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Removed section on moving blocks with items fixed to them[]

I removed this section from "Uses of 0-ticking":

=== Swapping blocks ===
Let's say you have a item frame against a block and you want the supporting block to be swapped with a new block, without breaking the item frame. This is impossible to do under normal circumstances, but if you place the new block next to the one you want changed and use a 0-ticked piston to push it into place, the item frame won't break. This is because the blocks are shifted so quickly that the item frame does not have the chance to realize the attachment block moved, so it remains attached to the new block. This works for any entity that is placed against a wall, such as a painting. [verify]

In my own testing using torches instead of item frames (item frames are a bad example because they do not break when the block they're placed against moves), I was unable to reproduce the effect. I tried several different types of 0-tick clock including the one given in this tutorial and an observer-based one, and I could not get the torch to stay when the block moved. --Runamucker (talk) 16:16, 31 May 2019 (UTC)

Major rewrite[]

This page previouly only showed one specific 0-tick generator and did not even mention chaining. I updates this so it contains much more modern 0-tick knowkege such as alternative generators, 0-tick chaining, and 0-tick repeaters. However, understanding any amount of 0-ticks requires basic knowledge of block events and tileticks which this wiki does not mention. --User:Alugia7

Bedrock Edition[]

Some or all zero-tick mechanics have been added to Bedrock for parity with Java. More research needs to be done, I am utterly unfamiliar. ChainSwordCS (talk) 06:46, 7 June 2021 (UTC)

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