CivClassic / FactoryMod

Configurable factories for automating item production - Built for Paper 1.16.5
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Factories stuck in loop when powered #51

Open okx-code opened 3 years ago

okx-code commented 3 years ago

When you give a redstone pulse to a furnace in a factory twice, it will start the recipe, then power the repeater (???) that goes into the furnace, deactivating itself. It will then get stuck in a loop where it activates and deactivates itself until you break the repeater.

This problem can be mitigated on a user level by providing a constant high pulse to the factory and only turning it off for a few ticks.

TheOrangeWizard commented 3 years ago

another simple workaround is to use a comparator (or redstone torch depending on layout) instead of a repeater

additionally using a line of redstone dust in place of a repeater did not power the factory at all when i tested it although not certain if that is still an issue

okx-code commented 3 years ago

additionally using a line of redstone dust in place of a repeater did not power the factory at all when i tested it although not certain if that is still an issue

That issue specifically is inconsistent, I've had it not work but when I break and replace the redstone it does work.

caucow commented 3 years ago

should be fixed in the IO PR, might want to double check and make sure there there isn't still some outlier case I didn't run into or fix accidentally, then close

okx-code commented 3 years ago

is the IO pr going to break the redstone of my factories

caucow commented 3 years ago

depends on whether you were using some of the less consistent/more buggy behaviors to trigger factories diodes should now only trigger factories they face into, rather than all adjacent factories, for example if all you're doing is long-pulsing your redstone as you suggested in the original post it should be fine short pulses should be fine to use now though