This my first post so go easy on me, Ive built quite a bit and wanted to try my hand at the zipper elevator, I got the tester to work then tried my 25block high version. I got to the point where you test the pressure plate to see the torches light up. Then first time worked well, then second try made the torches stay lit and wont turn off like they should. I reloaded and it does the same now every time. Ive had this happen on a trap I was making as well, is there an explanation for this?
well, it could be just the glitchy part of redstone in this update or you have some repeaters facing the wrong direction or you didn't set a delay for them.
lol I triple checked to make sure theyre right and its all normal and still they stay on
Circuits on the Xbox break like this.
I hope they plan to fix it but the only solution at the moment would be to break down said torch and maybe a few redstone connecting, then replace those pieces.
Sucks but that's the only fix at the moment. Happens to my clocks all the time. :/
Rollback Post to RevisionRollBack
If anyone wants to play Bauldur's Gate (1, 2, or enhanced) or Icewind Dale PLEASE PM me. I'd like to play.
Out of disgust I didnt touch my world till this morning and low and behold it works fine every time now, go figure
Oh, now this is sounding like my experience. I have a couple of fairly simple logic circuits in the basement floors of a big building. One is just a sequential display of torches, like a marquee, and the other is a counter that goes from 0 to 255 and overflows back to 0. (The display is just 8 torches with signs reading from 1 to 128; no fancy 7-segment digits here.) Well, this works fine for days, then one day, I made a mistake on some changes I was trying to make, causing some weird cycling behavior from the pistons in a couple of the t flip flops. So I exited without saving, and reloaded my previous save. I have lever switches on my clocks, to prevent issues with loading a save with an active circuit. (I always turn the clocks off before saving.) So I go ahead and turn my counter's clock on, and the clock freezes after a cycle or two. Huh?! I switched it off and back on, it happens again! So I go up a floor to the marquee circuit and turn that on, same deal.
What cured the odd behavior was leaving the game entirely, back to dashboard, and relaunching. Then the circuits worked again as normal. Apparently, there is some bug with exiting your world and reloading without doing a full game reset.
Circuits on the Xbox break like this.
I hope they plan to fix it but the only solution at the moment would be to break down said torch and maybe a few redstone connecting, then replace those pieces.
Sucks but that's the only fix at the moment. Happens to my clocks all the time. :/
Oh, now this is sounding like my experience. I have a couple of fairly simple logic circuits in the basement floors of a big building. One is just a sequential display of torches, like a marquee, and the other is a counter that goes from 0 to 255 and overflows back to 0. (The display is just 8 torches with signs reading from 1 to 128; no fancy 7-segment digits here.) Well, this works fine for days, then one day, I made a mistake on some changes I was trying to make, causing some weird cycling behavior from the pistons in a couple of the t flip flops. So I exited without saving, and reloaded my previous save. I have lever switches on my clocks, to prevent issues with loading a save with an active circuit. (I always turn the clocks off before saving.) So I go ahead and turn my counter's clock on, and the clock freezes after a cycle or two. Huh?! I switched it off and back on, it happens again! So I go up a floor to the marquee circuit and turn that on, same deal.
What cured the odd behavior was leaving the game entirely, back to dashboard, and relaunching. Then the circuits worked again as normal. Apparently, there is some bug with exiting your world and reloading without doing a full game reset.