I needed to make a 1 wide dropper randomising system, to add to a random shulker box dispenser, so built the design shown in Image 1. The hopper is empty, acting as an input to the system and each dropper starts with 3 empty shulker boxes. [The initial design had an output dropper and a comparator as the input but once the thing started breaking I turned it into a loop and used a lever for testing]
The design worked as planned and I incorporated it into the item feed as shown in Image 2, however now 4 of the bottom droppers were locking and not firing, breaking the system.
Confused, as the systems were identical, I built it a few more times (as in Image 3) and discovered the problem was location based, originally I assumed it had to be crossing a chunk border to work properly, wasn't sure why but was the only difference between the 3 systems. (Green wool = works, Red wool = not working)
Curious, I expanded my testing out as shown in Image 4. Green wool is where the system worked fine and red wool was where a few of the droppers locked up (which droppers locked up, varied between location) I am yet to rotate or change the number of droppers for the design until I can figure out why the system is location dependant.
My question is, why do these droppers behave differently dependant on their location in the world? Thank you.
I haven't included a world download as I feel the attached images allow for easy duplication of this problem. (Camera is facing East in all the screenshots)
My question is, why do these droppers behave differently dependant on their location in the world? Thank you.
Tails has got it right, but I'm not sure if he answered your question
I think it's similar to my troubles (see this thread). A powered dropper can power components next to it. In the end, we get something that programmers call "race conditions": Several things happen in theory at the same time. But they happen after each other, because processing in minecraft is not parallel so there has to be some order.
I'm still learning, but I think this example covers it: Assume you strongly power a hopper A that has redstone components B and C left and right. (So the layout is BAC.) When A is powered, both B and C are in theory powered at the same time. But in reality, one of them is powered first. The order may depend on the location or whatever Minecraft uses to organize structures (chunk boundaries, last time updated, no idea).
Here's another thread about a similar issue with pistons.
My final post in that thread is not quite accurate, I was being lazy and only checking chunks along a diagonal line, comparing chunks next to each other I think the variants switched places with each other from chunk to chunk.
Vanilla Minecraft v.1.16.5, Singleplayer
I needed to make a 1 wide dropper randomising system, to add to a random shulker box dispenser, so built the design shown in Image 1. The hopper is empty, acting as an input to the system and each dropper starts with 3 empty shulker boxes. [The initial design had an output dropper and a comparator as the input but once the thing started breaking I turned it into a loop and used a lever for testing]
The design worked as planned and I incorporated it into the item feed as shown in Image 2, however now 4 of the bottom droppers were locking and not firing, breaking the system.
Confused, as the systems were identical, I built it a few more times (as in Image 3) and discovered the problem was location based, originally I assumed it had to be crossing a chunk border to work properly, wasn't sure why but was the only difference between the 3 systems. (Green wool = works, Red wool = not working)
Curious, I expanded my testing out as shown in Image 4. Green wool is where the system worked fine and red wool was where a few of the droppers locked up (which droppers locked up, varied between location) I am yet to rotate or change the number of droppers for the design until I can figure out why the system is location dependant.
My question is, why do these droppers behave differently dependant on their location in the world? Thank you.
I haven't included a world download as I feel the attached images allow for easy duplication of this problem. (Camera is facing East in all the screenshots)
Redstone quirkiness combined with the quasiconnectivity of droppers. Solution is to not stack droppers on top of each other.
Tails has got it right, but I'm not sure if he answered your question
I think it's similar to my troubles (see this thread). A powered dropper can power components next to it. In the end, we get something that programmers call "race conditions": Several things happen in theory at the same time. But they happen after each other, because processing in minecraft is not parallel so there has to be some order.
I'm still learning, but I think this example covers it: Assume you strongly power a hopper A that has redstone components B and C left and right. (So the layout is BAC.) When A is powered, both B and C are in theory powered at the same time. But in reality, one of them is powered first. The order may depend on the location or whatever Minecraft uses to organize structures (chunk boundaries, last time updated, no idea).
https://minecraft.gamepedia.com/Tutorials/Quasi-connectivity gives some insight into QC.
Here's another thread about a similar issue with pistons.
My final post in that thread is not quite accurate, I was being lazy and only checking chunks along a diagonal line, comparing chunks next to each other I think the variants switched places with each other from chunk to chunk.
https://www.minecraftforum.net/forums/minecraft-java-edition/redstone-discussion-and/3053613-a-question-about-redstone#c5
Just testing.