Steps to reproduce
Build this
[media]
Place a redstone torch or redstone block, or activate a piston, anywhere within simulation distance.
Expected result
Nothing happens to the 2 torches in the picture.
Actual result
One of the torches and the dust power briefly. This allows wireless signals to be sent.
i accidentaly found this bug when i was trying to make a 1 tick redstone clock
Linked issues
is duplicated by 1
relates to 2
Attachments
Comments 8
Confirmed for Android 1.16.1, though on this platform, the bug only caused a pause in the flickering of the torches. This could, however, still be used for wireless communication if some observer- based circuits were added to the contraption to produce a reliable pulse output.
From my testing with this bug, I have deduced that it is caused by a problem having to do with the number of updates in a certain tick. I had accidentally made a T-flip-flop utilizing this underlying issue back in 1.14, however the basic principle is the same: too many Queries caused by redstone components, and the rest of the pending queries need to wait for the server to catch up. This means you can just move a block behind a comparator and the receiver will STILL TRIGGER.
This bug still works if the activation piston is in a different chunk than the torch clock. Testing is underway to determine if the phenomenon occurs If the clock is loaded by another player at a considerable distance. Experimentation is also being conducted to determine if it is possible to have multiple isolated wireless connections transmitting pulses at the same time without interference from one another.
Interesting wireless circuits can be built with this, for example: https://youtu.be/Q5gjBFICFRQ
Thank you for your report!
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This is very interesting! Can you find a way to reproduce this effect reliably?