I made an auto wheat farm with pistons and when i flip the lever the power does not invert my red stone torch. i've read everything and watched tons of videos and can only think its a bug. Is anybody else having this trouble. If not please help with suggestions. Thank you.
It's a bug, either the torch itself or the block it's on is probably corrupted. Destroy the torch and block, save and exit, reload, replace. Also clearing your cache and re-updating works for me, but some say it doesn't work. This is not a new glitch, it still happens on the current PC version, just not nearly as often as it does on 360.
I get this glitch quite often... usually it hits my T-Flip Flops (doesn't matter whether I play in "Offline" or "Online" mode, though "Online" mode seems to cause it to happen much faster)... and it's always the Redstone Torches forming my NAND gate that bug out... never the actual Redstone dust, or the Torch supplying power from the output block.
As for fixing it... the only solution that I've found to work is (indeed) to break the Torches off, save your game, EXIT Minecraft completely, restart the game, and your map, and then replace the Torches.
It's "funny" how randomly this happens to me... sometimes I can use my T-Flip Flops dozens of times, and nothing breaks... other times, it only takes ten (or less) pushes of the button, and then it breaks. Clearing the cache never helped fix it.
If possible could you post images of the setups you are having issues with (Paint diagrams or similar are fine).
Going to test this a lot further and hopefully discover the cause.
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If possible could you post images of the setups you are having issues with (Paint diagrams or similar are fine).
Going to test this a lot further and hopefully discover the cause.
I've got a few T-Flip Flops that I could, indeed, post up the pictures of. Let me get onto my world, and I'll start popping off some screenshots... shouldn't take more than twenty minutes to get them all to fail.
I've got a few T-Flip Flops that I could, indeed, post up the pictures of. Let me get onto my world, and I'll start popping off some screenshots... shouldn't take more than twenty minutes to get them all to fail.
Thanks for that
On a side note you win the best username due to my love of FF6.
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One thing I've discovered is that the block "corruption" (or whatever you want to call it) happens in memory that persists across world loads, but not across system resets. If I experience a burnout, like a clock freezing, then exit without saving to the game menu and reload my last save, the clock will freeze again in short order. But if I exit out completely (without saving) to the dashboard, then relaunch MC and reload my save, the clock will work properly. Just a tidbit that may be helpful.
On a side note you win the best username due to my love of FF6.
It took longer than expected to make the three T-Flip Flops I use crash... I'm currently exporting the snapshots from Facebook over to Photobucket, so I can link them in my next post. Meanwhile, I'm including Youtube tutorial videos on how to make two of the T-Flip Flops in this post, so you can make them at your leisure.
The first, which is the more "standard" T-Flip Flop:
And then DocRedstone's "Tiny T-Flip Flop":
The "Tiny T-Flip Flop has a catastrophic failure rate... it's the fastest to fail, and I think it's due to using a limited "pulse" to jutter the Sticky Piston, being used to send the output to whatever device you want to toggle on/off. The standard T-Flip Flop takes longer to "fail"... but I can get it to fail frequently.
I'll have pictures uploaded shortly.
And thanks... been a fan of FFVI since it first came out, and have used the name "Terra" for all forums, and even my Twitter.
One thing I've discovered is that the block "corruption" (or whatever you want to call it) happens in memory that persists across world loads, but not across system resets. If I experience a burnout, like a clock freezing, then exit without saving to the game menu and reload my last save, the clock will freeze again in short order. But if I exit out completely (without saving) to the dashboard, then relaunch MC and reload my save, the clock will work properly. Just a tidbit that may be helpful.
I've had this same issue... usually I can get away with simply exiting Minecraft, and then restarting the game, and my world... but sometimes I have to actually restart my Xbox 360 (but that's rare).
It only took twenty minutes to completely break all three of my T-Flip Flops.
Alright... this is going to be a LOT of images, so I hope nobody minds if I just leave them as links to the images, rather than being forced to make multiple posts in succession.
Note that while the Redstone Torch refuses to light, the Redstone Dust receives a signal. This signal does NOT allow the second Redstone Torch to de-power, and the Sticky Piston fails to "jitter" the power block over the Redstone Torch for the output.
This T-Flip Flop is a direct copy of the Self-Building Bridge ignition system in the 1.7.3x Beta Tutorial World. I added a Sticky Piston to act as a power toggle system, and it worked. I find this to be far less prone to the "Redstone Torch Burnout" glitch, and is the only reason I'm including it here.
I would focus more on replicating the results of Redstone Torch "Burnout" on the Standard and Tiny T-Flip Flops, and just skip over mine... mostly, because the first two are predominantly used by the Redstone community, and are the ones we know for sure are breaking on the Xbox 360 version, without fail.
You can also (under weird circumstances) even make a Redstone Torch "fail" just by having it on the opposite side of a block, using a Button to toggle the Torch on and off. It takes a lot longer to make it happen, but it does happen.
I really hope this helps. I just wish I had a video capture card, so I could take video of this, and show you it happening in "real time". Just seeing the photos might not be enough.
I've had my first one break (The one by CNB you posted), that happened after only 5/6 uses.
The smaller one has yet to fail but at least it gives us something to work with currently.
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It took longer than expected to make the three T-Flip Flops I use crash... I'm currently exporting the snapshots from Facebook over to Photobucket, so I can link them in my next post. Meanwhile, I'm including Youtube tutorial videos on how to make two of the T-Flip Flops in this post, so you can make them at your leisure.
The first, which is the more "standard" T-Flip Flop:
. . .
I wonder why he's using sticky pistons there. I have 7 of these wired in series to make an 8-bit counter (low bit is the clock itself), but I use normal pistons. The clock cycles very slowly (through 4 repeaters at 4 ticks each) and that may be why this gadget is very stable for me. But I wonder if the sticky pistons have anything to do with it failing more often.
I've had my first one break (The one by CNB you posted), that happened after only 5/6 uses.
The smaller one has yet to fail but at least it gives us something to work with currently.
The smaller one will fail eventually... it took a solid twenty minutes (in Online Mode) to make all three fail... which is what I consider a "good delay" in the decay rate. Hopefully you and Team 4J can figure out if this is some sort of a memory leak, or if it's an issue of block corruption... or some coding bug... that way it can be fixed. If you wanted, I could have just joined you on a fresh Tutorial world, and built the T-Flip Flops for you... takes all of five minutes to build all three.
I'm actually surprised that you ended up with the ~opposite~ results that I did. The Tiny T-Flip Flop is the one that usually faults on me frequently, while the "CNB" design takes far longer to fault. Quite surprised by this turn of events.
I wonder why he's using sticky pistons there. I have 7 of these wired in series to make an 8-bit counter (low bit is the clock itself), but I use normal pistons. The clock cycles very slowly (through 4 repeaters at 4 ticks each) and that may be why this gadget is very stable for me. But I wonder if the sticky pistons have anything to do with it failing more often.
I never bother using a Sticky Piston for the standard T-Flip Flop... nor the extra Repeaters... but it was one of the first T-Flip Flops that I learned how to make, and a very "stable" build. The pictures I added to my post have a far more "stripped" version, which is more resource friendly.
this is my normal timer setup and as you can see the inverter has broke
as you can see the lever is set to both ways
I've even had this happen just having a Redstone Torch on the opposite side of a block, from a Button/Lever. It's weird when such a simple system faults. It's all beyond me, why it happens.
Unfortunately we can't grab the data we need from the Retail kits so we have to reproduce it on our Devkits.
Should be easy enough to repro so we can look into it.
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Unfortunately we can't grab the data we need from the Retail kits so we have to reproduce it on our Devkits.
Should be easy enough to repro so we can look into it.
Makes sense to me. Making both of the widly used T-Flip Flops should be simple enough... hopefully between the videos posted, and the pictures, you can make them without issue. If for some reason you find you do need/want someone to build the T-Flip Flops either on their X-Box 360 and invite you in to see how they're made, or can actually have someone join your world on the Devkit (which sounds highly unlikely), you'll have no shortage of volunteers.
Getting the bug to reproduce itself reliably, might be a little harder. As you saw yourself, sometimes the CNB version will fail within the first few uses... and other times it can take forever to fault. I find that all Redstone Torch failures happen more frequently in "Online Mode" for me, and my friends. I'm not sure what, if any, significance that will have for your testing.
I appreciate you looking into this. I'm really grateful you'd take the time to figure this out. You'll have the gratitude of the entire Redstone community if you can squash this bug forever.
The FLip-FLops were created fairly quickly with no issue.
Just wanted to make sure the ones you were using were the same as mine just in case certain systems affect it differently.
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The FLip-FLops were created fairly quickly with no issue.
Just wanted to make sure the ones you were using were the same as mine just in case certain systems affect it differently.
Ah, I see. Well, you can rest assured that all "T-Flip Flops" seem to have the same point of failure, the Redstone Torches. And given that you got the CNB T-Flip Flop to fail before the DocRedstone (Tiny) one, shows that the failure rates don't take into consideration whether it's a "pulse" based Flip Flop, or a Logic Gate based one.
I'm not even going to pretend that I know a potential cause of this bug. I just know how to make it happen... and now it's all in your hands.
The FLip-FLops were created fairly quickly with no issue.
Just wanted to make sure the ones you were using were the same as mine just in case certain systems affect it differently.
The bug seems to happen on any type of circuit, but often you will see it come back to the same exact spot in a circuit every once in awhile. I believe it's the "corrupted block" glitch, also seen on PC, where the block itself seems to have positive or negative energy trapped inside of it, occasionally a block update won't even temporarily get rid of the bug, like in the screenshot of wolfeuk's clock.
I think we will see this bug a lot less when the update comes that fixes block update detection for torches/repeaters. This bug is very easy to recreate, put redstone wire on a block with a repeater 1 meter lower, so the block is powering the repeater. Power the dust with a torch or lever, break the block with the dust on it and the repeater will still be on.
It will be a bit more difficult to catch the "corrupted block" glitch. I would recommend hooking clocks up to several T flip flops, creating an RNG, and just letting it run until you see one.
The simplest circuit I have had it happen to was from my wheat farm which was simply
Lever on block> redstone dust approximately 7 blocks long > into a block with a redstone torch on the other side (inverter) > redstone dust coming off the torch 7 blocks long connecting to my pistons holding back water.
I've also had much more complicated circuits burnout that I can't post because I'm on my phone. One was CnB's seven segment display and the other was a circuit we built for our walls map which uses dispensers , item despawn mechanics, and pressure plates for a 15 minute timer.
I've also found I can fiix the bug by moving the problem torch or component to any adjacent block, however if I move it back the problem reoccurs almost like that single block becomes a dead block.
This is a line of program memory, the go-to commands (the four torches) represent 15 in binary, stating when the program counter's clock cycles it should go to bit 15, yet it's stuck on bit 14.
If we trace the wires, we can see the problem:
The line for the 1's digit turns off abruptly for seemingly no reason, this evidence supports that redstone items themselves, in this case dust, can also become corrupted. So we can now see that the 1's digit is not making it to it's designated register that inputs to the program counter. Only the other digits are arriving at their destination, bits 2, 4, and 8, therefore it tells the program counter to remain on line 14 indefinitely instead of progressing like it should. Keep in mind this is only 5 meters from the source of power, so it's not an issue of needing a repeater. This very same program ran for about 5 minutes at a frequency of 400 mHz (2.5 seconds per clock cycle) before this glitch happened.
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Retired StaffAs for fixing it... the only solution that I've found to work is (indeed) to break the Torches off, save your game, EXIT Minecraft completely, restart the game, and your map, and then replace the Torches.
It's "funny" how randomly this happens to me... sometimes I can use my T-Flip Flops dozens of times, and nothing breaks... other times, it only takes ten (or less) pushes of the button, and then it breaks. Clearing the cache never helped fix it.
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4J StudiosGoing to test this a lot further and hopefully discover the cause.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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4J StudiosThanks for that
On a side note you win the best username due to my love of FF6.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
The first, which is the more "standard" T-Flip Flop:
And then DocRedstone's "Tiny T-Flip Flop":
The "Tiny T-Flip Flop has a catastrophic failure rate... it's the fastest to fail, and I think it's due to using a limited "pulse" to jutter the Sticky Piston, being used to send the output to whatever device you want to toggle on/off. The standard T-Flip Flop takes longer to "fail"... but I can get it to fail frequently.
I'll have pictures uploaded shortly.
And thanks... been a fan of FFVI since it first came out, and have used the name "Terra" for all forums, and even my Twitter.
I've had this same issue... usually I can get away with simply exiting Minecraft, and then restarting the game, and my world... but sometimes I have to actually restart my Xbox 360 (but that's rare).
It only took twenty minutes to completely break all three of my T-Flip Flops.
Alright... this is going to be a LOT of images, so I hope nobody minds if I just leave them as links to the images, rather than being forced to make multiple posts in succession.
--------------------------------------------------------------------------------------------------------
The "standard" T-Flip Flop:
Direct "Front view" (from button), being used as a Door Toggle:
http://i220.photobuc...ps/9dff7c9c.jpg
Side view (left side); Door in "closed" position:
http://i220.photobuc...ps/dc0bfaf7.jpg
Side view (right side); Door "closed":
http://i220.photobuc...ps/a3762f0e.jpg
Rear view; Door in the "open" position:
http://i220.photobuc...ps/562c8726.jpg
Note that the Wooden Block is now over the Redstone Torch in the above picture, to provide power to open the Door.
View of the Redstone Torch with the Wooden Block moved, to de-power the Door:
http://i220.photobuc...ps/661be2c5.jpg
Top view, with both Redstone Torches fully functional:
http://i220.photobuc...ps/e737385f.jpg
Top view, with both Redstone Torches having faulted after "extended use":
http://i220.photobuc...ps/a0ef129d.jpg
Note that the Redstone Dust is still in the "unpowered" state.
--------------------------------------------------------------------------------------------------------
The "Tiny T-Flip Flop":
Left side-view:
http://i220.photobuc...ps/fb8cec28.jpg
Note that the Redstone Repeater in the middle requires the tick delay be at the third position.
Right side-view:
http://i220.photobuc...ps/bd8ea12d.jpg
A top view, to show the entire device, as well as the intended output (Wooden Door):
http://i220.photobuc...ps/992bcc59.jpg
Secondary top view, to show the powered on state to intended output (Wooden Door):
http://i220.photobuc...ps/22bff464.jpg
Left side view, this time with the Redstone Torch failing:
http://i220.photobuc...ps/0ce5a513.jpg
Note that the Redstone Torch ~and~ Redstone Dust are no longer getting a powered signal.
Same view, after pushing the toggle Button:
http://i220.photobuc...ps/b2d53bf9.jpg
Note that while the Redstone Torch refuses to light, the Redstone Dust receives a signal. This signal does NOT allow the second Redstone Torch to de-power, and the Sticky Piston fails to "jitter" the power block over the Redstone Torch for the output.
--------------------------------------------------------------------------------------------------------
"Terra's Terrible T-Flip Flop":
This T-Flip Flop is a direct copy of the Self-Building Bridge ignition system in the 1.7.3x Beta Tutorial World. I added a Sticky Piston to act as a power toggle system, and it worked. I find this to be far less prone to the "Redstone Torch Burnout" glitch, and is the only reason I'm including it here.
Mostly front-view:
http://i220.photobuc...ps/91a42dff.jpg
Front-left side view:
http://i220.photobuc...ps/74a72420.jpg
Rear view:
http://i220.photobuc...ps/b30066ec.jpg
Extended look at the actual "jitter" system, behind the toggled Redstone Torch:
http://i220.photobuc...ps/1d414e27.jpg
And the rear view, with the burnt out Redstone Torch:
http://i220.photobuc...ps/546932c1.jpg
Note that from this view, the "left" Redstone Torch, supplying power to the block on the right SHOULD NOT be "off".
--------------------------------------------------------------------------------------------------------
I would focus more on replicating the results of Redstone Torch "Burnout" on the Standard and Tiny T-Flip Flops, and just skip over mine... mostly, because the first two are predominantly used by the Redstone community, and are the ones we know for sure are breaking on the Xbox 360 version, without fail.
You can also (under weird circumstances) even make a Redstone Torch "fail" just by having it on the opposite side of a block, using a Button to toggle the Torch on and off. It takes a lot longer to make it happen, but it does happen.
I really hope this helps. I just wish I had a video capture card, so I could take video of this, and show you it happening in "real time". Just seeing the photos might not be enough.
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4J StudiosThe smaller one has yet to fail but at least it gives us something to work with currently.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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I wonder why he's using sticky pistons there. I have 7 of these wired in series to make an 8-bit counter (low bit is the clock itself), but I use normal pistons. The clock cycles very slowly (through 4 repeaters at 4 ticks each) and that may be why this gadget is very stable for me. But I wonder if the sticky pistons have anything to do with it failing more often.
The smaller one will fail eventually... it took a solid twenty minutes (in Online Mode) to make all three fail... which is what I consider a "good delay" in the decay rate. Hopefully you and Team 4J can figure out if this is some sort of a memory leak, or if it's an issue of block corruption... or some coding bug... that way it can be fixed. If you wanted, I could have just joined you on a fresh Tutorial world, and built the T-Flip Flops for you... takes all of five minutes to build all three.
I'm actually surprised that you ended up with the ~opposite~ results that I did. The Tiny T-Flip Flop is the one that usually faults on me frequently, while the "CNB" design takes far longer to fault. Quite surprised by this turn of events.
I never bother using a Sticky Piston for the standard T-Flip Flop... nor the extra Repeaters... but it was one of the first T-Flip Flops that I learned how to make, and a very "stable" build. The pictures I added to my post have a far more "stripped" version, which is more resource friendly.
I've even had this happen just having a Redstone Torch on the opposite side of a block, from a Button/Lever. It's weird when such a simple system faults. It's all beyond me, why it happens.
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4J StudiosShould be easy enough to repro so we can look into it.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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Getting the bug to reproduce itself reliably, might be a little harder. As you saw yourself, sometimes the CNB version will fail within the first few uses... and other times it can take forever to fault. I find that all Redstone Torch failures happen more frequently in "Online Mode" for me, and my friends. I'm not sure what, if any, significance that will have for your testing.
I appreciate you looking into this. I'm really grateful you'd take the time to figure this out. You'll have the gratitude of the entire Redstone community if you can squash this bug forever.
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4J StudiosJust wanted to make sure the ones you were using were the same as mine just in case certain systems affect it differently.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I'm not even going to pretend that I know a potential cause of this bug. I just know how to make it happen... and now it's all in your hands.
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Retired StaffThe bug seems to happen on any type of circuit, but often you will see it come back to the same exact spot in a circuit every once in awhile. I believe it's the "corrupted block" glitch, also seen on PC, where the block itself seems to have positive or negative energy trapped inside of it, occasionally a block update won't even temporarily get rid of the bug, like in the screenshot of wolfeuk's clock.
I think we will see this bug a lot less when the update comes that fixes block update detection for torches/repeaters. This bug is very easy to recreate, put redstone wire on a block with a repeater 1 meter lower, so the block is powering the repeater. Power the dust with a torch or lever, break the block with the dust on it and the repeater will still be on.
It will be a bit more difficult to catch the "corrupted block" glitch. I would recommend hooking clocks up to several T flip flops, creating an RNG, and just letting it run until you see one.
The simplest circuit I have had it happen to was from my wheat farm which was simply
Lever on block> redstone dust approximately 7 blocks long > into a block with a redstone torch on the other side (inverter) > redstone dust coming off the torch 7 blocks long connecting to my pistons holding back water.
I've also had much more complicated circuits burnout that I can't post because I'm on my phone. One was CnB's seven segment display and the other was a circuit we built for our walls map which uses dispensers , item despawn mechanics, and pressure plates for a 15 minute timer.
I've also found I can fiix the bug by moving the problem torch or component to any adjacent block, however if I move it back the problem reoccurs almost like that single block becomes a dead block.
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Retired StaffThis is a line of program memory, the go-to commands (the four torches) represent 15 in binary, stating when the program counter's clock cycles it should go to bit 15, yet it's stuck on bit 14.
If we trace the wires, we can see the problem:
The line for the 1's digit turns off abruptly for seemingly no reason, this evidence supports that redstone items themselves, in this case dust, can also become corrupted. So we can now see that the 1's digit is not making it to it's designated register that inputs to the program counter. Only the other digits are arriving at their destination, bits 2, 4, and 8, therefore it tells the program counter to remain on line 14 indefinitely instead of progressing like it should. Keep in mind this is only 5 meters from the source of power, so it's not an issue of needing a repeater. This very same program ran for about 5 minutes at a frequency of 400 mHz (2.5 seconds per clock cycle) before this glitch happened.