I have made these XOR gates plently of times on a server and they all have worked just as they are suppose too. My question is recently I started a world with my friend and finally got to the point to mess with redstone and sticky pistons. So I set up the standard XOR gate you see all over you tube. It worked just fine and if you push the switch to fast by accident it completely dies. My question is not why it dies (makes sense overloading it) but why from that point forward I have to recreate the whole new set up a tile away. The red torches won't light up its almost as if that whole coordinate has became obsolete. Yet you take the whole circuit and move it over a tile and its back and running.
If you take a block place a red torch on it and a button and flick the button the red torch eventually dies. But what I find strange is if you remove the torch and put it back the same place it still won't work. I don't know if this is on a HUGE recovery timer or what but we just remade it a couple times after testing.
I bring up that this happen in a new world because my old world i have the standard 2x2 hidden door trick and I can sit and smash on the button over and over and it never jams or gets ruined (my only guess is that how long my redstone is compared to a short trial one. But as soon as it jams on the other world its not repairable.
I don't know if that makes any sense guys its hard to explain, I tried looking up for the same bug I think I am getting. With that said I truely don't understand the logic behind these circuits made or the rules that apply to the blocks ect (would be nice to find a guide talking about the reasoning). Maybe a cool little rules of redstone, torches, pistons, switches page. (Sorry Wiki did not impress me).
Okay, I am rambling any help would be great or pointed towards a legit site, video, ect.
Thanks and sorry for the huge post
PS: Might as well ask another question. I make a slime area basically and I lit the whole place up with torches. I put some on the ground as well to just get the biggest radiest ever. I still get enemies spawning in there and I was told that they won't spawn if there is light, which doesn't seem to be the case. Last thing is everytime I start a new world or new project i'll be completely sealed in a room and everytime i go to bed something decides to spawn and attack me. Only way to dodge it is to trap my self in blocks until I awake, but thats really annoying.
With any torch that's set on a rapid pulse, or repetitively burned out could do this.
Especially if you exit and save while its running will most likely have a static burnout.
You will have to clear the cache to clear that block space and make it usable again.
Slow down the rate, or use a different, more stable set up. Since using a five torch clock or piston clocks I haven't had this problem (still need to reset on load up) Since piston clocks are now here, I use one clock to drive a large area, and just just it off with a switch before exiting, or not in use.(reduces frame drop)
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Seatbelts are not as confining as Wheelchairs. Buckle up.
Alright cool, I figured it had to be a bug because like I said I have the same set up (XOR GATE Standard Setup) on my other map and I can flick that switch a million times and it never burns out. I guess I'll just wait for the fix and in the mean time be sure not flick the switch.
I set up a noteblock to a simple old school 5 clock under my friends house to make an annoyance machine. It kept burning out and knocking down and replacing a torch didn't do any good. However, knocking out and replacing the torch and a piece of the wire did the trick every time.
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I'm bored.
This thread bores me.
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If you take a block place a red torch on it and a button and flick the button the red torch eventually dies. But what I find strange is if you remove the torch and put it back the same place it still won't work. I don't know if this is on a HUGE recovery timer or what but we just remade it a couple times after testing.
I bring up that this happen in a new world because my old world i have the standard 2x2 hidden door trick and I can sit and smash on the button over and over and it never jams or gets ruined (my only guess is that how long my redstone is compared to a short trial one. But as soon as it jams on the other world its not repairable.
I don't know if that makes any sense guys its hard to explain, I tried looking up for the same bug I think I am getting. With that said I truely don't understand the logic behind these circuits made or the rules that apply to the blocks ect (would be nice to find a guide talking about the reasoning). Maybe a cool little rules of redstone, torches, pistons, switches page. (Sorry Wiki did not impress me).
Okay, I am rambling any help would be great or pointed towards a legit site, video, ect.
Thanks and sorry for the huge post
PS: Might as well ask another question. I make a slime area basically and I lit the whole place up with torches. I put some on the ground as well to just get the biggest radiest ever. I still get enemies spawning in there and I was told that they won't spawn if there is light, which doesn't seem to be the case. Last thing is everytime I start a new world or new project i'll be completely sealed in a room and everytime i go to bed something decides to spawn and attack me. Only way to dodge it is to trap my self in blocks until I awake, but thats really annoying.
Slime : http://www.minecraftforum.net/topic/1315731-slimes-and-slime-farms-101-with-pic-guide-from-ar3-pics-from-your-progress-and-finished-farms-welcome-and-encouraged/page__view__findpost__p__16701992__hl__+slime +101
Bed; If the sealed room has poor lighting or walls(including ceiling/floor) that are only one wall thick, place bed one block away from walls.
is this the same torch issue with rapid pulsers? Mine burn out almost instantly.
Especially if you exit and save while its running will most likely have a static burnout.
You will have to clear the cache to clear that block space and make it usable again.
Slow down the rate, or use a different, more stable set up. Since using a five torch clock or piston clocks I haven't had this problem (still need to reset on load up) Since piston clocks are now here, I use one clock to drive a large area, and just just it off with a switch before exiting, or not in use.(reduces frame drop)
Thanks for the help and current fix.
This thread bores me.