I'm pretty sure its a feature, to prevent really fast and large redstone clocks from causing crashes
taken from the wiki
Redstone torches will burn out when switched between the on and off states too often (8 or more off-on-cycles within 100 ticks or approximately 5 seconds). This typically happens when the player creates an infinite feedback loop by inadvertently or purposely wiring a redstone torch back into itself (a one clock). This will cause the torch to apply a current to itself thus turning it off and removing current allowing the torch to come back on and once again apply current to itself. This will cause the torch and any mechanisms wired to it to rapidly activate and deactivate repeatedly and could crash the game depending on the complexity of the mechanism. This is likely why Notch programmed the torches to burn out. When burnt out the torch will issue a puff of smoke and a hiss similar to an extinguished torch. Then it will ignore any events which would normally turn on the torch until enough time has been elapsed so that there are 7 or less off-on-cycles within the last 100 world ticks. After that a new event of unpowering the blocks adjacent to the torch is necessary to turn it on again (current state of the blocks is ignored, it requires a new on-off-edge or a general kind of block update). There is no limit how often a single redstone torch can burn out.
Redstone torches can also burn out if one clicks a lever quickly and repeatedly with the lever being hooked up to a redstone torch or leads a wire from the torch, up one block, and reconnects it to the torch.
Previously I know that on in 1.1 SMP type B clock circuits seemed reliable as long as the chunk was loaded, but sometimes took a little while to start if you went far away (chunk unloaded) and came back. It was more reliable than a simple double repeater clock circuit, that would stop altogether when the chunk was unloaded and not resume on its own at all.
But when Lamp blocks first came out in a totally vanilla 1.2 snapshot (separate server there for development), I used a type B clock circuit to blink it. That worked fine until admin used time to change day to night to view it. Then not only did the clock circuit stop working (even if torches replaced), but even trying to manually (stick switch) operate the vertical alternating blocks and torches to the Lamps stopped somewhere along the way with 2 dark torches part way up the column, even if torches were replaced. Everything worked again after server restart, and admin realized not to use the time command.
Since 12w08a (including 1.2.2) attempting to blink Lamp blocks seems to create significant lag spikes (especially when turning off), but not sure if that is server or client side, since lighting has been changed to client side instead of server side. So I added a stick switch to either blink or just stay on (where I leave it for now). But even if just the B clock is running there is a tiny (unnoticeable) spike from each torch in the clock circuit even when not visible (underground).
it has something to do with the tick stack or something, I really wish it was fixed because i have my creative world set to always day (basically a time command) and it ruins some circuits.
Another potential workaround (if you really have trouble just using a bed instead of /time) is to make sure that the entire circuit is stored within a single chunk. I believe the bug has something to do with the way the time is adjusted one chunk at a time which can cause the problem. I have not taken the time to confirm this assumption tho.
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I'm experiencing this problem on a server I play on and it has nothing to do with chunk borders. It doesn't even require a clock circuit.
Just a pressure plate that activates a redstone torch as inverter for a piston door to retract. I stepped a couple of times on the plate and suddenly the door won't close anymore, because the redstone torch stays dark.
And even destroying the torch and replacing it doesn't help. It burns out instantly again.
And the advice not to use the /time command doesn't help, either, because I'm not the admin.
Put the torch on the side of the block instead of the top. Having a redstone signal hit a redstone torch on top of a block isn't really supposed to happen...?
/time set 6000
press button over 8 times
torch burns out
nevertobefixed.jpg
IP - play.phanaticmc.com
taken from the wiki
this will not happen if you dont use the /time command
IP - play.phanaticmc.com
IP - play.phanaticmc.com
I have to destroy the input device, and all the torches, to get it to work again.
But when Lamp blocks first came out in a totally vanilla 1.2 snapshot (separate server there for development), I used a type B clock circuit to blink it. That worked fine until admin used time to change day to night to view it. Then not only did the clock circuit stop working (even if torches replaced), but even trying to manually (stick switch) operate the vertical alternating blocks and torches to the Lamps stopped somewhere along the way with 2 dark torches part way up the column, even if torches were replaced. Everything worked again after server restart, and admin realized not to use the time command.
Since 12w08a (including 1.2.2) attempting to blink Lamp blocks seems to create significant lag spikes (especially when turning off), but not sure if that is server or client side, since lighting has been changed to client side instead of server side. So I added a stick switch to either blink or just stay on (where I leave it for now). But even if just the B clock is running there is a tiny (unnoticeable) spike from each torch in the clock circuit even when not visible (underground).
IP - play.phanaticmc.com
Just a pressure plate that activates a redstone torch as inverter for a piston door to retract. I stepped a couple of times on the plate and suddenly the door won't close anymore, because the redstone torch stays dark.
And even destroying the torch and replacing it doesn't help. It burns out instantly again.
And the advice not to use the /time command doesn't help, either, because I'm not the admin.
I hate piston clocks, they are very annoying and lag up my computer more than a standard clock.