Anyone else having this problem? Ignoring the other failing circuitry...
This clock, on the PC, runs smoothly and steadily in both sound and light. However, on the 360 version, it's slower and sometimes skips a beat. The dispenser itself shoots similarly: fast, but sounds irregular a bit. Additionally, sometimes skips an arrow [a gap in its firing]
(btw, the bottom dispenser doesn't fire for some reason, trying to figure that out on another thread, also same issue on PC version so that aspect isn't 360-only)
I've been testing out redstone circuits, and even the same thing seems to work differently, and it's not lag for sure.
Redstone on PC really wasn't that 'stable' until around 2.3 something, and even then it was iffy, its progressively gotten better and better, but still even now has its quarks.
We are never playing single player like we can on the PC counterpart, we are always hosting it off a server, and connecting to it via our client running in parallel to the client.
Elevators even on the PC were NEVER EVER STABLE and fully reliable and each update broke them again and again, and again and yet again. So you can hardly use 'elevators' as a counter part. However I will agree that if you did manage to get it working under some version then it worked fairly with pretty decent reliability, but NEVER under multilayer. If you have every played minecraft online then you will know that elevators in the multilayer since even on PC is near impossible for reliablity.
Since MC arrived on xbox, redstone has gotten better and better with each update, remember how far behind we are next to the PC counterpart, and comparing the two is hardly fair,.... at least at this stage of the game.
It comes down to the same problem we have with almost every feature in this game. Not enough ram. Unfortunately, there is nothing that we can do besides hope 4J optimizes the game to run on the 360 better.
Edit: However...if you can cut down on the amount of pistons and the amount of light updates, you can reduce the ram requirements of your mechanism. The piston part is self explanatory, but the light updates may be confusing. Essentially, repeaters and redstone torches are light sources, so every time one flickers on, the game has to do a lighting update. So if you light the area with torches or glowstone, the game wont have to perform that function. I forget who, but this was discovered by another forum user and it helped reduce lag on one of my machines.
Edit: However...if you can cut down on the amount of pistons and the amount of light updates, you can reduce the ram requirements of your mechanism. The piston part is self explanatory, but the light updates may be confusing. Essentially, repeaters and redstone torches are light sources, so every time one flickers on, the game has to do a lighting update. So if you light the area with torches or glowstone, the game wont have to perform that function. I forget who, but this was discovered by another forum user and it helped reduce lag on one of my machines.
This specific issues actually has nothing to do with RAM or any hardware limitations. Of all the redstone tiles, torches are the buggiest. My advice is to completely avoid pulsars. (OP's screenshot is a rapid pulsar, not a clock.) They are designed to output 1-tick pulses, which also feeds into an accumulative line to invert the rest of the torches. The concept of the pulsar is knowing a torch will burn out through a feedback loop, but all of the torches should never burn out at once, block updates should keep the torches out of sync. Redstone torches can act quite funny when they are receiving a 1-tick pulse from a block, and random oddities are to be expected. Don't use pulsars, just switch to a real clock. If you want a dispenser to shoot arrows at a stupid rate, use a 1-tick clock, they do work now (They didn't back in 1.7.3, so there's an example of redstone improving.) and generate the highest frequency of pulses possible.
This specific issues actually has nothing to do with RAM or any hardware limitations. Of all the redstone tiles, torches are the buggiest. My advice is to completely avoid pulsars. (OP's screenshot is a rapid pulsar, not a clock.) They are designed to output 1-tick pulses, which also feeds into an accumulative line to invert the rest of the torches. The concept of the pulsar is knowing a torch will burn out through a feedback loop, but all of the torches should never burn out at once, block updates should keep the torches out of sync. Redstone torches can act quite funny when they are receiving a 1-tick pulse from a block, and random oddities are to be expected. Don't use pulsars, just switch to a real clock. If you want a dispenser to shoot arrows at a stupid rate, use a 1-tick clock, they do work now (They didn't back in 1.7.3, so there's an example of redstone improving.) and generate the highest frequency of pulses possible.
Lmfao. I didn't even open his spoiler. I just assumed it was a repeater clock. Anyway, yeah what Nose_Job said. Also, my advice still holds true if your wanting to make your machines more reliable/less laggy.
Also, my advice still holds true if your wanting to make your machines more reliable/less laggy.
Well of course, and great advice it is! Just don't expect it to fix most torch issues, as many of them actually are bugs. Speaking of which, I found an interesting redstone glitch about an hour ago. It also involves clocks, I shall show you my findings if you're on later. I'll have to test this glitch more before releasing such information to the public.
Oops Yeah... still an amateur at redstone Anyways, this is a good way to learn [I know, too many smilies xD ]
Thanks for all the info, including the torch tip which should help with my many planned projects. By the way, I tried a good old clock but it wasn't fast enough for my tastes... Yeah, a good word for it IS "stupid", since many of these arrows are wasted
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Currently playing the Xbox 360 version, this amazing seed
I need ta write something better...
Well of course, and great advice it is! Just don't expect it to fix most torch issues, as many of them actually are bugs. Speaking of which, I found an interesting redstone glitch about an hour ago. It also involves clocks, I shall show you my findings if you're on later. I'll have to test this glitch more before releasing such information to the public.
^^ Oh? I will be on in a bit, gotta see this. Is it as cool as my torch burnout/redstone dust timer?
By the way, I tried a good old clock but it wasn't fast enough for my tastes... Yeah, a good word for it IS "stupid", since many of these arrows are wasted
A 1-tick clock is literally the highest frequency of redstone pulses possible. It is accurate, reliable, very simple, and only requires 2 repeaters and 4 redstone dust. It can be a bit tricky to start manually, but a monostable circuit outputting a 1-tick pulse to the clock will do the job. Anything longer, even by a single tick will instantly catch up in the first cycle and create an infinite loop, leaving the clock frozen in a high state.
This clock, on the PC, runs smoothly and steadily in both sound and light. However, on the 360 version, it's slower and sometimes skips a beat. The dispenser itself shoots similarly: fast, but sounds irregular a bit. Additionally, sometimes skips an arrow [a gap in its firing]
(btw, the bottom dispenser doesn't fire for some reason, trying to figure that out on another thread, also same issue on PC version so that aspect isn't 360-only)
I've been testing out redstone circuits, and even the same thing seems to work differently, and it's not lag for sure.
I need ta write something better...
Anyone else agree? And at least it's nice to know it's not only me xD Has redstone been like this since the beginning, and not since TU8/9?
We also need the comparator, but we'd never get to that level of complexity at this rate of bugginess
I need ta write something better...
Redstone on PC really wasn't that 'stable' until around 2.3 something, and even then it was iffy, its progressively gotten better and better, but still even now has its quarks.
We are never playing single player like we can on the PC counterpart, we are always hosting it off a server, and connecting to it via our client running in parallel to the client.
Elevators even on the PC were NEVER EVER STABLE and fully reliable and each update broke them again and again, and again and yet again. So you can hardly use 'elevators' as a counter part. However I will agree that if you did manage to get it working under some version then it worked fairly with pretty decent reliability, but NEVER under multilayer. If you have every played minecraft online then you will know that elevators in the multilayer since even on PC is near impossible for reliablity.
Since MC arrived on xbox, redstone has gotten better and better with each update, remember how far behind we are next to the PC counterpart, and comparing the two is hardly fair,.... at least at this stage of the game.
Edit: However...if you can cut down on the amount of pistons and the amount of light updates, you can reduce the ram requirements of your mechanism. The piston part is self explanatory, but the light updates may be confusing. Essentially, repeaters and redstone torches are light sources, so every time one flickers on, the game has to do a lighting update. So if you light the area with torches or glowstone, the game wont have to perform that function. I forget who, but this was discovered by another forum user and it helped reduce lag on one of my machines.
*Wave*
Word. Props to rushzer0 for informing me of the light update lag within redstone mechanisms. It really does help, even on a small 2x2 hidden doors.
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Retired StaffLmfao. I didn't even open his spoiler. I just assumed it was a repeater clock. Anyway, yeah what Nose_Job said. Also, my advice still holds true if your wanting to make your machines more reliable/less laggy.
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Retired StaffWell of course, and great advice it is! Just don't expect it to fix most torch issues, as many of them actually are bugs. Speaking of which, I found an interesting redstone glitch about an hour ago. It also involves clocks, I shall show you my findings if you're on later. I'll have to test this glitch more before releasing such information to the public.
Thanks for all the info, including the torch tip which should help with my many planned projects. By the way, I tried a good old clock but it wasn't fast enough for my tastes... Yeah, a good word for it IS "stupid", since many of these arrows are wasted
I need ta write something better...
^^ Oh? I will be on in a bit, gotta see this. Is it as cool as my torch burnout/redstone dust timer?
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Retired StaffA 1-tick clock is literally the highest frequency of redstone pulses possible. It is accurate, reliable, very simple, and only requires 2 repeaters and 4 redstone dust. It can be a bit tricky to start manually, but a monostable circuit outputting a 1-tick pulse to the clock will do the job. Anything longer, even by a single tick will instantly catch up in the first cycle and create an infinite loop, leaving the clock frozen in a high state.