mojira.dev

Jason Welbourne

Assigned

No issues.

Reported

MCPE-18570 Schrodinger's Steve Works As Intended MCPE-14026 Comparator based Analog Memory Circuits lose signal OnGameLoad Fixed MCPE-3729 Furnace interaction not working Duplicate

Comments

The Redstone tick issue impacts a variety of machines that people may want to build. There's people building circuits so complex they can't even fit in the 8 closest chunks they are standing in. If detecting idle adds too much overhead to a main loop then create a special block that can force a chuck to stay open if it is powered or some sort of mechanism that can transfer control of this process to the user. I'm my case I only need a few ticks, but other people might like to build circuits that they can power on and off sections of as needed, for arbitrary lengths of time. Right now, that requires walking around.

All I want is a room that can't be broken into. I've stretched the limits of my creativity getting this far. Now all that stands between me and my goal is a dozen ticks or so.

It's also possible to bug the dispenser state causing water to become stuck that later will cease to exist if you try to pick it up with a bucket manually, but can never be picked up by the dispenser + empty bucket until it is cleared.

Regarding the works as intended, there is still the matter of this device operating completely different with two players than it does with 1. I don't dispute that unloaded chunks shouldn't tick. I dispute the necessity of unloading a chunk that has active Redstone circuitry ticking. Just keep the chunk in memory a few more ticks until it goes idle, and then release it. That would make the behavior consistent between single player and multi player and allow me to finish building a safe room.

Please, I'm begging you, change this back. I have several reasons I feel this is not works as intended behavior. Your assessment of what happens is not accurate. The portal doesn't deactivate after you come back. The Redstone doesn't finish running. Instead it gets stuck in a bugged state which requires destroying components and replacing them in order to restore them to working order. Also, it works as intended when a second player is connected to the same game and standing close to the Redstone. Shouldn't Redstone behavior be consistent between single player and multi player? Marking this as works as intended when it is broken and inconsistent after the bug has sat here unconfirmed for months is a slap in the face.

Thanks, anything I can do to speed that along?

How do I get this confirmed?

I've had this issue on several devices. After waiting for a while with no progress, I force closed minecraft, renamed my whole games folder, and then relaunched minecraft. Using a file explorer, you can watch as the minecraft process creates a new games folder and populates it. On some devices, it will eventually start. On others it has gone 10 minutes without ever starting.

Some ideas on fixing this...

Have each chunk that's loaded into memory have an in memory variable called lng_chunk_activity_count. When processes occur within the chunk during a tick, increase this number. When you would normally unload a chunk, check this number over a window of ticks and don't unload the chunk until the number stops increasing.

Another possibility would be to create a virtual player called observer. Have observer not show on the player list or generate any chat log activity. Place observer in chunks temporarily to keep them active, such as in the case of a someone using a nether portal.

Interesting notes on test world...
Failure behavior almost always results in something having a bugged state. So far I've managed to bug pressure plates, water bucket dropper state, and Redstone flip flop / portal selection parity. What gets bugged depends on the exact timing between activating the pressure plate and entering the nether portal. Bugged states are persistent. When the pressure plates bug, they get stuck in an activated state and can no longer detect pressure afterwards. Exiting the game and reentering does not fix them. They must be destroyed and replaced to work again. When the water bugs, activating the circuit again or using the empty bucket to pick the water up manually both result in the water going away but the bucket remaining empty.

Tested moving observer to nether, which causes the same faulty behavior as in single player mode. So if a tree falls in the forest, but no one is there to hear it, it doesn't make a sound until they come back.

Some tentative testing on 0.15.90 build 1 seems to have this issue fully resolved. I was also unable to recreate the issue David mendenhall described.

I have built an empty flat world with a minimal test case for this issue. Will be happy to upload if it will help.

Also, fixing this issue should be pretty easy. The game is rendering the Redstone as if the state is stored properly, so the correct data is there somewhere. Just add a loop at the end of world load to look for these circuits and manually set their signal strength to the value that's being rendered. If it isn't being solved because that solution lacks the genericity to satisfy some sort of intellectual finesse, then yall are really just holding back features for the wrong reasons.

This issue still impacts 0.15.4 on android