[MCPE-11953] Redstone torch timings are off by half a tick Created: 04/Dec/15 Updated: 28/Apr/16 Resolved: 09/Mar/16 |
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| Status: | Resolved |
| Project: | Minecraft (Bedrock codebase) |
| Component/s: | None |
| Affects Version/s: | 0.13.0 |
| Fix Version/s: | None |
| Type: | Bug | ||
| Reporter: | Matt S | ||
| Resolution: | Works As Intended | Votes: | 2 |
| Labels: | None | ||
| Attachments: |
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| Confirmation Status: | Unconfirmed | ||||||||
| Platform: | Windows | ||||||||
| Description |
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In PC, redstone torches change state when the block they are attached to has a change in signal longer than 1 tick (except for when that change in state is caused by the redstone torch itself, i.e. a short-circuit). In PE however, torches can change state when the block they're attached to has a signal change of 1 tick. The video demonstrates two examples of this in both PE (MCW10) and PC. https://www.youtube.com/watch?v=8vNeAsOgeyk To fix: torches should ignore any change in signal to their attachment block that is exactly 1 game tick or shorter (50ms or shorter), and only change state when the change in signal is longer than 1 tick. That way, a pulse that is 1.5 ticks or 2 ticks will affect a the torch, but a pulse that is exactly 1 tick or shorter won't, which is how redstone torches in the PC edition work. Edit: updated info, since redstone torches in the PC edition ignore any pulse that is 1 game tick or shorter and respond to any pulse longer than 1 tick, not just 1.5 ticks. |
| Comments |
| Comment by PHO [ 11/Mar/16 ] |
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Well... okay then. Thanks for your information. |
| Comment by [Mojang] MissMarzenia (Aleksandra Zajac) [ 09/Mar/16 ] |
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This issue was marked by developers as "As designed" |
| Comment by Katten [ 27/Jan/16 ] |
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Reopened. |
| Comment by PHO [ 27/Jan/16 ] |
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Attached an image pulser-and-latch.jpg Steps to reproduce:
What I expected: What actually happened: |
| Comment by Matt S [ 26/Jan/16 ] |
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This bug still exists in 0.14.0, and it still does not work as intended. |
| Comment by Matt S [ 13/Jan/16 ] |
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I agree with PHO. I clearly demonstrated in the YouTube video that there is a difference in how redstone torches work in PC and Pocket Edition, yet this issue is marked as "Works As Intended." If the intention is to get redstone working the same in PE as it does in PC, then this is certainly not working as intended, and is still a bug. |
| Comment by PHO [ 06/Jan/16 ] |
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Someone please reopen the issue, or tell us why it's an intended difference. I just can't stand getting it simply ignored and then permanently forgotten. |
| Comment by PHO [ 06/Jan/16 ] |
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Janosik closed this issue as "Works As Intended" with no explanation why it's intended. I strongly disagree with that because it's certainly behaving differently from the PC version, and since redstone mechanics is a really complicated system, having two different mechanics would not make things better. |
| Comment by Matt S [ 04/Dec/15 ] |
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This is exactly what's going on. Those really compact and impossible clocks where two torches are on the same block only work because the 1-tick pulse created by one torch is short enough to change the state of the other torch. |
| Comment by PHO [ 04/Dec/15 ] |
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Great. This may explain issues about weird behavior of torches, e.g. |