[MC-5961] Droppers and Dispensers aren't triggered by 1 or 2 tick pulses Created: 04/Jan/13  Updated: 07/Mar/13  Resolved: 07/Mar/13

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Snapshot 13w01a, Snapshot 13w03a
Fix Version/s: Snapshot 13w10b

Type: Bug
Reporter: Natron77 Assignee: Unassigned
Resolution: Fixed Votes: 1
Labels: None
Environment:

Windows 7, Java Version 1.7.0_09


Attachments: PNG File 2013-01-05_20.20.20.png     PNG File 2013-01-24_15.48.14.png     PNG File 2013-01-24_16.11.28.png     PNG File DispenserClock2.png    
Issue Links:
Duplicate
is duplicated by MC-7626 Dropper bug Resolved
is duplicated by MC-7628 Dispenser bug Resolved
is duplicated by MC-8236 1 tick Redstone Clocks Acting Strange... Resolved
is duplicated by MC-9054 Inconsistent behaviour with repeaters... Resolved
CHK:
Confirmation Status: Community Consensus
Game Mode: Creative

 Description   

Pulses of 2 or less ticks have no effect on dispensers

Repro Steps:
1. Create a 1 or 2 tick clock or pulse limiter, such as a loop of 2 Repeaters each on 2 tick setting. (see attached image)
2. Connect it to a dispenser and place some items in it.
3. Activate the clock/pulse limiter.

Result: No item is dispensed.

Expected Result: Any length pulse will activate the dispenser (which was the behavior prior to Snapshot 13w01a)



 Comments   
Comment by Anon Ymus [ 07/Mar/13 ]

Resolving as fixed, with MC-11189 detailing the new problem.

Comment by Anon Ymus [ 07/Mar/13 ]

(See MC-11189)

Comment by Kwin van der Veen [ 06/Mar/13 ]

This seems to be fixed in 13w10b. So dispensers and droppers both get triggered by 1 tick pulses and 1 tick clocks (2 ticks cycle), however a comparator clock only triggers them once if they are placed to close to the output of the comparator. I haven't tested good enough, but it seems that the dropper or dispenser has to be more than 2 blocks away from the block in front of comparator to get triggered multiple times.

Comment by Kevin f [ 24/Jan/13 ]

Using a clock that uses a 1 tick pulser from torches will cause a dispenser not to fire. When using a traditional 2 repeater method does work for me.

Comment by FireHunterX [ 08/Jan/13 ]

Also happens with Lamps.

The lamp is on for slightly longer than the pulse, so it always stays on.

Comment by Mlakuss [ 07/Jan/13 ]

In the last snapshot, you can use the comparator instead of a clock to activate the dispenser.

Comment by FireHunterX [ 06/Jan/13 ]

I'm attaching a screenshot of a configuration that works just fine without any sacrifice in speed.

Works as if it were only hooked up to the pulsing repeaters.

MAY TAKE A FEW TRIES AT FIRST! Just keep switching the delay on the repeater behind the dispenser.

Comment by FireHunterX [ 06/Jan/13 ]

The dispenser WILL activate with the first pulse, but it does not deactivate fast enough to be triggered by the second pulse.

Comment by Ryan Roberts [ 06/Jan/13 ]

I also found this. I even tried activating the dispenser with a button and had no luck. I am using 13w01b.

Comment by Shardner [ 04/Jan/13 ]

Power the dispenser and it will trigger with the pulse. it was that way before the snapshot in 1.4.6 so i don't know if its a bug or not

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