Andreas Pirker
- thjarkgh
- thjarkgh
- Europe/Stockholm
- Yes
- No
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While trying out the new snapshot I noticed that pistons seemingly randomly got stuck in extended position. With this I don't mean the usual "bug" exploited by several BUD-switches. In this case one could destroy all blocks around (I destroyed all blocks in a radius of 3 around them) place and remove blocks adjacent, power them and then remove the power source, ... there was seemingly no way to retract it, once stuck. I also could not make out any pattern which situation may cause this bug. Seemed to be completely random.
Edit 9th January 2013 9:40 AM:
Managed to recreate the issue! Posted screeshots how to recreate it!
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tried to recreate the issue today:
the lower picture shows the setup ... activation order: BACCBA caused the described bug yesterday, today it worked fine though ... maybe something system workload related?
OTOH: found two other bugs while testing: first picture: rapid toggling of the lever caused the sticky pistons to loose the sandstone blocks
second: found a way to recreate
MC-6624reliablytwo examples for the described completely stuck behavior (block updates won't change a thing)
just showing in one of the examples that block updates won't change the stuck status
A step by step description on how to recreate this bug!
A detailed step by step description on how to recreate this bug!
A detailed step by step description on how to recreate this bug!
A detailed step by step description on how to recreate this bug!
not entirely sure this is really a duplicate of
). Also in contrast to
MC-127as the SAME pistons (same world, same setup) work perfectly flawless in 1.4.6 and 1.4.7 only when I tried out the new snapshot in order to test how the redstone update would affect my redstone circuits the pistons suddenly started bugging out. So, at least this variation of the stuck pistons bug is definitely new in the snapshot 13w01b! (and completely breaking several of my mechanismsMC-127's description, this is not only a visual bug. These stuck pistons stop working at all. They have a complete physical hitbox, you can stand on; you can repower and remove power withtout any change of state and they are also not moveable by other pistons ... so, well not really sure these are the same issues :/