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fix 1-tick pulses causing delayers to get stuck in the on state #663
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How can I reproduce the issue to then test this PR's fix? |
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…f delayers, preventing a crash
@SmallJoker thanks, should be fixed now! |
@lolbinarycat Thank you. I can no longer reproduce that error. However, I'd still like to know which circuit bug this PR aims to fix. Where can I see the change in behaviour? |
@SmallJoker i didn't find a 100% reliable way to replicate it, but what i did was make a 1 tick piston clock (a sticky piston with a switch on its face, then use wire to connect the switch to the piston), then take a line from the clock to the back of a delayer. if you destroy the wire directly behind the delayer with the correct timing, the delayer will get stuck in the "on" position despite there being no wire leading into it. also when i was doing that i was also intentionally lagging the game, which may or may not be required. after this change, i was unable to replicate the bug with this method. |
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Will merge in a few days unless there are objections.
Fixes #656
i believe the cause of this bug is a chain of events as such:
this may be caused by an underlying bug somewhere in the action queue, but simply changing the unpowered state so it also responds to power off events seems to do the trick just fine.