Tanisha Angelia
- shadowtani
- shadowtani
- Europe/Stockholm
- Yes
- No
1 issues
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Tanisha Angelia, is this issue now fixed or still open?
Tanisha Angelia, please do a re-test in 18w20b







Based on the "ticking entity" error - this could possibly be a dublicate of issue:
MC-1661which is already fixed for 1.4.4From how I see it Mojang can only fix this efficiently by adding a pipe system for the hoppers. Otherwise we just have to avoid using compact designs.
@Xavier It would be better and more organized to have a pipe and filter system if you wanted to separate contents. I vote for this as a bug in the sense that it's an undesired behavior.
The hoppers under a bed thing is clearly a secret feature to suck the soul out of the player and create a Herobrine. x3
Duplicate of
MC-6038. It isn't a bug, the hopper retrieve items from the object above it automatically which is how they are supposed to work.The best solution for achieving what you are trying to achieve would be to have a pipe system so you can avoid stacking the hoppers under each other; maybe Mojang will add this together with filter objects such as a filter hopper and a filter pipe (can hope), if not, then compact and complex hopper designs won't be possible, and sadly neither automatic item sorting.
Just wondering, wouldn't it made sense to allow a hopper to be able to add coal to a Minecart Furnace as well? If you guys really are planning to expand their usefulness at one point (heard rumors about it) then having the possibility to make automatic fuel stations for them would be lovely. :3
I found this behavior to be undesirable as well.
Personally for me it would be more useful to have a system that showed how many slots where free, ignoring stack values completely, but I'm aware that those wanting more detail wouldn't be happy about that - but throwing it out here in case there's a chance for having both type of checks.
Can confirm, a hopper has the same effect as a chest when placed in the furnace fuel slot. Processes 1 1/2 items.
Not sure if intentional as it is made of a wooden chest in the recipe, however, it is clearly more of a stone item in appearance making this "feature" appear odd.
Take note that a tool made from wooden sticks and stone, iron, gold or diamond do not burn in the furnace, only purely wooden tools can be used as fuel. So from the point of consistency with other items I voted for this as a bug. Similarly a storage minecart can't be used as a fuel.
However, oddly enough, a boat and a wooden door can't be used as fuel either - might want to reconsider those as well. Not that anyone would likely use those ingredients much anyway though, lol.
@Kumasasa You are misunderstanding the issue; it's not a comparator problem as he isn't trying to check for chest fullness. A trap chest also gives off a redstone signal equal to the amount of people looking into it and he apparently expected the hopper to trigger the same behavior as a player opening the chest would have had.
In this regard, this is not a bug, but works as intended - though it could be seen as a possible exploit by griefers to loot a trapped chest through the use of a hopper. So I dunno if it should be considered or not after all.
@Anon I see the problem, it would been easily resolved if we had a power source with a power output that could be modified, then you could added those as a one signal B input to those comparators and it wouldn't been an issue anymore. Any current solution would make it rather hard if not impossible to get a compact design. :/
But I'm more in favor of filter hoppers and filter pipes to begin with which would allow for even more sophisticated sorting devices as you could side step the technical issues in favor of contraption feature complexity and elegance.
@Corgano - of course, we're not saying to remove everything that goes on top, such as rails. However, that doesn't necessarily mean it's logical for everything else to go on top.
I disagree that redstone is required to go on top as that doesn't affect any mechanisms other than the possibility to make them more compact, which isn't critical. Weighted pressure plates on the other hand has a very good use on top of it because it can be used as an alternative method to detect if the hopper is full and similar contraptions.
So in short, rails and weighted pressure plates need to be place-able on the hopper at least.
OK, that's true, I didn't think about the quantity difference. Still that only solves the potential undesirable situation. I still find the recipe odd however, as it differs from the other redstone based rail recipes (an inconsistency). :/ The mods can slap a "works as intended" on this if they want, but I'll probably continue to nag about it on the forums. ;P
That might be possible, and I hope so. Recipe inconsistencies probably just bother me to an OCD-like level due to me not using the wiki the first months I played Minecraft. xD Yes, even if the recipe is so simple you can't possibly miss it when you make rails, oh well. :/
Duplicate of
MC-66970- the bug also affect fence/gate textures and redstone circuits among otherIt's a shame this feature apparently got repealed. It's not the developers that added that code that is bad, if anyone is bad here then it is this user who uses blacklisted servers and his biased programmer friend. The developers should have held their ground and addressed this issue as "works as intended" and not "fixed" it. These servers are in violation of the EULA and should not be accessible from the legal vanilla client. It's not like these servers can't just provide their users with hacked clients anyway, but then at least the users become more aware they are contributing to an illegal part of the community.
The only issue here is that a more appropriate error message should been displayed and not a default disconnection message.
Now that they are having villages generate with grass paths rather than gravel roads this issue need fixing more than ever...
Can confirm the issue remains in 18w16a, though I personally only experienced noticeable FPS drop with the Soul Sand. The problem persist without much improvement even if I disable particles in the options though, so issue may go deeper than just the particle spam itself.
Edit: Issue still in 18w19 updates (tested on both a and b). I still do not experience any issue with the magma blocks, so perhaps those have been fixed? But 6-9 Soul Sand bubble columns will [when I'me near their area] cut my FPS in half, make gameplay jerky and slow (even with FPS still over 60), and make all sounds get cut off. Similar game behavior can essentially be achieved with a mob farm getting crowded with dozens of mobs.
Edit: In 18w20a the Soul Sand performance seems to have improved, but is still not as optimized as the magma block seems to be, but at least now you can use one block without it causing any noticeable stutters.
Found the treasure at 409 58 169.
It seems this issue is fixed in 18w19 (tested in b): slabs can be individually waterlogged by using a bucket with water on them, but won't get waterlogged from having water flow into them.
The most ideal behavior in my opinion though was how the water behaved around that fence shown in the Update Aquatic trailer, where the water flowed through the fence without waterlogging it, I do hope that water behavior is still in the cards for 1.13.
Yes really, I don't know what's going on at your end; if you use that seed to create a new world, teleport to the location and dig down to the coordinate I gave you the chest should be there. If you share your world with other people, then take note that the same treasure map will be generated several times for that one treasure chest, so someone else may have dug it up before you. Otherwise I dunno.
Was the version always the same for that world, or did you update that world from a previous version? As another possibility is that the area simply was generated in a version that didn't have buried treasure chests yet, or some other update conflict like that have occurred.
It's not impossible that there may have been a bug or other form of hiccup having happened in your game though, but the devs really need to be able to reproduce the issue to be able to do much unfortunately. :/
Unless there's some technical differences to why the soul sand block can't be as optimized as the magma block, then no, it's not solved.
Neko, in what way isn't it fixed in 18w20? Slabs will no longer be waterlogged from simply having water flow into them, which this issue was about. Beyond this waterlogged slabs seem to follow regular water source block rules identically. Thus I'm not sure what specifically you feel remain broken? I'm asking so that I'll know what to look for in the future.
Can't the Golem farms be reworked? Because the way the Golems spawned before was super annoying. Especially since the half-slab spawning affected everything from farm tiles and dirt roads to glass blocks, which means even the default villages was affected (and that's really not desirable).
Can replicate in 1.19; foxes will not harvest berries that are planted on farmland or mud. They will harvest the berries one time if dropped onto the berry bushes, but not beyond that. I made three berry farms side-by-side, one using mud, other farmland dirt, and the last grassy dirt. The foxes in the mud and farmland area would not continue to collect berries beyond the initial bush.
At first glance it may seem intentional, but then I gave it more of a thought.
If the copper bulb's aren't waxed then by the time the player discover the trial chamber naturally (e.g. through spelunking and mining) it's very possible all of them will have grown dim from oxidation, this begs the question: why generate the structure with copper bulbs of different stages of oxidation if the player are less likely to find the chambers in that state to begin with?
Part of the atmosphere and challenge of the trial chambers are to brighten dimmed bulbs, but having the trial chambers generate with all the copper bulbs waxed won't conflict with that, instead it'll preserve the chambers as they were generated until the player is able to discover them.