[MCPE-14026] Comparator based Analog Memory Circuits lose signal OnGameLoad Created: 01/Apr/16 Updated: 11/May/17 Resolved: 15/Oct/16 |
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| Status: | Resolved |
| Project: | Minecraft (Bedrock codebase) |
| Component/s: | None |
| Affects Version/s: | 0.14.0, 0.14.2, 0.14.3, 0.15.0, 0.15.4, 0.15.90.2, 0.15.10 |
| Fix Version/s: | 0.15.90.8 |
| Type: | Bug | ||
| Reporter: | Jason Welbourne | ||
| Resolution: | Fixed | Votes: | 9 |
| Labels: | redstone_comparator | ||
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| Confirmation Status: | Confirmed | ||||||||||||
| Platform: | Phone - Android - LG Nexus 5 | ||||||||||||
| CHK: | |||||||||||||
| Description |
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Memory cells made with comparators lose their signal state when you close and reopen a world. This is not obvious though, because they are drawn as if they retained their signal state up to any device which measures the signal state such as a repeater or a redstone lamp. The comparators and redstone which comprise the memory cell as well as all redstone leading away from the memory cell continue to appear as if the signal state is still as it was. I tested the behavior on the Minecraft PC, which, in contrast, retains the signal state as expected. |
| Comments |
| Comment by Zeb [ 10/Oct/16 ] |
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EDIT: I was wrong, it was not fixed in 0.15.10. I was not testing the bug properly. However, I performed a proper test and the bug IS fixed in 0.15.90.8. |
| Comment by [MCPE Mod] Dr.Awesome4333 [ 07/Sep/16 ] |
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I will just report my issue as a different ticket then if it is not already done so as my bug seams ro be with chunk borders. |
| Comment by Jason Welbourne [ 06/Sep/16 ] |
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Some tentative testing on 0.15.90 build 1 seems to have this issue fully resolved. I was also unable to recreate the issue David mendenhall described. |
| Comment by [MCPE Mod] Dr.Awesome4333 [ 04/Sep/16 ] |
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Oh and it was 0.15.90.2 |
| Comment by [MCPE Mod] Dr.Awesome4333 [ 04/Sep/16 ] |
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I have gotten a block of redstone behind a rcomparator and upon the world loading the comparator was no longer powered by the block of redstone. I jad to remove/place the block again for it to become powered again. |
| Comment by Jason Welbourne [ 14/Aug/16 ] |
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Effects 0.15.6 |
| Comment by Jason Welbourne [ 08/Aug/16 ] |
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I have built an empty flat world with a minimal test case for this issue. Will be happy to upload if it will help. Also, fixing this issue should be pretty easy. The game is rendering the Redstone as if the state is stored properly, so the correct data is there somewhere. Just add a loop at the end of world load to look for these circuits and manually set their signal strength to the value that's being rendered. If it isn't being solved because that solution lacks the genericity to satisfy some sort of intellectual finesse, then yall are really just holding back features for the wrong reasons. |
| Comment by Jason Welbourne [ 08/Aug/16 ] |
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This issue still impacts 0.15.4 on android |
| Comment by AMAN4700 [ 08/Aug/16 ] |
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Please respond and add the current version if you can reproduce this issue. |
| Comment by PHO [ 07/Apr/16 ] |
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Still affects 0.14.1. |
| Comment by Jason Welbourne [ 01/Apr/16 ] |
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The screenshots are kind of random but I was trying to locate each area that was misbehaving at startup. In this case, the isnt critical. The device starts out in a bugged state, but once it is properly used the first time, everything corrects and stays that way until the game is reloaded again later. There are, however, some builds that I have had to backburner because this issue is keeping me from implementing persistant analog memory short of converting everything to binary for persistence and back into the analog circuit on world load. A tour of the different issues: 1) At the large displays, on world load, they are always blank, no matter what their state was prior to closing the world. So I see comparators in subtraction mode ignoring their side input for some window after startup. It could be because the signal has not been constructed yet, or because they arent yet listening. Comparators in either mode also seem to lose some ticks at startup, which is sufficient to destabalize a memory cell. |
| Comment by PHO [ 01/Apr/16 ] |
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I tested the memory cell and found that the glitch occurs with probability 100%, and block update does not recover the memory cell from the glitched state. So there are actually 4 cases, not 3. And there is a difference between my 3 cases and Jason's cell case: in all of my 3 cases comparators are activated by measuring non-empty containers, and in Jason's case they are activated by powered opaque blocks or redstone dust. (Yes, exactly the same glitch occurs when you replace those opaque blocks with redstone dust.)
That will surely help but if you can post a screenshot it will be easier to test. |
| Comment by Jason Welbourne [ 01/Apr/16 ] |
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I was going to say that I have never seen the other two scenarios, but I have a world that may demonstrate all 3 in a way that makes it easier to figure out the circumstances and mechanics of each. Is it ok to post a world zip? |
| Comment by PHO [ 01/Apr/16 ] |
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"Relates to"
As far as I know, the third case, reported by this issue, has the lowest probability to happen. I've not tested TheOrganicGypsy's memory cell but will do later. |