#Bugs related to wiring
1 messages · Page 1 of 1 (latest)
Your "wireless wiring" bug: #⚡-circuitry message
... I reported the current form of this issue, with levers sometimes triggering each other, back with the desert update (last November).
Others have shown it causing problems since, and it can also affect Logic Circuits more rarely. As in, they were activate each other remotely. Possibly over long distances.
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There used to be an issue with electricity sticks (on top of wire) doing a similar type of cross-talk, way back since June last year, but that got fixed.
I noticed that pressure plates have the same behavior as levers, however the player needs to be standing on both at the same time for one of them to blink
@left wolf I remember you having problems with bug related wiring
Unfortunately It’s one of the reasons I don’t use wiring or make circuits in this game. Sadly I no longer have screenshots / gifs of these issues as I thought it had already been passed along. I have no desire anymore to recreate them due to all my previous circuits being overwritten by world gen bugs through the updates.
I did make visual suggestions as well, if you still have anything I posted on your server previously, you’re welcome to respost here on my behalf 👍
Huh I've never had a world gen bug happen to me, is this something you've made a bug report for?
I do not believe so, It's probably an unusual and rare bug as well as this world was created and upgraded since many releases.
that is indeed very strange, what are those blue snake/lightning like things?
Malformed mold dungeons. I'm assuming it was related to memory modification with CKW dev work.
I just want to know this is bug or intended. Two signals don't launch this logic gate.
It looks like you're sending a signal to all three inputs of the logic gates. A logic gate will forward a signal when two inputs are powered, but shut off when three signals or only one are received.
That is intentional.
This is some advanced wiring mechanics. And Nekojita's a top pro at this. 😉
The two gates at the top corners of the first design have 2 electricity sticks, which makes them generate a 1-tick pulse on a rising edge of any signal on the 3rd input.
Indeed, that shouldn't trigger an output, but it does. And that 1-tick pulse is quite useful for a bunch of designs.
The question is, why does this signal not get propagated the gates at the top-middle. In either case..?
Maybe for the same reason as the 1-tick glitch. 🤷
If you link a single 1-tick pulse generator to the input of a gate, obvious that does propagate through, right..?
And it's not just the lamp, specifically, that fails to show it?
What if you position the gate at the top so it is off-centre? So the power level of the signal on each input is different? Any difference?
If you link a single 1-tick pulse generator to the input of a gate, obvious that does propagate through, right..?
Yes, it does propagate through. If I use 'two' 1-tick pulse generator as input, it doesn't work.
What if you position the gate at the top so it is off-centre? So the power level of the signal on each input is different? Any difference?
This means the position of top-middle logic gate affect result? (sorry if not)
I tested asymmetry setup but there's no difference.
Ok, thanks. 🙂
If it's two 2-tick duration inputs, it works.
(top-right one is 1-tick (1/30 second) input, bottom-left one is 2-tick (2/30 second) input.)
We'll look into this as well!
Robot arms seem to be behaving weird as well, where sometimes they don't drop the item but rather swing around and let the item hang there until next time you give them power
I've experienced this too when i made a sushi restaurant in core keeper.
haha this build is so cool! I love the concept!
Is it just me or do you look like Fionna from Adventure Time
Thanks this is crazy Japanese sushi style which i love. I didn't intend Fionna but it's looks like my character lol.
Is that not expected if one turns off the power quickly? Or is this unreliable? (So not exploitable.)
It's unreliable, and I think I'd personally prefer it if whenever it gets powered no matter how short, it always does a full turn around, drops the item, and goes back
If you do want the feature for it to stop before dropping the item then we should first fix the bug that's causing it, then re-implement that feature to make it more stable
Sure. When fixing, also keep in mind that you can currently overclock the arm's throughput by turning it on and off rapidly, too. (Which is useful, for sure.)
@silent fossil tested and showed this off a bunch.
its useful in some cases but breaks in other very specific builds
idk if id want it fixed or not cause of it
Could you give some examples of where it's useful?
well tbf i dont think there's any actual good use for it that would help the player in any way. it could be used for niche builds like shown above but i think thats about it.
the game currently lacks things to use wiring on
Well, the higher pick-place speed is useful for making auto-sorters sort quicker.
Maybe it allows collecting stuff off conveyors quicker. But it doesn't let arms take two items stacked together on top of each other on a conveyor. Because the trigger for pick-up is when the items pass the exact mid-point of that tile.
I thought it was annoying when the robot arms behave differently due to timing. I thought pick and drop should be 1 set. But it was really specific use. I have no idea at the moment.
If I could plant a seed or summon the boss by robot arm, I will change my mind. 🙂
I wouldn't consider this a bug, but I do agree that this is annoying. Of course, if this "bug" is "fixed", then I will have to redo some of my circuits that rely on this.
wait could you explain what the bug is? I can't really tell what's wrong with the video
unless you mean that the fact logic circuits have a delay is the bug
Pretty sure it isn't a bug, it is just that when an arm is powered and picks up an item, if it then loses power before it drops the item, then it will not drop the item.
If I understand correctly, @glacial girder wants an arm that is holding an item to ALWAYS drop the item behind it, even if it loses power early.
Ah I get the issue now! I'm personally on the side where I think they should always fully deliver the item even if the power is turned off half-way. Will have to take this up with the other devs though
Thank you for explaining this! Now the arm function is divided into pick up part and drop part. And it makes adjusting timing difficult.
@spark zodiac And this is not a bug. I prefer arms drop items always. I think it makes timing easier... maybe. I just wanted to comment related to previous discussion and sorry for confusing you. 😫