Redstone Torches placed on Redstone blocks do not emit a one tick signal
I was attempting to make a 1- tick clock with torch repeaters, and attempted to start it off with a one tick pulse supplied by a redstone torch placed on top of a redstone block.
What I expected: A one tick signal to run through the connected redstone wire, as in the Java version
What happened: The torch flicked on for a very short amount of time and did not power the redstone wire at all.
To replicate: place a redstone block level with the ground. Run a redstone line away from the redstone block, but not on top of the block. Place a torch on top of the redstone block.
To any moderators: If there are any criteria I did not meet, please notify me in the comments/reply section
NOTE: This does not occur in the PC release of the game
- Fixed
Cameron Young
- 0
- 3
- Unconfirmed
- Windows
- Windows 10, 64 bit ( Bug also noticed on android Lenovo Tab S8 50f, same version)
- redstone
- 0.13.0
- 0.14.3
Created Issue:
Redstone Torches placed on Redstone blocks do not emit a one tick signal
I was attempting to make a 1- tick clock with torch repeaters, and attempted to start it off with a one tick pulse supplied by a redstone torch placed on top of a redstone block.
What I expected: A one tick signal to run through the connected redstone wire, as in the Java version
What happened: The torch flicked on for a very short amount of time and did not power the redstone wire at all.
To replicate: place a redstone block level with the ground. Run a redstone line away from the redstone block, but not on top of the block. Place a torch on top of the redstone block.
To any moderators: If there are any criteria I did not meet, please notify me in the comments/reply section
NOTE: This does not occur in the PC release of the game
- Unresolved
- Open
- Unconfirmed
- Windows
- Windows 10, 64 bit ( Bug also noticed on android Lenovo Tab S8 50f, same version)
- 0.13.0
relates to
Confirmed on 0.13.0 / iOS. At first I thought this was just another example of MCPE-11871 but soon realized I was wrong. In this setup, torches behave as if they had 1-tick delay for turning off but no delay for turning on. That is,
- Torches on the blue side are turned on. On the red side they are turned off. Due to the solid blocks above them powering the wire, the blocks on the ground are weakly powered at this point.
- 1 tick later, two torches on the blue side turn off. As soon as the wire gets unpowered, torches on the red side turn on and thus the wire gets powered again in the same tick.
- 1 tick later, torches on the red side turn off, and then blue side torches turn on instantaneously.
However, this is contrary to (Correction: In my comment to MCPE-11869, which shows that torches have no redstone delay for turning off (despite a visual delay being observable)MCPE-11869 I proved that torches have 1 tick delay for turning off). The reason for torches on sides being alternately turned on and off is unexplainable as well, because if my hypothesis above were correct, all of the 4 torches might stay turned on. This may have something to do with the 2nd bug reported in MCPE-11855 but I'm not really sure.








Hmm... The moment when the torch on the redstone block tries to power the wire and the torch gets activated (and thus turned off) by the redstone block are in exactly the same tick, right? If so, the circuit itself can be considered very unreliable. Even in the PC version the behavior can change between versions I assume...
(scorethrough)To respond to your comment PHO, if i'm not mistaken, Redstone torches do introduce a delay of one tick to any circuit that they are added to, since they definitely aren't instantaneous (such as Redstone wire). I will soon put up a specific test/example(/scorethrough)
Edit:
A minor possible oversight: Since redstone torches add a delay of one tick to circuits, how would the clock circuit be a one-tick clock? with four torches, the delay would be 4 ticks. This would mean that the pulse of the redstone dust would have to overcome the threshold of four ticks in order to carry through the clocks. Either the system is Very broken, or I feel that we might have stumbled a bit with the one-tick notion (the latter being more likely)
Aha, I had forgotten that 1-tick delay. You are right Cameron, this is indeed a bug.
The odd thing is, with the Burnout torch clock (which I will add once I figure a way to) the delay seems present, even to a point of too much of a delay, as the torches alternate so evenly that the top wire will stay continuously powered throughout the cycles. More torches added just continue their neighbor's activity
Edit: I actually may make this a separate report after checking to see if it has been reported before or not.
Edit: I have created a separate report for this issue labeled
MCPE-11906I investigated this further. First, I wanted to know if the torch put on the redstone block produces any pulse no matter how short it is, so I connected it to a door (shown in pulse-detector-using-a-door.png
) to see if the door produces any sound when the torch is put. To my surprise, the door did produce a sound while it did so without any visible changes. This means the torch emitted a pulse whose length is shorter than 1 tick, otherwise it would initiate the torch clock.
Then I built a circuit shown in torch-taking-1-tick-to-turn-off.png
to see if torches take exactly 1 tick to turn off in the general case. It has an AND gate where one of its input is directly connected to a button and another is negated by a torch. When the button is pushed, there will be 1 tick of moment where both inputs being high if and only if the torch takes 1 tick to turn off, producing a 1 tick pulse from the AND gate and thus initiates the clock connected to its output. The result was that the clock did get initiated so the turning-off delay was proven to be 1 tick, at least in this setup.
With your torch and-gate experiment, would the AND gate not add a delay to the circuit? I feel that if you added torches of any kind to the circuit, it should cause the pulse to be thrown out if too short, due to it not satisfying the delay. With your circuit as-is, the torches could be adding up to a one tick delay from the existing, incorrect delay that you proved exists, but is less than one tick in the Door test.
I can confirm that the door does make the opening sound, as well as the closing sound on WIndows 10 64 bit
I have replicated your circuit for torch taking one tick to turn off, but instead of a side- block torch, I substituted it for a top of block torch, and the results remained the same. I ran this in order to test whether or not the behavior of torches differed based upon their orientation, as with
MCPE-11855's oddities. Screenshot: Replicatedcircuit.pngI have a new development: The circuit that proves torches work as intended does not work in the Java (PC) version of the game. The components used are all currently implemented in the Pocket/Windows 10 edition of the game. The Java circuit is in both screenshots, on the left of SideBySide.png and the main feature of Javacircuit.png. The java circuit reacts differently than the windows 10 version, proving that torches do not line up with one tick.
Edit: I have tested a one- tick PC redstone torch with an old style two-torch repeater. It seems that the NOT gate is reacting to the torch much like the redstone wire in Pocket Edition, in that the "repeater" does not respond to the visibly powered torch and connected wire
Edit: Sadly, i cannot add a screenshot, as the moment of all three things happening at the same time is very small, and would require very precise timing to capture.
MCPE-11953might explain why the NOT-AND-clock circuit in MCPE does not work in the Java version. Torches should not respond to pulses shorter than 1.5 ticks in the first place...Fixed in 0.14.3 or below
Yes, it's now fixed. I don't know the exact version in which the bug got fixed though.