| Type: | Bug | ||
| Reporter: | Siphio | ||
| Resolution: | Unresolved | Votes: | 203 |
| Labels: | piston, redstone, redstone-pulse, redstone_comparator, redstone_repeater, redstone_torch | ||
| Attachments: |
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| Issue Links: |
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| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Platform: | Multiple | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ADO: | 32788, 36225, 176093 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
What I expected to happen was...On flicking the power switch in each example, the blue example shown would fire like the red example shown (end repeater lights up). What actually happened was...In the blue example, the output repeater doesn't fire. If you rapidly flick the switch back and forth, the blue repeater fires intermittently. Steps to reproduce:
Minecraft pocket edition 0.15.0 (iOS - replicated on iPhone 6 and iPad air 2) Update by nighter Update by talaeus, explaining the cause of the bug |
| Comments |
| Comment by Кузнецов Юрий Сергеевич [ 22/Jul/24 ] |
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This problem often affects mechanisms designed for tick, because of it I face the fact that the mechanisms do not work correctly and constantly break, which makes their use in the game impossible In the video, the mechanism should go down 1 block, but because of the different delay of the signal given by the observer, it often works incorrectly or breaks https://youtu.be/fOfB7Tgd_gA Unlike Java, in Bedrock the mechanism works differently every time you run it and it's quite annoying |
| Comment by Dl [ 20/Oct/23 ] |
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About redstone timings in Bedrock Edition |
| Comment by Bryan Wendlberger [ 19/Aug/23 ] |
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Given that this is still an issue years later, I would really appreciate some official commentary/explanation of the underlying issue. On the surface, this seems incredibly straightforward to fix without major changes to tick processing order. That is, simply have components remember their previous power state, and always queue an update to invert them during the next tick if they received any update that would have changed their state during the previous tick. I.e. This should just require adding a flag(s) to tile entities and an additional step to the block update logic). Maybe I'm wrong, and this would break other things, or harm performance more significantly than I think. And of course, I can think of other (potentially noncompatible) ways to address it.
In either case, a specific, techically comprehensive, explanation of this years-old and wildly frustrating bug would help set expectations for how this will be managed in the future, and what impact it will have on our clumsy workaround designs when it is eventually fixed. |
| Comment by jedirabbit12345 [ 25/Feb/23 ] |
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Still affects 1.19.63 |
| Comment by Tal Melamed [ 10/Aug/22 ] |
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1.19.20 too |
| Comment by Dschinghis Khan [ 07/Jul/22 ] |
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Still in 1.19.2and 1.19.20.20 |
| Comment by [Mod] GoldenHelmet [ 28/Oct/20 ] |
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From
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| Comment by GinePik [ 01/Oct/20 ] |
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Affects 1.16.100 Affects 1.16.200.56 Beta |
| Comment by GinePik [ 17/Sep/20 ] |
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Affects 1.16.100.56 Beta. |
| Comment by GinePik [ 16/Sep/20 ] |
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Affects 1.16.40 Hotfix. Affects 1.16.100.55 Beta. |
| Comment by 77Tigers [ 25/Aug/20 ] |
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(note: different types of components are powered in alternating gameticks, it may be useful to know to understand why it happens) This seems hard to fix without major changes to redstone. The issue isn't with the repeater. The issue is that when a world change happens, the components activated in that tick (often called consumers) aren't instantly powered/depowered. You can either:
The first two would break most redstone builds. The third wouldn't, but doesn't really fix the bug fully. May I suggest that this is marked as "Won't fix"? |
| Comment by Natthan [ 24/May/20 ] |
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Affects 1.16.0.63 |
| Comment by E Stabach [ 04/May/20 ] |
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Observers showing up to a 3 tick (often randomized) delay on 1.14.60. |
| Comment by Blobs2 [ 17/Apr/20 ] |
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Affects version 1.14.60. |
| Comment by Blobs2 [ 23/Nov/19 ] |
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My concern is that if I create redstone contraptions now, and design them to work in spite of this bug, they may break when this bug is fixed. Please fix this ASAP so players can make contraptions that will continue to work in the future. |
| Comment by BastiReds [ 16/Nov/19 ] |
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I think this is related but with observers this time. I built a flying machine only with sticky pistons and it should work (or at least, I think so). Just look in the attached files to see what happens. Sorry if this is not related.
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| Comment by KopperXP [ 29/Sep/19 ] |
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Affects 1.12.1 |
| Comment by silentwisperer [ 05/Jul/19 ] |
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Affects 1.11.4 |
| Comment by [MCPE Mod] Auldrick [ 04/May/19 ] |
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Please remember that the bug tracker is for reporting bugs only. It is not a discussion forum or a feedback site. |
| Comment by Junior Apanishile [ 28/Feb/19 ] |
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Affects 1.11.0.3 beta version |
| Comment by Junior Apanishile [ 21/Feb/19 ] |
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Affects 1.11.0.1 beta version |
| Comment by Zohan Nelson [ 29/Jan/19 ] |
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There is still a problem with the monostable circuits |
| Comment by MaladjustedPlatypus [ 18/Sep/18 ] |
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Source? ^ |
| Comment by [MCPE Mod] Auldrick [ 18/Sep/18 ] |
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[Redacted: May have been inside information that Mojang does not want shared at this time.] For the present, the workaround of inserting a dummy repeater on input signal lines pulsed by world events is often enough to ensure the behavior of the circuit is at least predictable. |
| Comment by Gabriel Alexandre Marcotte [ 18/Sep/18 ] |
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This is also affecting the Xbox one Bedrock version as of the Sept. 17 of 2018 in the most recent update. Please fix this or tell us if this is an intentional thing. |
| Comment by PC_Screen [ 19/Jul/18 ] |
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Still affects 1.6.0.6 |
| Comment by PC_Screen [ 01/Jun/18 ] |
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I did some testing on this using the same design in 9 separate locations to make sure there wasn't any other factor in play. I put a lime concrete block on the ones that were following the intended behavior and red on the others over 2 consecutive runs: |
| Comment by Jeffrey [ 26/May/18 ] |
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Okay, sorry about that then |
| Comment by [MCPE Mod] Dr.Awesome4333 [ 26/May/18 ] |
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MindBlown, Please do not make comments like that, they are not helpful in getting the issue resolved any faster. Thanks. |
| Comment by Jeffrey [ 25/May/18 ] |
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This has been around since repeaters were added and that was in 0.14.0. We are now in 1.4.2 and approaching 1.5 |
| Comment by MrJam003 [ 21/May/18 ] |
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Affects 1.4.0.5 |
| Comment by BastiReds [ 09/Mar/18 ] |
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I built a monostable circuit and placed a repeater in front of it. It should have given me a short impulse but it didn't give me anything at all. Watch the video included if you don't understand. |
| Comment by hytsnbr10519 [ 08/Feb/18 ] |
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Still affects in 1.2.10.2. |
| Comment by husky2490 [ 12/Jan/18 ] |
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Edit: |
| Comment by husky2490 [ 12/Jan/18 ] |
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I originally posted this to [MCPE-25360] but I think it belongs here more I captured this behavior today in slow-mo with the help of a macro script |
| Comment by hytsnbr10519 [ 19/Nov/17 ] |
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Still affects in 1.2.6.2. |
| Comment by Zeb [ 24/Oct/17 ] |
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I can confirm this is still happening as of 1.2.5 build 2 on Windows 10. Pistons appear to be slightly faster than before, but that didn't fix this bug (though it may make working around the bug in contraptions a little easier). |
| Comment by Pneuma01 [ 24/Oct/17 ] |
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Still affects in 1.2.5.13 |
| Comment by [MCPE Mod] Auldrick [ 05/Oct/17 ] |
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@r.takahashi Although the pistons are clearly getting pulsed at the same time, if you look closely you can see that the redstone dust next to the repeater is being activated 1 tick after the piston. |
| Comment by Pneuma01 [ 05/Oct/17 ] |
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MaladjustedPlatypus |
| Comment by MaladjustedPlatypus [ 01/Oct/17 ] |
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^ Still occurring in 1.2.1.1. How did you test this? |
| Comment by Pneuma01 [ 28/Sep/17 ] |
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I can't confirmed on 1.2.1.1. |
| Comment by Zeb [ 20/Apr/17 ] |
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In 1.1.0.5, the behavior has reverted to what is was like pre-1.1.0.0... still broken, but less broken. |
| Comment by Zeb [ 15/Apr/17 ] |
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Revised title yet again to be even more descriptive of the issue. |
| Comment by Zeb [ 01/Apr/17 ] |
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Now even worse in 1.1.0.0... previously, repeaters set to 1 rs tick delay seemed to have no delay compared to just redstone dust. Now, a repeater set to a 2 rs tick (4 game tick) delay also seems to have no delay compared to redstone dust. This breaks almost everything that relies on redstone timing. (And most contraptions were already having to use extra delay to ensure things were activated in the right order... now they need even more.) |
| Comment by Zeb [ 27/Mar/17 ] |
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Revised title again, since this is not a bug exclusive to delays from repeaters, but delays from comparators, redstone torches, and other redstone delayers. |
| Comment by Zeb [ 23/Jan/17 ] |
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Re-opening, as this was incorrectly closed as a dupe of |
| Comment by Zeb [ 10/Oct/16 ] |
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Affects 0.15.10 & 0.15.90.8 (0.16.0 beta build 5). |
| Comment by Siphio [ 29/Jul/16 ] |
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Still broken in 15.4. |
| Comment by Siphio [ 08/Jul/16 ] |
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Still a problem in 0.15.2 |
| Comment by Siphio [ 07/Jul/16 ] |
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I can confirm that driving the last stage of your input chain with a redstone block on a piston does work as a fix (with as many relays running into the redstone block piston as you need). This leads me to believe it's a problem with the way piston timing and redstone timings interact. |
| Comment by Lloyd Lewis [ 30/Jun/16 ] |
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I had something similar. I was working on an automated melon farm using the observer block. I had the farm working correctly last night, and when I looked at it today, two of the repeaters in the circuit would not activate. I removed the repeaters and put down two new ones and the circuit began to work again. I was testing this on a Windows 10 Edition. I can attach a download of the world if you need it. |
| Comment by PHO [ 22/Jun/16 ] |
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Interesting. It is possible that this one and |