Title updated by GoldenHelmet
Steps to reproduce given in this comment. A simpler version has been been provided in this comment.
Additional findings given in this comment and following.
Original title
Redstone Torches Can Break, When Reloading The Area
Original description
Occasionally when you reload an area of the world, redstone torches can break in a weird way. This typically happens when they are powering redstone dust, and the torch its self can be turned off bu the redstone circuit.
Its a hard one to explain, but it happens pretty frequently on realms, and it breaks LOADS of redstone contraptions!
Below you can find an image of a auto-sorters clock being broken from this bug, and a full demo in a video i made!
https://youtu.be/yU2IXXU6UzA?t=479
Linked issues
is duplicated by 4
relates to 2
Attachments
Comments 20
I have had a similar issue where every redstone torch, repeater, Comparator, observer and button in my base had to lifted and replaced.
I’ve experienced this issue as well. My issue report is a little more detailed, so I’ll post it here. It says, “ Something very strange is happening with redstone torches lately. Normally, a torch would turn off when the block it’s attached to receives a redstone signal. It still does this, but only to an extent. It’ll work, until you leave and reload into the world. After that, for some reason, it’ll only turn off when the signal strength that the torch is receiving is at it highest possible strength, 15. Any lower, and the torch will stay on. What’s weirder is that once you change anything to the circuit, like breaking and re-placing a redstone dust or torch, it’ll work again. What’s even WEIRDER is that when I discovered this issue, another NOT gate right next to the one that was having this issue was working just fine. I think it might have to do with direction? The buggy NOT gate had the torch facing east, with the normal working one facing west.”
I believe 77Tigers is correct. This is the picture he’s provided:
[media]The common factor in the bugged circuits on the right is actually tripartite:
The dust points across a chunk border into a solid block,
The chunk with the solid block loads after the chunk with the dust, and
The power source is not linked to any other redstone component across the chunk border.
The second properly updated circuit from the left of the picture shows the necessity of condition (3) above. In this circuit the redstone dust in the gray chunk apparently triggers remapping of the redstone power connections upon chunk loading as described by 77Tigers.
This also suggests that the cause of the buggy behavior lies in the game failing to treat solid blocks as potential redstone consumers/connectors when it loads the gray chunks. My earlier conclusion that
[media]was based on the fact that updating the dust updated the connection. However, it is now clear that you must
[media](you can even
[media]if it powers in that direction). So now it appears that the bug is in the redstone remapping that occurs with chunk loading not taking proper account of solid blocks on chunk borders. Probably the fix for MCPE-17304 remains relevant in that whatever was done to fix that for components failed to include solid blocks. The fixes suggested by 77Tigers seem better though, especially the first–just have adjacent chunks remap redstone connections from their producers after any chunk loads.
I've done some more testing and it seems this can happen to repeaters powering stuff 2 chunks away (just about).
[media]
I can confirm this is fixed. For anyone interested: I think the game now updates any components that could power stuff in unloaded chunks when the chunks are loaded.
Hello, I'm playing on bedrock server (v 1.20.40). I think I'm experiencing this bug.
I have a storage system with a row of 16 chests being read by comparators in adjacent slices. In each slice, the comparator signal goes into a block with redstone dust on top. There's another block above the comparator also with redstone dust on top (I'll call this the upper redstone dust) so that the signal coming out of the comparator goes up to there. The chests are configured so that the redstone signal is level 2 and just reaches the upper redstone dust and activates it.
The upper redstone dust is on a chunk border.
I have a nether portal nearby and when I go into the nether and back to the storage room I find that the upper redstone dust in some of the slices (typically 1-4 of the 16 slices) is switched off when all the redstone dust around it is on. The chest configurations have not changed, the comparators are still active and giving a signal of 2 so all the upper redstone dust should be on.
When I break the erroneous redstone dust and replace it, it turns on as expected.
I can repeat this and different slices turn off each time. It seems to be random as to how many and which slices are glitching.
If I unload an area with redstone dust line powered up, on a single player world, it’ll appear like unpowered when I come back