where the Charge will be, therefore holding the water there. The following happens when the shot is lit exactly 4 sec after charge is lit: When more than one TNT falls from a vertical stack, it destroys the front end of cannon. When one or more TNT is placed after TNT 2 and is lit horizontally, it destroys front of cannon. Timing between Charge and Shot: 8 untouched repeaters, 8 fully delayed repeaters. that is 4 sec. The glitches happen at random times, it may not do this for 10 tries in a row. When the cannon fires without problems, water just runs down. The Charge's components: TNT are lit simultaneously. This is a regular TNT cannon except: the Shot is directly in front and is holding the water, the lit TNT charge is therefore next to the Shot. (the cannon is supposed to have some blocks around the charge to straighten the falling TNT as shown in the reproduction images) Water does not have to be used: if you replace the stone with obsidian or bedrock, once in a while you may get your repeaters or wires destroyed AND the TNT shot will either go too far or just a few meters. The more TNT you use at point blank to the shot, the more likely it will bug out.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one. The delay amount is insignificant. This may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one
. The delay amount is insignificant. This may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. This may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. Th
ismay happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and
destroy. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and sometimes destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and
sometimes destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is insignificant in either contraptions.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out, and testing whether a liquid is significant may require toggling the damage of one TNT and repeating the test.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out
, and testing whether a liquid is significant may require toggling the damage of one TNT and repeating the test.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage.
TNT randomly glitches out of water and destroys blocks when two TNT are symmetrically pushedtogetherinto one place by pistons, unless blocks are used between the pistons and the TNT, *and* there is a time delay.TNT randomly glitches out of water and destroys blocks when two TNT are symmetrically pushed sumultaneously into one place by pistons, unless blocks are used between the pistons and the TNT, *and* there is a time delay.
TNT randomly glitches outof water anddestroys blocks when two TNT are symmetrically pushed sumultaneously into one place by pistons, unless blocks are used between the pistons and the TNT, *and* there is a time delay.TNT randomly glitches out and at random times destroys blocks when two TNT are symmetrically pushed simultaneously into one place by pistons, unless blocks are used between the pistons and the TNT, *and* there is a time delay.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. (this glitch does not work with only one side or one piston)
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. (this glitch does not work with only one side or one piston). The picture showing the glitch... TNT will still bug like that if the pistons were delayed.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. (this glitch does not work with only one side or one piston). The picture showing the glitch... TNT will still bug like that if the pistons were delayed more.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT.
(thisglitch does not work with only one side or one piston). The picture showing the glitch... TNT will still bug like that if the pistons were delayed more.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out and at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. Also, glitch does not work with only one side or one piston.
Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out
andat random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. Also, glitch does not work with only one side or one piston.Whether there is a time delay or not, two TNT symmetrically pushed together onto one place by pistons will cause TNT to bug out AND at random times destroy blocks. Placing blocks between the TNT and the pistons only changes the situation when there is a time delay: one piston completes it's job before the other one, and the delay amount is insignificant. The glitch may happen randomly but will glitch more times than not glitching. The glitch's independence of time delay for the pistons only, may be another bug. The use of a liquid is probably insignificant in either contraptions, although when the glitch decides to destroy blocks, it does so only at times when the bugging TNT is not on top or is at least not visible. This may be because it goes underground where it explodes. It looks as though only one TNT bugs out based on the damage. The plates of the pistons at times, ignore the TNT. Also, the glitch does not work with only one side or one piston.
windows 7, java v. 7
,update 13windows 7, java v. 7: update 13
*New* repeater timing malfunctions in parallel and series circuits
windows 7, java v. 7: update 13, java 7: update 17
windows 7, java v. 7: update 13, java v. 7: update 17











Brilliant setup, thanks for helping me with some of the bugs I really care about.
Yes, I've changed it to 1.5 Minecraft as well, where TNT still bugs out and will at random times destroy the little machine. I use sticky pistons to be able to move the blocks back faster and repeat. (Both kinds of pistons have the same result) I realize repeaters may not run in sync, this TNT/piston bug does not care if repeaters are used, except for the time delay repeater which is used to fix the problem... along with the blocks between the pistons and the TNT.
Yes, I've changed it to 1.5 Minecraft as well. I made a new machine where every TNT goes through the same number of repeaters, when lit they have an explosion time difference. Please let me know if you think it's the lengths of the redstone wire... I will test that too.
Yes, I've changed it to 1.5 Minecraft as well. The TNT still at random times destroys the cannon by using these charge combinations: 1&2, 2&3.
wowowowowowowowow awesome I love it
I really hope this works as intended, it's in my favor.
Maybe you guys can tell me what I can help you with, like recreating or making videos of my three bug reports. Anything to help because these 3 bugs are are screwing with this big project I want to do. Please take a look and see what you can do. I do apologize.
Where do I go to issue something other than a bun on this great site?
Apologies, I can't keep up the good work of bug reports, I forgot my Jira
account and want to unsubscribe from updates. Thanks.
On Sun, Dec 6, 2015 at 12:01 PM, [Mod] Kumasasa (JIRA) <bugs@mojang.com>
wrote:
> [Mod] Kumasasa
> <https://bugs.mojang.com/secure/ViewProfile.jspa?name=kumasasa> resolved
> an issue as Awaiting Response
>
> Is this still an issue in the current Minecraft Snapshot 15w49b 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.
> Minecraft <https://bugs.mojang.com/browse/MC> / [image: Bug]
> <https://bugs.mojang.com/browse/MC-11449>
MC-11449> <https://bugs.mojang.com/browse/MC-11449> Repeaters update very
> differently <https://bugs.mojang.com/browse/MC-11449> Change By: [Mod]
> Kumasasa <https://bugs.mojang.com/secure/ViewProfile.jspa?name=kumasasa> Resolution:
> Awaiting Response Status: Reopened Resolved [image: Add Comment]
> <https://bugs.mojang.com/browse/MC-11449#add-comment> Add Comment
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