Redstone clock creating a buggy signal (similar to 0 tick pulse)
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they sometimes didn't activate but the piston still get updated by the signal (tested with quasi connectivity)
- Doors/Gates make the opening sound but don't open.
- The piston is sensitive to block updates and will sometimes break on update by leaving behind the observer
- It also has various other 'random' quirks like in the image Bug4 where the redstone only activates certain pistons
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug seems to have been introduced in snapshot 18w43a (the next snapshot after the release of 1.13.2 and the first snapshot leading up to 1.14)
Linked Issues
Created Issue:
Redstone clock creating a buggy signal (simlar to 0 tick pulse)
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they didn't activate
- Doors/Gates make the opening sound but don't open.
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
is duplicated by
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they didn't activate
- Doors/Gates make the opening sound but don't open.
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug seems to have been introduced in snapshot 18w43a (the next snapshot after the release of 1.13.2 and the first snapshot leading up to 1.14)
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they sometimes didn't activate
- Doors/Gates make the opening sound but don't open.
- The piston is sensitive to block updates and will sometimes break on update by leaving behind the observer
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug seems to have been introduced in snapshot 18w43a (the next snapshot after the release of 1.13.2 and the first snapshot leading up to 1.14)
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they sometimes didn't activate but the piston still get updated by the signal (tested with quasi connectivity)
- Doors/Gates make the opening sound but don't open.
- The piston is sensitive to block updates and will sometimes break on update by leaving behind the observer
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug seems to have been introduced in snapshot 18w43a (the next snapshot after the release of 1.13.2 and the first snapshot leading up to 1.14)
This observer clock that I came up with creates a buggy redstone signal:
The redstone is not getting bright red even when it is active.
First i thought this is a 0-tick pulse but then I found out some other weird things.
- The observer in front of the piston never gets left behind like it would with a 1 tick pulse
- When I ran the signal into other pistons they sometimes didn't activate but the piston still get updated by the signal (tested with quasi connectivity)
- Doors/Gates make the opening sound but don't open.
- The piston is sensitive to block updates and will sometimes break on update by leaving behind the observer
- It also has various other 'random' quirks like in the image Bug4 where the redstone only activates certain pistons
The other redstone components seem to behave normally
This was a very weird behaviour and I believe it is not intended.
I found 2 clock desings that produce this buggy redstone
This bug seems to have been introduced in snapshot 18w43a (the next snapshot after the release of 1.13.2 and the first snapshot leading up to 1.14)
Redstone clock creating a buggy signal (similar to 0 tick pulse)
duplicates
is duplicated by
I've resolved this as a duplicate since you've already reported the same bug here: MC-153356
Can confirm, affects 20w45a
affects 20w46a
I just checked when the bug was introduced and it seems that 1.14 was the first (non-snapshot) version that includes this bug.
Can you still reproduce this issue in the latest version, or snapshot? From my own test I cannot.
I was unable to reproduce the described behavior like "Doors/Gates make the opening sound but don't open", and the redstone not lighting up when powered.
Here is my test:
2024-04-11_19-41-23.mp4
Thank you for your report!
We're tracking this issue in
MC-137638, so this ticket is being resolved and linked as a duplicate.If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki