Sequenced gearshifts are incredibly buggy/unreliable when using `Turn to move` instructions
lolgeny opened this issue ยท 11 comments
Say I have a setup like so:
Pressing the button is incredibly unreliable on the effects of the rope pulley (or indeed observing the carried through rotation on its integrated shaft). Sometimes, it'll do the first step then do nothing, or move only 5 metres for the second, etc.; it gets even worse adding a timed delay between the two.
I can test anything or provide more details if needed, I understand this isn't the most specific report.
I figured out I'd have a more reliable behaviour with a clutch, a gearshift, two pairs of redstone contacts and a bit of redstone circuitry than using a sequenced gearshift.
However, I'm still disappointed when I see the option "Piston" in the GUI, knowing I won't be able to use it, although the "Angle" option works like a charm.
This issue has been marked as stale because it has been inactive for 3 weeks. It will be closed if it remains inactive for another 3 weeks.
This issue has been closed since it has been inactive for 3 weeks since it was marked as stale.
I have a similar problem with sequenced gearshifts. I tried to create doors that open on first press of a button, close on second. They seem to work great until I reload the world or leave the area and return. It seems most often to bug out when in the 'await' state, resetting to the first command in the sequence on next impulse instead of the command following the 'await'. This is causing my doors to occasionally rotate into the walls of the building, destroying them.
32 RPM