Yeah, the door code is a bit fucked up in all honesty.jorgebonafe wrote: Anyway, to get the thread back on track :P I tried the repeater fix on the door, worked like a charm. Guess that means more cool traps on smp :P Can't wait to try that for real
What happens is this:
Redstone wire sends notifications up to two blocks away when it is powered. I guess this is to support indirect powering and such.
The door gets this notification, two blocks away and says "oh! I am receiving a notification of change in state from a redstone element!"
So it then checks if it is being powered, but since the wire is two blocks away, it's not powering it, and the door treats this as if it had just turned off and is directly neighboring it, so it closes. Obviously, this is fucked up :)
What the door really needs to do is keep track of its power state internally in its meta-data and separately from its open state. It should only be reacting to changes in redstone elements when its new power-state differs from its old one.
This is just a straight-up vanilla bug. The thing is, I think it's so obscure in regular play, that it probably hasn't even been noticed. I still haven't decided if I'm going to fix it though, as I'm not sure it warrants an additional base-class mod to do this. Then again, it's probably pretty rare that mods change the door code.