I designed a system to enable the creation of blocks for all recipes that allow it using 9 identical items.
I maintain a signal strength of 8 with the composter on top to prevent state changes detection from the observer and premature triggers before it is filled with 9 blocks.
How to reproduce:
Set up the system as shown in the image.
Set the composter to the maximum (8).
Manually fill the crafter with iron ingots to create the block
Walk on the string next to the comparator or clic inside the crafter
What is supposed to happen:
The crafter fills up.
Creates a signal of 9.
Activates once to create the item.
The signal returns to 8, and this loops.
What is happening:
The comparator remains stuck on a signal of 9 even though the crafter is empty and should revert to 8.
The update occurs only with the next item passing through, triggering a new pulse.
This creates an item too early.
This continues until a manual update of a block next to the comparator, which should not happen. So the issue is coming from the crafter.
Passing over the string a first proves nothing is happening before. The manual update unlocks the situation but creates a second pulse that is not supposed to exist. In the system, this activates the crafter too early and creates nuggets.
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Yes, that's the same issue in another context. That's a major bug for redstoner
Does MC-265901 describe your issue?