This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
The observer in front of the piston never gets left behind like it would with a 1 tick pulse
When I ran the signal into other pistons they didn't activate
Doors/Gates make the opening sound but don't open.
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug is (at least) since version 1.14.2
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duplicates 1
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Yep, this seems to be just zero ticking. However, the redstone dust interacts very weirdly with it. I'm unsure whether we have a fitting parent, or if this is intended behaviour.
I've resolved this as a duplicate since you've already reported the same bug here: MC-153356
You weren't active and @unknown requested to be made the owner. We can give the bug report back to you if you want.
Yeah if it is not possible to have multiple non-admins that can modify entries it would be great if i'd 'get it back'.
Zero ticking is not confirmed to be intended behavior (see MC-8328). Utilizing emergent behaviors is always likely to produce wierd results. This is normal, in that the redstone doesn’t have time to play the powered animation before being deposited. I imagine any hackfix for this issue would make dust lag even worse.