I’ve been playing Minecraft for a few years now on PS4 and PC. I pride myself on the functional integration of Redstone into my creations. Hidden staircases, tall piston doors, etc etc.. I finally picked up the Switch copy to take on the road when I travel for work and have found the logic in Redstone to not follow what I’m used to. For instance a basic T Flip Flop doesn’t work the same on Switch as it does on PC or PS4. I turned on all 3 and built the flop the same way I have 1000000 times. Works flawlessly on PC and PS4 but only about 20% of the time will it do what I need on Switch when I push the button. Same thing with tall piston doors. I’ve always been able to build them on PC and PS4 using sticky pistons, Redstone torches and dust, and an alternating series of half slabs. Again, rebuilt it on PS4 and PC to make sure my memory was correct. Replicated it on Switch and only the bottom 3 pistons and then every other piston alternating above will extend??!! It’s infuriating and I can’t figure out where the logic has changed. Help!
Welcome to bedrock! The redstone system has been changed dramatically and has reduced capabilities.
There is no quasi connectivity, so all pistons must be powered directly, meaning any design you used in the past is broken.
Sticky pistons do not loose their block if given a short pulse, in fact there is no way to generate a pulse shorter than 1 redstone tick (no zerotick or one gametick signals).
Nearly all of the advanced (compact) logic gates that have been developed over the years are completely useless. So your back to the basic redstone dust and torches to get logic gates that are massive.
This is something that has always driven me crazy too. I can't understand why they would do it that way. I tried to do a 3x3 piston door on Bedrock that works fine on my PC but the middle block never retracts properly on bedrock or console edition.
Its because theres no quasi-connectivity. I refuse to play bedrock edition, I own two copies of it, I deleted it on my x-one and never downloaded it on pc (I got it for free AGAIN when I bought java a couple months ago).
Qc allows us to compact so many designs, and use less resources to build. It also confuses the heck out of players who don't understand whats happening, and thats why it was removed. I'll admit I spent a lot of time in the beginning trying to figure out why pistons, droppers, etc. would activate when they weren't 'supposed' to. But after I got a handle on what was happening and how it works its just like any other game mechanic, in fact its one of the most powerful mechanics in the game. It allows us to make fast tree farms and cobble generators, instant wire, compact logic gates, and so much more. All with less Redstone resources, and lets face it, grinding for supplies is one of the least fun things about the game. I enjoy some mindless branch mining now and then, but its not something I wanna do all the time. I wanna build stuff.
Quasi-Connectivity is the situation where you can build a vertical inverted redstone signal using torches and slabs right? Cause I tried to do it on bedrock and wasn't able to. Was trying to follow a youtube video for a droppervator.
Quasi-Connectivity is the property of pistons, droppers, and dispensers where the object will recieve power from a powered block that is diagonally adjacent to above, or one block above. This can be most easily seen by taking two pistons facing the same direction and stacking them on top of one another, then place a redstone block on top of the pistons. What you will see is that in bedrock the top piston activates and the bottom one does not, while in java/legacy console both pistons will activate. This behavior is conditional, as the quasi-powered piston needs the right block update at the time it is quasi powered, or in the case of a BUD switch, when the piston gets the appropriate update. This property also allows droppervators built with torch towers, as only one dropper is directly powered by the torch next to it, but the dropper below it gets quasi-powered by the same torch and because of the order in the the way the block updates are handled allows an item to be sent from the quasi-powered dropper to the powered dropper and to the next one upward in the same gametick.
In order to not loose all this functionality they created the observer block, which is a one block bud switch, although they too function different across the three platforms. They can be used in bedrock to create droppervators.
That did make sense but I suppose to fully comprehend the differences I would need to play with quasi-connectivity across the different platforms. Still, this does remove a little mystery for me around it. Thanks so much
I’ve been playing Minecraft for a few years now on PS4 and PC. I pride myself on the functional integration of Redstone into my creations. Hidden staircases, tall piston doors, etc etc.. I finally picked up the Switch copy to take on the road when I travel for work and have found the logic in Redstone to not follow what I’m used to. For instance a basic T Flip Flop doesn’t work the same on Switch as it does on PC or PS4. I turned on all 3 and built the flop the same way I have 1000000 times. Works flawlessly on PC and PS4 but only about 20% of the time will it do what I need on Switch when I push the button. Same thing with tall piston doors. I’ve always been able to build them on PC and PS4 using sticky pistons, Redstone torches and dust, and an alternating series of half slabs. Again, rebuilt it on PS4 and PC to make sure my memory was correct. Replicated it on Switch and only the bottom 3 pistons and then every other piston alternating above will extend??!! It’s infuriating and I can’t figure out where the logic has changed. Help!
a problem clearly stated is a problem half solved
Welcome to bedrock! The redstone system has been changed dramatically and has reduced capabilities.
There is no quasi connectivity, so all pistons must be powered directly, meaning any design you used in the past is broken.
Sticky pistons do not loose their block if given a short pulse, in fact there is no way to generate a pulse shorter than 1 redstone tick (no zerotick or one gametick signals).
Nearly all of the advanced (compact) logic gates that have been developed over the years are completely useless. So your back to the basic redstone dust and torches to get logic gates that are massive.
This is something that has always driven me crazy too. I can't understand why they would do it that way. I tried to do a 3x3 piston door on Bedrock that works fine on my PC but the middle block never retracts properly on bedrock or console edition.
Its because theres no quasi-connectivity. I refuse to play bedrock edition, I own two copies of it, I deleted it on my x-one and never downloaded it on pc (I got it for free AGAIN when I bought java a couple months ago).
Qc allows us to compact so many designs, and use less resources to build. It also confuses the heck out of players who don't understand whats happening, and thats why it was removed. I'll admit I spent a lot of time in the beginning trying to figure out why pistons, droppers, etc. would activate when they weren't 'supposed' to. But after I got a handle on what was happening and how it works its just like any other game mechanic, in fact its one of the most powerful mechanics in the game. It allows us to make fast tree farms and cobble generators, instant wire, compact logic gates, and so much more. All with less Redstone resources, and lets face it, grinding for supplies is one of the least fun things about the game. I enjoy some mindless branch mining now and then, but its not something I wanna do all the time. I wanna build stuff.
Quasi-Connectivity is the situation where you can build a vertical inverted redstone signal using torches and slabs right? Cause I tried to do it on bedrock and wasn't able to. Was trying to follow a youtube video for a droppervator.
Quasi-Connectivity is the property of pistons, droppers, and dispensers where the object will recieve power from a powered block that is diagonally adjacent to above, or one block above. This can be most easily seen by taking two pistons facing the same direction and stacking them on top of one another, then place a redstone block on top of the pistons. What you will see is that in bedrock the top piston activates and the bottom one does not, while in java/legacy console both pistons will activate. This behavior is conditional, as the quasi-powered piston needs the right block update at the time it is quasi powered, or in the case of a BUD switch, when the piston gets the appropriate update. This property also allows droppervators built with torch towers, as only one dropper is directly powered by the torch next to it, but the dropper below it gets quasi-powered by the same torch and because of the order in the the way the block updates are handled allows an item to be sent from the quasi-powered dropper to the powered dropper and to the next one upward in the same gametick.
In order to not loose all this functionality they created the observer block, which is a one block bud switch, although they too function different across the three platforms. They can be used in bedrock to create droppervators.
Hope that makes sense.
That did make sense but I suppose to fully comprehend the differences I would need to play with quasi-connectivity across the different platforms. Still, this does remove a little mystery for me around it. Thanks so much