Talk:Sticky Piston

Merge Article With Piston
This article has pretty much the same info on it as Piston article, so I think it should be merged. It would make sense, and eliminate having to go to another article to read about Sticky Pistons.
 * It's a seperate block/data id. I see no reason to merge just because it's currently a stub (which is reasonable considering the patch isn't even out yet).  Both are Pistons but both behave differently. --Warlock 22:53, 28 June 2011 (UTC)
 * I agree with the original author of this topic. This should be merged. --SN777 Divinus 09:53, 30 June 2011 (MT)
 * Just include the sticky piston value under piston. It's function is the same aside from pulling. Crafting is simple enough as well. So, I would think this should be merged.--Cephaeus 17:16, 30 June 2011 (UTC)
 * They should merge when they are released. Mushrooms and Flowers have different IDs (36 and 37 for flowers, 38 and 39 for mushrooms) and they are in the same page. C ali nou - talk × contribs » 06:42, 29 June 2011 (UTC)
 * Mushrooms and Flowers are also damn near identical to each other (aside from appearance and minor differences with crafting). They all "do" exactly the same thing though (which is, make stew or look pretty and make dye). Sticky Pistons behave significantly different from regular pistons.  I just don't see a reason to bloat the already large Pistons article, which is only going to become larger once the things are actually released.  --Warlock 14:26, 29 June 2011 (UTC)


 * - As with the previous reasons, sticky pistons are just a derivative of the regular piston. There is no need to have separate pages as this only results in unnecessary fragmentation and hassles during info look-up. - Asterick6 07:04, 6 March 2012 (UTC)
 * — There is only one difference, and that is that they move blocks in two directions. A separate Sticky Piston article will always be either duplicating material of the Piston article or saying "It also moves blocks when retracting". For example, the sticky piston has statements such as that you cannot pull a jack-o-lantern with a sticky piston — but that is equally true of pushing. It is redundant and obscures a description of the commonalities. —kpreid 13:02, 6 March 2012 (UTC)


 * The first argument against it is correct, it is a seperate block id and therefore needs to stay on a seperate page. Would you put powered rails and dectector rails under just rails? --darkshadow9776 14:26, 8 March 2012 (EST)

Piston to piston
I noticed that there is a particular way in which two sticky pistons must be oriented to interact with each other. If they are paddle to base, then the sticky side won't pull the other piston from its base. However, if they are paddle to paddle, then you can get them to stay attached. Is this something that should be noted under functionality, or is this a bug?--Cephaeus 16:49, 30 June 2011 (UTC)


 * After more investigation, it's a matter of whether the pistons are extended. If the paddle of piston 1 connects to the base of piston 2, then piston 2 won't return with piston 1 if it is extended. Also, if you first retract piston 2, it will bring the block it is connected to with its paddle as normal, but won't retain its stickiness once you then retract piston 1. I suppose the default function of the pistons cannot affect the second block beyond it even if that block is another sticky piston. I suppose this is a method that could be used to make locked passageways because any piston cannot move an extended piston. --Cephaeus 17:07, 30 June 2011 (UTC)

Block Removal
Can we confirm that there's no way of removing a block from a sticky piston? My understanding is that other pistons could move them quite easily. If we cannot confirm, there's no point in having it in the article. Faren22 01:30, 16 June 2011 (UTC)


 * If you are referring to whether another piston could move the stuck block from a sticky piston, then I can say that it works. HOWEVER, if you put up the orientation of two sticky pistons sharing a corner (so they'll push in perpendicular directions while sharing the same block in the retracted position), then if you have both activated so that they're supposed to be extended (although one will be forced in a retracted state), then when you retract the extended piston, the block it was attached to will disappear. Also, the piston that should have been able to extend will visually glitch such that its paddle disappears. You can recover the paddle by changing the state of the extended piston or by destroying it. You cannot recover the block that it should be attached to. The same happens if the piston that started out in a forced retracted state is a normal piston.--Cephaeus 18:13, 30 June 2011 (UTC)

Possible Bug?
So I tried to re-create jeb's self revealing doorway using pistons. I did a simple test where a switch make a sticky piston push upwards. That would push another sticky piston, which with the help of a redstone diode would make the top piston push sideways. It worked fine, however I couldn't retract it back. When I flipped the switch off, the top piston came back the the bottom sticky piston didn't. It stayed it its "extended" form. Only then I placed an item in the same chunk did it "refresh" and the bottom one pulled back (sorta like how sugarcane without water will uproot when you activate redstone in the same chunk). So is this a bug? And how do I re-create jeb's house in the video the way he did in one swift motion? Jtlcr777 15:46, 30 June 2011 (UTC)
 * You do it like this mufu ;) – Flying sheep 19:17, 30 June 2011 (UTC)


 * Correct me if I'm wrong, but nowhere in the vid do I see pistons pushing other pistons. So it doesn't help me. Also its the piston mod, it would be different than the official pistons. Jtlcr777 20:43, 30 June 2011 (UTC)


 * Nvm, I found a way to get around it. I still think this might be a bug, if I need to "refresh" the chunk for it to work. Jtlcr777 00:01, 1 July 2011 (UTC)


 * How did you find a way around this? I was having the same problem; maybe we should mention this in the article.


 * I also have this issue. There are no redstone (any type) nearby and yet when I place the sticky piston, it extends automatically. I tried replacing the immediate surrounding stones with other blocks and torches, etc, and then trying again, yet nothing fixes it: it continues to extend; "magically" if you will. It was working perfectly before but then it stopped. What makes me confused is that there is nothing touching it (other than the cobblestone which it sits on [and even that I replaced to see if it would work]) yet it still extends. Guerrilla 23:19, 21 October 2011 (UTC)

Trap Hole
I have mad a trap using sticky pistons that has a top of 2x2 that drops whatever is on top below when applied with a redstone current. It is kind of hard to explain with text, but I was just wondering if and where I should post it, and how. FaithForHumans 00:11, 7 July 2011 (UTC)

Spikes?
Exactly where did you get the spike blocks from, as far as I know, they aren't vanilla minecraft. The line should be removed.--Kodiak42 16:29, 4 September 2011 (UTC)


 * It's an upcoming feature. Father  Toast  17:56, 4 September 2011 (UTC)

Sticky pistons detaching from their block is not a bug.
When a sticky piston is extended using a 1-tick signal, it leaves the block it was pushing in the pushed position instead of pulling it back. Giving it a 1-tick signal a second time lets it pull the block back. This appears to be not a bug but a feature and should therefor be moved to another section, although I currently can't think of any. The reason to move it is that this behaviour makes a vast amount of different circuits possible, but people won't use it because - since everybody thinks it is a bug - they expect it to be fixed at some point in time which would break the circuitry.

Citation: http://www.minecraftforum.net/topic/754464-smallest-t-flip-flop-works-in-100/page__view__findpost__p__9878355

CSammy 17:17, 4 December 2011 (UTC)

soulsand?
can thwe sticky piston push soulsand or break nether wart? if yes, then semi-automatic nether wart farms can be made