This seems to be a problem that multiple people have adressed before, but I want to clear some things up.
The glitch happens when you make a repeating redstone circuit, in which the current keeps going in a circle forever. This is useful for automatic farms, clocks, etc. I myself have built a clock that goes "tick, tock" using the repeating current. I was pretty happy with myself but when I decide to play again on my world, it stopped working.
I don't know if this happens only for infinite currents or not. Some people have adressed that redstone "freezes" even without infinite current. This has not happened to me though. Either way, I would like for this glitch to be fixed in the near future, along with the "pressure plate getting stuck glitch".
Has this glitch happened to anybody? Maybe it depends on what way you make the repeating current? Can anyone clarify if this is known by 4J Studios already? Thanks for taking your time to read this
I've encountered this problem, and have changed my looped circuits to include an on/off switch using a sticky piston that completes or breaks the looped circuit. I use a button to "start" the loop once it's closed via on/off lever. If this doesn't make sense, I'm happy to show you in person or with screenshots.
My issue is that my current project has a loop that is catching up to itself after 6 or 7 cycles, creating a constantly powered ring, instead of a cycling loop. Using the block-update trick doesn't change the issue as it's not a burn-out redstone problem, more like a timing issue. I want to guess that it's because of oddness with how the repeaters are set up, but I'm still learning redstone so not 100% sure.
If anyone has any ideas or can find a previous thread where this type of setup is discussed..please share. My "Cobble Cube Creator" is impossible until I work this part out.
I created a mine cart launch bay out of my base. I used a repeating circuit to feed power to alternating "runway" lights on the floor. But the damn thing needs to be reset every time I load up my save. I created an access hatch to the loop itself so it's not a huge deal but I'd really like to see a fix for this.
It's been known for quite awhile actually. It happens on the PC version, even while playing when a chunk unloads, so feel lucky. Just do what the rest of the world does and use a rapid pulser to update the clock.
If u didnt read the change log ,read it this is fixed
I highly doubt this is what they were talking about. This isn't a block update glitch, it's a matter of the state of the blocks being saved. I'm not even sure if it's fixable, you would think Mojang would've patched it by now on MCPC if it was.
I've encountered this problem, and have changed my looped circuits to include an on/off switch using a sticky piston that completes or breaks the looped circuit. I use a button to "start" the loop once it's closed via on/off lever. If this doesn't make sense, I'm happy to show you in person or with screenshots.
My issue is that my current project has a loop that is catching up to itself after 6 or 7 cycles, creating a constantly powered ring, instead of a cycling loop. Using the block-update trick doesn't change the issue as it's not a burn-out redstone problem, more like a timing issue. I want to guess that it's because of oddness with how the repeaters are set up, but I'm still learning redstone so not 100% sure.
If anyone has any ideas or can find a previous thread where this type of setup is discussed..please share. My "Cobble Cube Creator" is impossible until I work this part out.
Well, a clock signal should never catch up to itself, so that's odd. 0_o Then again, the Xbox version has a lot of timing issues. Mind posting a screenshot? Either way, if you're using a button, that's never a good idea, start your clock with a monostable circuit. Set it limit a signal to 2 ticks, like I said before, XBLA version has serious timing issues and a 1-tick pulse is often not even registered. If anything, it will at least take a longer time before the clock catches up to itself, although that should never happen... ever... that kind of defies the mechanics of redstone completely.
I have the same issues and because of it try to avoid using loops if at all possible. I've also seen similar issues with inverters getting stuck on when they shouldn't which can be a pain. I've learned to design things so that I can easily get access to my circuits to break and replace parts of it from time to time to get around the problems. Hopefully the update corrects some of the issues
Need on/off switches on clocks, and need to switch them off before leaving the game. This works and prevents having to do more obtuse things to get things moving again. It's been like this forever.
from what i have read all repeater clocks stop working on world loading, you can easily start them again by updating a block nearby, i have a piston move a block above a redstone torch to get mine going again and just push a button to start it. pain in the **** but until its fixed (i think it was 1.1?) its the only way
Yeah it's a pain to update the block every time I load the world. Well, atleast I know this will be fixed in a future update. Thanks!
Need on/off switches on clocks, and need to switch them off before leaving the game. This works and prevents having to do more obtuse things to get things moving again. It's been like this forever.
Explain to me why this happens to me and hundreds of other people then? It wasn't fixed.
He means in the next update, but it says nothing about this. It's a fix for corrupted blocks. In other words, things burning out when they're not supposed to. This is more of an issue of repeaters becoming "stuck". A repeater, torch, or piece of redstone dust that is on is a completely different block from its negative counterpart. These things are saved when you.. well.. save.
Torches invert, so they are more stable. If in the right position when you save, they will update themselves. This is why a rapid pulser will always restart itself. No matter what, there's always going to be at least one torch that updates, kicks on, sends power down the line that updates all of the other torches. That's why people have been using them for years to restart clocks.
I have a pulser circuit on my world that stops working when I exit and reload later but yeah, I just knock out one redstone torch, replace it and the thing goes back to working.
I have a pulser circuit on my world that stops working when I exit and reload later but yeah, I just knock out one redstone torch, replace it and the thing goes back to working.
Aww, I just made one and realized it doesn't work. I guess the bug might be enhancing the issue. I really hate the XBLA version sometimes.
Well, a clock signal should never catch up to itself, so that's odd. 0_o Then again, the Xbox version has a lot of timing issues. Mind posting a screenshot? Either way, if you're using a button, that's never a good idea, start your clock with a monostable circuit. Set it limit a signal to 2 ticks, like I said before, XBLA version has serious timing issues and a 1-tick pulse is often not even registered. If anything, it will at least take a longer time before the clock catches up to itself, although that should never happen... ever... that kind of defies the mechanics of redstone completely.
I thought it was kind of odd, but I'm still learning so I wasn't sure. The loop in question is in the lower right corner with the red piston on/off switch.
This is working version, I didn't have a shot of the locking loop. After watching the thing in motion for over an hour, I was able to figure out it was catching itself because the signal was hanging on a specific square. (The one that links to the binary counter now, next to the dirt square with button start.) It appeared that sometimes when the power passed through the block with the button on it, it would turn into a constant signal instead of a pulse. I was able to resolve the issue by running redstone over the top of the brick, although I'm not sure why that made a difference. It hasn't locked up since.
With that issue resolved, I'm now trying to figure out how to condense the binary counter. I built the same model you see in the left lower corner, but in a vertical pattern. It works, but takes up a lot of space still. There's got to be a better way to count signal pulses? Is this the simplest counting method I could be using?
And yes, this is an overly complicated cobblestone generator. It currently works, and is titled "Cobble Cube", creating a 3x3 square that rises "magically" out of the ground.
I thought it was kind of odd, but I'm still learning so I wasn't sure. The loop in question is in the lower right corner with the red piston on/off switch.
This is working version, I didn't have a shot of the locking loop. After watching the thing in motion for over an hour, I was able to figure out it was catching itself because the signal was hanging on a specific square. (The one that links to the binary counter now, next to the dirt square with button start.) It appeared that sometimes when the power passed through the block with the button on it, it would turn into a constant signal instead of a pulse. I was able to resolve the issue by running redstone over the top of the brick, although I'm not sure why that made a difference. It hasn't locked up since.
With that issue resolved, I'm now trying to figure out how to condense the binary counter. I built the same model you see in the left lower corner, but in a vertical pattern. It works, but takes up a lot of space still. There's got to be a better way to count signal pulses? Is this the simplest counting method I could be using?
And yes, this is an overly complicated cobblestone generator. It currently works, and is titled "Cobble Cube", creating a 3x3 square that rises "magically" out of the ground.
As for your clock, that makes absolutely no sense to me, so I'm going to assume it was some weird bug. As for a counter, binary is the way to go for compactness. Yours is spread out over a pretty large area though. I've seen an extremely compact design on YouTube, but it's a bit of a pain to connect outputs and it can't be reset. It is small though, 2 meters wide per bit and tileable.
Speaking of counters, I have something you may be interested in. It's a hard disc drive, built out of redstone. It uses a heavily modified version of SethBling's binary counter that resets itself when it reaches 11101, or 29. It looks like a 5-bit counter, but it can't go all the way to 31 as the "disc" is a set of eight 29-bit piston tapes. The "disc" and the counter run off of the same clock, the mechanism which the counter is the base of is used for seeking and indexing, to select specific locations of data within the disc.
^^^ You can check it out on my PMC profile. There aren't any shots of the counter, but I have some, as well as some other detailed shots of parts of the mechanism. I'm saving those for a thread here on MCF. I'll probably post one sometime tomorrow, giving a more in depth description of this machine.
There are still several bugs in this system I have to work out. Side effects of bad design practice that I didn't realize until it was to late. I had already rebuilt the index mechanism 3 or 4 times at that point and really didn't want to do it again. You can't seek lines 29 and 0, because the counter resets instantly when 29 is reached, which I think I'll live with since I'm not exactly sure how to fix it without using a sequential counter or a register and a huge decoder. Line 0 can't be designated because I forgot to add detection for it. >_>;
The biggest error is it's impossible to loop to previous locations. Seeking works great from the default address, but looping to a lower line just doesn't work, thanks to my faulty "IF input = output" statement which shuts down the clock. It uses inverted outputs from the counter which are connected to a single line by pistons operated with levers, which completes the seeking component. That line is then inverted again and the signal is sent to a torch in the clock, telling the entire machine when to stop.
I'll have it all smoothed out hopefully by the time this is used in a computer. I was thinking about using it as program memory, since it's so compact, but branching is much too slow. Instead, I'll be using it as an external HDD to load programs to a series of RAM locations (using the traditional D flip flops) which will be used as program memory.
Sorry for going on such an insane rambling journey there. I tend to babble on forever when it comes to redstone.
As for your clock, that makes absolutely no sense to me, so I'm going to assume it was some weird bug. As for a counter, binary is the way to go for compactness. Yours is spread out over a pretty large area though. I've seen an extremely compact design on YouTube, but it's a bit of a pain to connect outputs and it can't be reset. It is small though, 2 meters wide per bit and tileable.
Speaking of counters, I have something you may be interested in. It's a hard disc drive, built out of redstone. It uses a heavily modified version of SethBling's binary counter that resets itself when it reaches 11101, or 29. It looks like a 5-bit counter, but it can't go all the way to 31 as the "disc" is a set of eight 29-bit piston tapes. The "disc" and the counter run off of the same clock, the mechanism which the counter is the base of is used for seeking and indexing, to select specific locations of data within the disc.
....
Sorry for going on such an insane rambling journey there. I tend to babble on forever when it comes to redstone.
No apologies needed, I always enjoy your redstone ramblings, as I often learn something new from them. After building the vertical counter, I realized that it would have been quicker to start counting at the top. Also, made a noob mistake and built 3 counters to count to 3, when in reality I only needed 2. It's not as efficient as it could be - 2 wasted cycles due to excess binary counters, and almost a full second delay due to piston timing between the 3 circuits. But it works, and is my first redstone build using my own design and experience, so it will remain as-is. It was a great learning experience, and the next big project will be that much easier.
I love what you do with redstone. I'm trying to think up my next big project, but don't really want to build a computer, as I prefer the survival part of MC. I'm hoping to think up a new big build that would be "useful" in survival mode. The only current thing sloshing around in my head for creative mode is a battleship-style guessing game for 2 players, but I'm not real motivated to start that one yet.
No apologies needed, I always enjoy your redstone ramblings, as I often learn something new from them. After building the vertical counter, I realized that it would have been quicker to start counting at the top. Also, made a noob mistake and built 3 counters to count to 3, when in reality I only needed 2. It's not as efficient as it could be - 2 wasted cycles due to excess binary counters, and almost a full second delay due to piston timing between the 3 circuits. But it works, and is my first redstone build using my own design and experience, so it will remain as-is. It was a great learning experience, and the next big project will be that much easier.
I love what you do with redstone. I'm trying to think up my next big project, but don't really want to build a computer, as I prefer the survival part of MC. I'm hoping to think up a new big build that would be "useful" in survival mode. The only current thing sloshing around in my head for creative mode is a battleship-style guessing game for 2 players, but I'm not real motivated to start that one yet.
Redstone is a funny thing. I've talked to guys on PMC that build mini-games I can't even begin to understand, yet they don't know a thing about redstone computers. I consider both to be equal fields of engineering. They're both infinitely expandable, up to the point the lag becomes unbearable or the client crashes altogether.
I think Battleship would be amazing recreate in Minecraft. Not exactly sure how it would work, and no clue how you could set up win detection, but I'm sure it's possible. Have you seen The Blade Engine from VoxelBox? It's a new redstone RPG engine in progress, insanely awesome, you should check it out some time.
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The glitch happens when you make a repeating redstone circuit, in which the current keeps going in a circle forever. This is useful for automatic farms, clocks, etc. I myself have built a clock that goes "tick, tock" using the repeating current. I was pretty happy with myself but when I decide to play again on my world, it stopped working.
I don't know if this happens only for infinite currents or not. Some people have adressed that redstone "freezes" even without infinite current. This has not happened to me though. Either way, I would like for this glitch to be fixed in the near future, along with the "pressure plate getting stuck glitch".
Has this glitch happened to anybody? Maybe it depends on what way you make the repeating current? Can anyone clarify if this is known by 4J Studios already? Thanks for taking your time to read this
My issue is that my current project has a loop that is catching up to itself after 6 or 7 cycles, creating a constantly powered ring, instead of a cycling loop. Using the block-update trick doesn't change the issue as it's not a burn-out redstone problem, more like a timing issue. I want to guess that it's because of oddness with how the repeaters are set up, but I'm still learning redstone so not 100% sure.
If anyone has any ideas or can find a previous thread where this type of setup is discussed..please share. My "Cobble Cube Creator" is impossible until I work this part out.
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Retired StaffIt's been known for quite awhile actually. It happens on the PC version, even while playing when a chunk unloads, so feel lucky. Just do what the rest of the world does and use a rapid pulser to update the clock.
I highly doubt this is what they were talking about. This isn't a block update glitch, it's a matter of the state of the blocks being saved. I'm not even sure if it's fixable, you would think Mojang would've patched it by now on MCPC if it was.
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Retired StaffWell, a clock signal should never catch up to itself, so that's odd. 0_o Then again, the Xbox version has a lot of timing issues. Mind posting a screenshot? Either way, if you're using a button, that's never a good idea, start your clock with a monostable circuit. Set it limit a signal to 2 ticks, like I said before, XBLA version has serious timing issues and a 1-tick pulse is often not even registered. If anything, it will at least take a longer time before the clock catches up to itself, although that should never happen... ever... that kind of defies the mechanics of redstone completely.
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Retired Staff[crosses fingers]
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Retired StaffHe means in the next update, but it says nothing about this. It's a fix for corrupted blocks. In other words, things burning out when they're not supposed to. This is more of an issue of repeaters becoming "stuck". A repeater, torch, or piece of redstone dust that is on is a completely different block from its negative counterpart. These things are saved when you.. well.. save.
Torches invert, so they are more stable. If in the right position when you save, they will update themselves. This is why a rapid pulser will always restart itself. No matter what, there's always going to be at least one torch that updates, kicks on, sends power down the line that updates all of the other torches. That's why people have been using them for years to restart clocks.
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Retired StaffAww, I just made one and realized it doesn't work.
I thought it was kind of odd, but I'm still learning so I wasn't sure. The loop in question is in the lower right corner with the red piston on/off switch.
With that issue resolved, I'm now trying to figure out how to condense the binary counter. I built the same model you see in the left lower corner, but in a vertical pattern. It works, but takes up a lot of space still. There's got to be a better way to count signal pulses? Is this the simplest counting method I could be using?
And yes, this is an overly complicated cobblestone generator. It currently works, and is titled "Cobble Cube", creating a 3x3 square that rises "magically" out of the ground.
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Retired StaffAs for your clock, that makes absolutely no sense to me, so I'm going to assume it was some weird bug.
Speaking of counters, I have something you may be interested in. It's a hard disc drive, built out of redstone. It uses a heavily modified version of SethBling's binary counter that resets itself when it reaches 11101, or 29. It looks like a 5-bit counter, but it can't go all the way to 31 as the "disc" is a set of eight 29-bit piston tapes. The "disc" and the counter run off of the same clock, the mechanism which the counter is the base of is used for seeking and indexing, to select specific locations of data within the disc.
http://www.planetmin...ve-rom-version/
^^^ You can check it out on my PMC profile. There aren't any shots of the counter, but I have some, as well as some other detailed shots of parts of the mechanism. I'm saving those for a thread here on MCF.
There are still several bugs in this system I have to work out. Side effects of bad design practice that I didn't realize until it was to late. I had already rebuilt the index mechanism 3 or 4 times at that point and really didn't want to do it again. You can't seek lines 29 and 0, because the counter resets instantly when 29 is reached, which I think I'll live with since I'm not exactly sure how to fix it without using a sequential counter or a register and a huge decoder. Line 0 can't be designated because I forgot to add detection for it. >_>;
The biggest error is it's impossible to loop to previous locations. Seeking works great from the default address, but looping to a lower line just doesn't work, thanks to my faulty "IF input = output" statement which shuts down the clock. It uses inverted outputs from the counter which are connected to a single line by pistons operated with levers, which completes the seeking component. That line is then inverted again and the signal is sent to a torch in the clock, telling the entire machine when to stop.
I'll have it all smoothed out hopefully by the time this is used in a computer. I was thinking about using it as program memory, since it's so compact, but branching is much too slow. Instead, I'll be using it as an external HDD to load programs to a series of RAM locations (using the traditional D flip flops) which will be used as program memory.
Sorry for going on such an insane rambling journey there.
No apologies needed, I always enjoy your redstone ramblings, as I often learn something new from them. After building the vertical counter, I realized that it would have been quicker to start counting at the top. Also, made a noob mistake and built 3 counters to count to 3, when in reality I only needed 2. It's not as efficient as it could be - 2 wasted cycles due to excess binary counters, and almost a full second delay due to piston timing between the 3 circuits. But it works, and is my first redstone build using my own design and experience, so it will remain as-is. It was a great learning experience, and the next big project will be that much easier.
I love what you do with redstone. I'm trying to think up my next big project, but don't really want to build a computer, as I prefer the survival part of MC. I'm hoping to think up a new big build that would be "useful" in survival mode. The only current thing sloshing around in my head for creative mode is a battleship-style guessing game for 2 players, but I'm not real motivated to start that one yet.
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Retired StaffRedstone is a funny thing. I've talked to guys on PMC that build mini-games I can't even begin to understand, yet they don't know a thing about redstone computers.
I think Battleship would be amazing recreate in Minecraft. Not exactly sure how it would work, and no clue how you could set up win detection, but I'm sure it's possible. Have you seen The Blade Engine from VoxelBox? It's a new redstone RPG engine in progress, insanely awesome, you should check it out some time.