Why did they change the way a lot of the redstone works i have a lighting system set up in one of my worlds and now it doesnt work and my minecart stations doesnt work now cause it has been changed. why change something like that? it worked just fine before i dont see the point. so if someone could tell me about these changes to the redstone that would be great
Actually, redstone works better now than it ever did. Most of the updates only introduced additions to redstone, rarely were existing redstone mechanics altered. Workarounds are always possible, and commonly very easy. All your broken mechanisms are most likely simple to fix, if you just look for the problem. Don't accept that the device doesn't work and give up, make it operational once again. Being forced to adapt is not a bad thing, I welcome it. This is but another challenge to test your engineering skills.
Actually, redstone works better now than it ever did. Most of the updates only introduced additions to redstone, rarely were existing redstone mechanics altered. Workarounds are always possible, and commonly very easy. All your broken mechanisms are most likely simple to fix, if you just look for the problem. Don't accept that the device doesn't work and give up, make it operational once again. Being forced to adapt is not a bad thing, I welcome it. This is but another challenge to test your engineering skills.
^^ This....or you could have had a block get corrupted. You may not have to "fix" anything, it may be a stuck repeater or some redstone that won't lose power. It could have been caused inadvertently by a biome shift or just naturally occurring coruption, but the fix is the same. Remove the affected components AND the blocks they rest on. Save and exit, then reload and replace the missing pieces.
If you manage to post up some pictures of the machines that won't work, we may even be able to tell you what went wrong
^^ This....or you could have had a block get corrupted. You may not have to "fix" anything, it may be a stuck repeater or some redstone that won't lose power. It could have been caused inadvertently by a biome shift or just naturally occurring coruption, but the fix is the same. Remove the affected components AND the blocks they rest on. Save and exit, then reload and replace the missing pieces.
If you manage to post up some pictures of the machines that won't work, we may even be able to tell you what went wrong
There is always that option, I'm only stating that redstone itself is fairly polished and stable. There are a few exceptions, bugs here and there. One example is the torch that has had one major flaw since implementation, all the way up to the current PC version. They burn out.The difference is that the PC version has more tools to circumnavigate this problem. I have yet to even see an anti-burnout design on the 360 version, because it is not practical and more trouble than it is worth. It relies on very delicate methods that are an absolute pain, involving pistons. I think you've seen all the extra logic in XENON I had to use just to stabilize the insta-carry adders and eliminate most of the bugs, so you know what I'm talking about. On top of all this, torches in the XBLA version have an additional issue where they won't even register a 1-tick pulse.
The point is that we can get around the redstone-specific bugs. Most people just don't have much experience with precision timing or synchronous circuits. Beyond a clock cycing a dispenser or something, that is. I think players exaggerate the bugs because they're not really understanding why the machine doesn't work.
As for corrupted blocks, I wish I knew more about them. I've came to think that there may be different kinds of corrupted blocks. The reason I say this is because the fix doesn't work sometimes. Let's say there's an error, somewhere in the client program, that essentially dictates a small chance of a block becoming corrupted upon creation. This means every time a block is placed, generated, whatever, there is a possibility of it being corrupted, the block itself. By removing that block, you are starting from a clean slate, placing a new block that most likely will not become corrupted. This falls in line with the concept of the fix, so how do we explain what happened when it doesn't work? Maybe a block becomes corrupted during a save, a small error when a chunk is stored. It could possibly happen during initial generation of the world, where a specific coordinate is corrupted, not a block. I'm pretty much just guessing, hopefully someone can come along who could give us more insight.
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Retired Staff^^ This....or you could have had a block get corrupted. You may not have to "fix" anything, it may be a stuck repeater or some redstone that won't lose power. It could have been caused inadvertently by a biome shift or just naturally occurring coruption, but the fix is the same. Remove the affected components AND the blocks they rest on. Save and exit, then reload and replace the missing pieces.
If you manage to post up some pictures of the machines that won't work, we may even be able to tell you what went wrong
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Retired StaffThere is always that option, I'm only stating that redstone itself is fairly polished and stable. There are a few exceptions, bugs here and there. One example is the torch that has had one major flaw since implementation, all the way up to the current PC version. They burn out.The difference is that the PC version has more tools to circumnavigate this problem. I have yet to even see an anti-burnout design on the 360 version, because it is not practical and more trouble than it is worth. It relies on very delicate methods that are an absolute pain, involving pistons. I think you've seen all the extra logic in XENON I had to use just to stabilize the insta-carry adders and eliminate most of the bugs, so you know what I'm talking about. On top of all this, torches in the XBLA version have an additional issue where they won't even register a 1-tick pulse.
The point is that we can get around the redstone-specific bugs. Most people just don't have much experience with precision timing or synchronous circuits. Beyond a clock cycing a dispenser or something, that is. I think players exaggerate the bugs because they're not really understanding why the machine doesn't work.
As for corrupted blocks, I wish I knew more about them. I've came to think that there may be different kinds of corrupted blocks. The reason I say this is because the fix doesn't work sometimes. Let's say there's an error, somewhere in the client program, that essentially dictates a small chance of a block becoming corrupted upon creation. This means every time a block is placed, generated, whatever, there is a possibility of it being corrupted, the block itself. By removing that block, you are starting from a clean slate, placing a new block that most likely will not become corrupted. This falls in line with the concept of the fix, so how do we explain what happened when it doesn't work? Maybe a block becomes corrupted during a save, a small error when a chunk is stored. It could possibly happen during initial generation of the world, where a specific coordinate is corrupted, not a block. I'm pretty much just guessing, hopefully someone can come along who could give us more insight.