redstone tiles are crashing consistently.
AwesomeTornado opened this issue · 5 comments
I am using a long string of tileable panels for a project and a couple of my panels are getting errors about my redstone line being too long. I'm not sure if this is a bug because the error message tells me how to fix it, but I thought I should still post it.
error message screenshot:
server.log screenshot:
How to reproduce:
1: create the tile pattern shown below (all of the repeaters have zero tick delays)
2: connect 13 of them together in a line
3: activate all the lines at the same time by placing a panel with 7 redstone torches on it at the end
this should cause the panel at the end to get an error.
I tested this with Tiny Redstone v1.8.3 and forge 1.16.5 - 36.2.0
Based on your description, this is how it's supposed to behave. Just to be sure though, can you post a screenshot of the entire line of panels showing the red overflown panels?
You actually only need super repeaters on every other panel. That should help extend the length. Also, I noticed you're using redstone bridges. You can just use tiny redstone dust for the same affect. You only need the bridges if you want a signal to cross the other lines of redstone.
When you changed the max redstone zero tick length, did you change it within the serverConfig of the world you're running, and then either run the /reload command or close and reopen your world?
I have been using normal (tiny) redstone, and spacing out the repeaters every other panel too, but for an example of the problem this setup was easy and fast.
🤦 I just realized that I was forgetting to press the save button whenever I edited the config file... sorry about that, I'm an idiot. The config file does change it.
Anyway, it does seem like it's working as intended. Unless you have any more questions I think this should be closed.
p.s. This mod is really well done!
Thanks! :) I'll close this.
Also, thanks for reminding me that this overflow feature is a bit messy. I plan to consider making some changes as we move the mod into 1.17. The main reason the overflow feature exists is to prevent infinite recursion from occurring within circuits (which zero tick repeaters make possible). This would result in a stack overflow crash. But, I would like to come up with a less restrictive way of detecting loops.