In my MAM build, some parts of the logic wire turns into red after the first randomized shape completes. However, deleting certain wire can make the wire turn back to green and work normally. I've checked my whole map and didn't find any global wire transmitter or any wire is conflicting the RED wire.
Save file attached. If you click to confirm the randomized shape completion, you will know what I mean. If you delete some wire near, northwest to, the global signal receiver, the wire turns back to green.
I'm running windows. Please take a look and let me know what is going on.
#[0.0.8-rc3] Logic Wire turns into RED after first randomized shape completes.
24 messages · Page 1 of 1 (latest)
Red is conflict. You likely have bad wiring somewhere allowing multiple values onto the same wire
I'm 100% sure it is a bug. I wasn't clear that after I disconnect part of the circuit and then re-connect the whole circuit, everything works fine. I believe that I have figured out what is going on. When your circuit is large enough,
I'm using a global signal transmitter to send out the signal for the top layer of the first randomized shape. The circuit is large and goes on multiple platform. When I complete one task and refresh it, the signal near the global signal receiver get refreshed but the ones that is far or the ones on the other platform are not, so the circuit is conflicting itself.
That would be a circuit problem, not a game problem :p
It's very possible to design conflict free circuits
Also, I had more than one wire connecting each platform so this may cause issues too. I end up using only one line between different platform and have one received on each platform and it solved it.
If it happens only when the randomized task refreshes, and there is no circuit logic issue, then in my opinion it is a game problem.
To summon up, when your circuit is large and cross multiple platform, and you have more than one wire goes into the platforms, when your randomized task refresher, the circuit may conflict itself because the part near the global signal receiver is refreshed but the ones far or on other platforms are not, so they are conflicting.
This is your problem
You're using uneven transmitters on the same wire
One tick, the wire has and is sending ROS level 1
Next tick after you've claimed it, the wire updates to ROS level 2
But because the transmitters are in play, they send ROS level 1
Now ROS level 1 and ROS level 2 are on the same wire
Conflict
It's a circuit problem
Soon as I remove that, everything works fine
Not a bug
More subtle than most wire problems, but still a wire problem
As I said, I solved the issue myself. You can definitely avoid/solve similar issue by playing in certain ways, but my question is, why outdated signal residue can affect the new signal? It doesn't make sense.
That's intended design, it's the same thing as putting 0 and 1 onto the same wire
Every wire building (once timing is properly fixed) will take a tick to process the signal. That includes transmitters and receivers, which means this will always happen
The only thing I changed was removing that transmitter internal to your 2x2 platforms and it just worked
Not a game bug, but a circuit bug
I did some more testing on this. I believe you are right on the wire. It is the "jumper". If you route the wire, after the jump, back into the feed, when you refresh the input, the conflict happens. I don't think this is intended. It does not make sense to me though I understand how it works. It would be nice for the developer to fix this.
It is intended behavior