Closed zaqen closed 11 years ago
That's interesting. My guess is that the the processing starts at the bottom left, going up by column or right by row. When a sand block is removed the block over it turns into a projectile, and is no longer a tile to be removed, and the Activator finishes processing before it lands. (Big if) If this is the case, CoderCow just needs to change it to start processing at the top left (or top right) and move in a way that doesn't pull blocks out from under others.
Again, just my guess. I'd look into the source to tell you definitively but I'm not really able to read the source very well here on GitHub.
This looks like some big bug because Sand is not actually meant to work with Block Activators at all, will do some debugging around this.
Edit: Wait, what the hell? The circuits on your image are Vanilla Circuits, how is this even working? Edit 2: Tried to reproduce this, works fine for me (no Sand is removed) and if wired exactly as you did, the Block Activator is not signaled at all - just as it should be.
I'm sorry for doing it in vanilla, i just made this to visualize the problem. I'll just update the image. I should also have stressed that regular sand does not work (neither does pearlsand or ebonsand for that matter).
The tests were done with Silt, which is the 4th material affected by gravity.
Well, looks like I forgot to exclude Silt then, so this is still a valid bug and will be fixed so that Silt will not work anymore.
If you really need Block Activators to handle falling blocks, file a new issue for it.
As the title says, the activator cannot handle more than 1 tile high masses of silt. It's possible to use multiple activators that take one layer each but i feel that it shouldn't be necessary.
In the lower example only 1x8 tiles are removed by the activator and the 2nd layer is ignored and falls down.
EDIT: It was late and i forgot that it only worked for silt and not the other 3 sand types. I also updated the picture to show AC wiring and the use of silt blocks.