It is huge shame that pistons and repeaters in MC Xbox Edition could not work properly. For example when I try to build a elevator using pistons, I found that sometime one or two pistons can not be activated although repeaters behind them were already lighted up, so my elevator now could kill player because it usually move upward or downward separately and player who stand on it will stuck into walls and suffocated. Also when I was building a hidden stair way, because of strange delay of pistons with no reason (they were side by side, one next to another), so my hidden stairway have only behaved correctly few times. Also repeaters sometimes are not functioning at all, despite the fact that I set 3 clicks delay, but sometimes it still looks like no delay at all.
BTW: every time I look the clumsy movements of pistons in MCXE, I feel... unpleasant. When 4j could fix those annoying problems?
Pistons on the other hand are just laggy. That most likely comes from the lack of RAM or the amount of processing the game takes to run. I managed to make a piston elevator that works so ever since then, it hasn't really bothered me much since pistons work well for everything else.
Pistons on the other hand are just laggy. That most likely comes from the lack of RAM or the amount of processing the game takes to run. I managed to make a piston elevator that works so ever since then, it hasn't really bothered me much since pistons work well for everything else.
Which kind of elevator you built? Because the one I built is 2*4 pistons at the bottom and the top, push a 2*2 space up and down, and it always move separately due to the delay of pistons.
Man its quite obvious many of you were not around when the PC was at version 1.0, it too had many many many problems with redstone and pistons, and while its gotten much better the PC still is prone to some redstone/piston issues.
I have seen this. I was doing stuff with minecarts and some of the redstone just would not work. I had it all hooked up and everything but it did not work. Or sometimes when I turned off the redstone(by getting rid of a torch that had it all turned on) a random piece of redstone would keep its signal(for no reason, and it would not be lighted as if there was a torch next to it. It was dark like it was later on in the row).
I just built another piston hidden tree door, but it's not functioning because some pistons react too slow so they always been blocked by other stretched pistons which supposed to be pushed out by those.
I have seen this. I was doing stuff with minecarts and some of the redstone just would not work. I had it all hooked up and everything but it did not work. Or sometimes when I turned off the redstone(by getting rid of a torch that had it all turned on) a random piece of redstone would keep its signal(for no reason, and it would not be lighted as if there was a torch next to it. It was dark like it was later on in the row).
I got this kind of problem too, it's really annoying.
try a different design often that helps. I don't seem to have much issue with 3 or 4 or more pistons firing at once. And i've never ever had a problem with simple piston doors.
try a different design often that helps. I don't seem to have much issue with 3 or 4 or more pistons firing at once. And i've never ever had a problem with simple piston doors.
I tried different ways but...TIMING is everything for my design! the laggy pistons in MCX360 are not act precisely at all! Also with all kinds of annoying glitch....
I just built another piston hidden tree door, but it's not functioning because some pistons react too slow so they always been blocked by other stretched pistons which supposed to be pushed out by those.
This particular issue is probably due to user error. I always run into a couple problems when designing hidden piston doors. You just have to tweak them when necessary.
As for the problem with elevators, it usually has nothing to do with piston mechanics. I use pistons constantly, the only time I've seen them literally fail was when 180+ were firing in unison. Keep in mind this was on a superflat world, so that limit could be lower in a generated world, but definitely no less than 100. The reason elevators fail is because rapidly moving blocks tend to lose their hitbox for a split second, at which point the player will fall inside the piston or be pushed to the outside wall. When pistons are just moving blocks, and the system isn't bugged, they work perfectly fine.
As for the mysteriously powered redstone wires and repeaters, that could be a corrupted block. I'm starting to think there is another problem other than this though, as I have seen a glitch that acts similar, yet it comes and goes. I believe it's a problem with redstone itself, and not its conduits. It doesn't seem to increase in frequency with higher lag loads either. I can process integers through a massive 16-bit ALU, storing data in 8 different registers all day without a problem. Then I could build something as simple as a light switch and watch it fail on the first test.
Apparently 4J Studios have been working on a full overhaul for redstone logic. Hopefully this will come along and rid us of these troubles. Until then, we all will just have to deal with it.
my friends son built a very tall working piston elevator and seemed to work prefectly even with a little lag i was getting, on the other hand i made a and it was pure chaos.
Which kind of elevator you built? Because the one I built is 2*4 pistons at the bottom and the top, push a 2*2 space up and down, and it always move separately due to the delay of pistons.
I built this one from EthosLab.
I set all of the repeaters to the max settings and the elevator works 9 times out of 10.
Try to make your build with as few repeaters as possible. The repeaters have a slight tiny delay that if you use too many it can build up to a 2 or more tick delay and this is usually the cause of issues with pistons or builds that require perfectly timed mechanisms. I have a massive 156 wall of pistons (to push my wood blocks arond in the farm) and I had to wire the entire thing without using repeaters so it would work. It took a lot of planning and moving around of wiring but it works flawlessly
This particular issue is probably due to user error. I always run into a couple problems when designing hidden piston doors. You just have to tweak them when necessary.
As for the problem with elevators, it usually has nothing to do with piston mechanics. I use pistons constantly, the only time I've seen them literally fail was when 180+ were firing in unison. Keep in mind this was on a superflat world, so that limit could be lower in a generated world, but definitely no less than 100. The reason elevators fail is because rapidly moving blocks tend to lose their hitbox for a split second, at which point the player will fall inside the piston or be pushed to the outside wall. When pistons are just moving blocks, and the system isn't bugged, they work perfectly fine.
As for the mysteriously powered redstone wires and repeaters, that could be a corrupted block. I'm starting to think there is another problem other than this though, as I have seen a glitch that acts similar, yet it comes and goes. I believe it's a problem with redstone itself, and not its conduits. It doesn't seem to increase in frequency with higher lag loads either. I can process integers through a massive 16-bit ALU, storing data in 8 different registers all day without a problem. Then I could build something as simple as a light switch and watch it fail on the first test.
Apparently 4J Studios have been working on a full overhaul for redstone logic. Hopefully this will come along and rid us of these troubles. Until then, we all will just have to deal with it.
Pistons losing its hitbox for split second is the major problem though, so I always fall inside piston then hit the ground.
And the mysterious powered red stone wire junction, I do believe is due to the laggy mechanism, so some wire just repeatly activated by itself. Sometimes when you hit a button, you even have to wait at least 4 seconds for it reset.
I set all of the repeaters to the max settings and the elevator works 9 times out of 10.
It is a simple one. My design is plan to move players vertically, so I have to make sure that those pistons can be activated one by one, also hope that pistons do not lose their piston head after stretching out....
Try to make your build with as few repeaters as possible. The repeaters have a slight tiny delay that if you use too many it can build up to a 2 or more tick delay and this is usually the cause of issues with pistons or builds that require perfectly timed mechanisms. I have a massive 156 wall of pistons (to push my wood blocks arond in the farm) and I had to wire the entire thing without using repeaters so it would work. It took a lot of planning and moving around of wiring but it works flawlessly
I think I still need to adjust the timing a little bit.
Hmm, imagine that placing down a repeater causes a delay in the current, well i never would a guessed such a thing.
FYI if your using torches to 'extend' your line then your still causing a delay in the line, 1 to 2 ticks (north/south quark). Thus your massive 156 piston wall is no more efficient then using repeaters, which is a min 1 tick delay.
I've done ALOT of redstone and can't say I've run across many issues with repeaters. Sometimes I run into issues with torches, specifically when doing a latch, but other then that most 'redstone' is pretty solid now. I do agree that pistons have a number of issues, those hopefully will get better in time.
I consider myself an advanced redstone user and I've had some contraptions that have worked the day before just stop working. Sometimes a reload will fix this but usually its just not consistant enough to warrent building large devices.
And pistons are laggy as frick... That really aggravates me... One piston moves one tick later even though all four of them are on the same tick, things like that.
Try to make your build with as few repeaters as possible. The repeaters have a slight tiny delay that if you use too many it can build up to a 2 or more tick delay and this is usually the cause of issues with pistons or builds that require perfectly timed mechanisms. I have a massive 156 wall of pistons (to push my wood blocks arond in the farm) and I had to wire the entire thing without using repeaters so it would work. It took a lot of planning and moving around of wiring but it works flawlessly
You can use repeaters all you want, as long as everything is synced. Check out the storage I made awhile back, it uses two walls of 312 pistons, for a total of 624 pistons, not including those that move the chain of blocks to the wall segments.
BTW: every time I look the clumsy movements of pistons in MCXE, I feel... unpleasant. When 4j could fix those annoying problems?
Pistons on the other hand are just laggy. That most likely comes from the lack of RAM or the amount of processing the game takes to run. I managed to make a piston elevator that works so ever since then, it hasn't really bothered me much since pistons work well for everything else.
Which kind of elevator you built? Because the one I built is 2*4 pistons at the bottom and the top, push a 2*2 space up and down, and it always move separately due to the delay of pistons.
I got this kind of problem too, it's really annoying.
I tried different ways but...TIMING is everything for my design! the laggy pistons in MCX360 are not act precisely at all! Also with all kinds of annoying glitch....
-
View User Profile
-
View Posts
-
Send Message
Retired StaffThis particular issue is probably due to user error. I always run into a couple problems when designing hidden piston doors. You just have to tweak them when necessary.
As for the problem with elevators, it usually has nothing to do with piston mechanics. I use pistons constantly, the only time I've seen them literally fail was when 180+ were firing in unison. Keep in mind this was on a superflat world, so that limit could be lower in a generated world, but definitely no less than 100. The reason elevators fail is because rapidly moving blocks tend to lose their hitbox for a split second, at which point the player will fall inside the piston or be pushed to the outside wall. When pistons are just moving blocks, and the system isn't bugged, they work perfectly fine.
As for the mysteriously powered redstone wires and repeaters, that could be a corrupted block. I'm starting to think there is another problem other than this though, as I have seen a glitch that acts similar, yet it comes and goes. I believe it's a problem with redstone itself, and not its conduits. It doesn't seem to increase in frequency with higher lag loads either. I can process integers through a massive 16-bit ALU, storing data in 8 different registers all day without a problem. Then I could build something as simple as a light switch and watch it fail on the first test.
Apparently 4J Studios have been working on a full overhaul for redstone logic. Hopefully this will come along and rid us of these troubles. Until then, we all will just have to deal with it.
I set all of the repeaters to the max settings and the elevator works 9 times out of 10.
Pistons losing its hitbox for split second is the major problem though, so I always fall inside piston then hit the ground.
And the mysterious powered red stone wire junction, I do believe is due to the laggy mechanism, so some wire just repeatly activated by itself. Sometimes when you hit a button, you even have to wait at least 4 seconds for it reset.
It is a simple one. My design is plan to move players vertically, so I have to make sure that those pistons can be activated one by one, also hope that pistons do not lose their piston head after stretching out....
I think I still need to adjust the timing a little bit.
FYI if your using torches to 'extend' your line then your still causing a delay in the line, 1 to 2 ticks (north/south quark). Thus your massive 156 piston wall is no more efficient then using repeaters, which is a min 1 tick delay.
I've done ALOT of redstone and can't say I've run across many issues with repeaters. Sometimes I run into issues with torches, specifically when doing a latch, but other then that most 'redstone' is pretty solid now. I do agree that pistons have a number of issues, those hopefully will get better in time.
And pistons are laggy as frick... That really aggravates me... One piston moves one tick later even though all four of them are on the same tick, things like that.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffYou can use repeaters all you want, as long as everything is synced. Check out the storage I made awhile back, it uses two walls of 312 pistons, for a total of 624 pistons, not including those that move the chain of blocks to the wall segments.
ZE CUBINATOR!