mojira.dev
MCPE-189895

Dropper or dispenser may not work every 4gt, even though it is activated by a 4gt frequency signal

Summary:

In 1.21.60.27, the dropper and dispenser may work wrong in some cases. 

Steps to reproduce:

  1. Download the testBug.mcworld I sent.

  2. Open it with 1.21.50 and 1.21.60.27.

  3. Loose the lever to start the pigman farm.

  4. Observe the dispenser. In 1.21.50, the dispenser work every 4gt, while In 1.21.60.27, the dispenser work every 8gt. 

Expected Result:

The dispenser should work every 4gt just like what it work in 1.21.50 and every other versions of bedrock edition or java edition.

Observed result:

In 1.21.50, the dispenser work every 4gt, while In 1.21.60.27, the dispenser work every 8gt. *

Other:

I don't know if it is a bug. If it is, I think it should be fix back. If it is changed by intended, it should be shown in changelog, and the java editor should also change it in 1.21.4.

Actually it is far than influent only the pigman farm, and it's easy to creates panic among the players. I hope you give me, and other player a feedback as quick as you can.

I add a view, and you can see the same machine work different in the two version. The left one is actually work twice faster than the right one. When you slow down the video, you will find that the dispenser right runs every two activations. Exactly, it's a bug.

Actually, I'm one of the best PT player over the world, and I know what is change in the new version. Please forward my below words to the develop teams.

First of all, I need to define a word called PT, which is called pendingTick or blockTick in source code.

The second thing we should know is that in 1.21.60.24, the developer add a new feature  removing pts when remove blocks. By the way, they add the judging condition for some blocks that when a block has PT, it can't add more PT. In source code, they will use a function called "hasTickInPendingTicks"  to judge it. Exactly, It's a good thing for our game. And they add the judging condition to dropper and dispenser. in 1.21.60.27. However, it's unsuited for these two blocks. Here are my reasons.

  1. The dropper and the dispenser are redstone component. We must make sure that they should be activated once and work once. Add this judging condition will cause the problem we have shown: the dispense is activated twice and it only work once.

  2. The dropper and the dispenser PT's target_tick is 4gt later, and the fast activation cycle is also 4gt, which means the PT must be done in 1gt so that it won't affect the next activation. However, 1gt can only consume 100 PT, and the over PTs will be delayed to the next gt, meaning that it is really really easy to be delayed. For example, the portal. It can add 441PT at once, which can caused 4gt delay max. Once dispenser's PT is delayed, the problem we say will happen.

So, what we should do is just remove the judging condition of dropper and dispenser. In fact, I'm really glad that  you gays are constantly improving our game, even if it leads to some unexpected incidents, and I think it's understandable, as long as these bugs don't get into the official release

Linked issues

Attachments

Comments 7

Addition, destroy one of the two portals in the archive, the dispenser is still work every 8gt

I cannot reproduce this. The dispensers fire at the same rate in both versions. I recorded them side-by-side.

[media]

Note that with these large portal farms there is often lag in the visuals and audio, so you may not see or hear everything that is happening.

it need to light those portal. Without light those the portal, you can't reproduce the bug. Please re test it

Mod did it wrong thus resulting in the bug not reproduced. Follow reporter instructions more carefully and turn on mentioned portal farm instead of creating your own circuit as this bug will not occur without lighting those portals. Mod also mentioned large portal farms cause lag in visual and audio. However, visual and audio lag is not what the reporter encountered. What happened is that the portal farm generates pending tick lag, causing dispensers and droppers not working as expected in earlier versions.

I broke the portals to get clear visuals, but I will do some different tests based on what you are saying.

I add a view, and you can see the same machine work different in the two version. The left one is actually work twice faster than the right one. When you slow down the video, you will find that the dispenser right runs every two activations. Exactly, it's a bug.

Actually, I'm one of the best PT player over the world, and I know what is change in the new version. Please forward my below words to the develop teams.

First of all, I need to define a word called PT, which is called pendingTick or blockTick in source code.

The second thing we should know is that in 1.21.60.24, the developer add a new feature  removing pts when remove blocks. By the way, they add the judging condition for some blocks that when a block has PT, it can add more PT. In source code, they will judge a block "hasTickInPendingTicks" to do it. Exactly, It's a good thing for our game. And they add the judging condition to dropper and dispenser. in 1.21.60.27. However, it's unsuited for these two blocks. Here are my reasons.

  1. The dropper and the dispenser are redstone component. We must make sure that they should be activated once and work once. Add this judging condition will cause the problem we have shown: the dispense is activated twice and it only work once.

  2. The dropper and the dispenser PT's target_tick is 4gt later, and the fast activation cycle is also 4gt, which means the PT must be done in 1gt so that it won't affect the next activation. However, 1gt can only consume 100 PT, and the over PTs will be delayed to the next gt, meaning that it is really really easy to be delayed. For example, the portal. It can add 441PT at once, which can caused 4gt delay max. Once dispenser's PT is delayed, the problem we say will happen.

So, what we should do is just remove the judging condition of dropper and dispenser. In fact, I'm really glad that  you gays are constantly improving our game, even if it leads to some unexpected incidents, and I think it's understandable, as long as these bugs don't get into the official release

[media]


I added scoreboards to the test world to track spawns and calculate spawns/hr. In 3-minute tests the farm produced about 9500 zombie piglins/hr in 1.21.51 and 5500 zombie piglins/hr in 1.21.60.28. I think this is sufficient to confirm the bug.

It might be helpful to assess the impact of this issue if the disruption to dropper and dispenser timings could be reproduced in other ways.

kby8848yyds

(Unassigned)

1361463

Confirmed

Multiple

Windows 11

1.21.60.27 Preview, 1.21.60.28 Preview, 1.21.70.20 Preview

1.21.70.22 Preview, 1.21.70

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