03-07-2015, 04:53 AM
(This post was last modified: 03-07-2015, 07:10 AM by Apocryphan.)
Recently i've been finding more and more discrepencies between comparators in 1.7.10 and 1.8.3. Most of these differences are ONLY in Direction, Configuration (same parts and connections) or both.
So I will no longer be building in 1.7 for fear of having to make things twice but same only different...
there is a rabbit hole in 1.8, and i'm afraid i've fallen in. I've started to document my findings in a series I'm calling Comparator Behavior Analytics (CBA). The laws for creating the quantum signal will be called Apo's Law. Just a head's up, it won't add up, but it is like a 1 inch punch breaking a boulder. It may be hard to automate until i get better at manipulating timing at a game tick level. Nothing is seen as impossible through these eyes.
Quantum Signal (works in 1.7 also)
http://imgur.com/a/Rd7lY
1 tick Comparator Do's and Don'ts in 1.8 (CBA part 1)
http://imgur.com/a/Z9a70
In 1.7 1 tick comparators don't stop 1 before the end when chained, and from what i've seen were easier to produce.
In 1.8 1 tick comparators have transfer rules different than the 1.5 tick. slight game tick differences between comparators and repeaters can cause adverse effects to the game ticks without any visual change to the signal. In specific wiring such as chaining comparators the game tick can be slowed to misalign 2 synced signals.
Here was the start of my 1 tick endevor, the circuit that broke my logic, it only works with those 3 comparators chained. other wire setups with same values just output a 2 tick signal of 3 but this outputs a 1 tick value. And when the 1 value is replaced with 15, this circuit will not output, but now other wiring will now output 1 tick! I believe even pulsers used affect the signal at a game tick level.
^1st rule of Apo's law, there are no laws.
^outputs a 2 tick value of 3, only slight differences in setup, no added ticks.
^outputs 1 tick when the 1 is upped to 15
So I will no longer be building in 1.7 for fear of having to make things twice but same only different...
there is a rabbit hole in 1.8, and i'm afraid i've fallen in. I've started to document my findings in a series I'm calling Comparator Behavior Analytics (CBA). The laws for creating the quantum signal will be called Apo's Law. Just a head's up, it won't add up, but it is like a 1 inch punch breaking a boulder. It may be hard to automate until i get better at manipulating timing at a game tick level. Nothing is seen as impossible through these eyes.
Quantum Signal (works in 1.7 also)
http://imgur.com/a/Rd7lY
1 tick Comparator Do's and Don'ts in 1.8 (CBA part 1)
http://imgur.com/a/Z9a70
In 1.7 1 tick comparators don't stop 1 before the end when chained, and from what i've seen were easier to produce.
In 1.8 1 tick comparators have transfer rules different than the 1.5 tick. slight game tick differences between comparators and repeaters can cause adverse effects to the game ticks without any visual change to the signal. In specific wiring such as chaining comparators the game tick can be slowed to misalign 2 synced signals.
Here was the start of my 1 tick endevor, the circuit that broke my logic, it only works with those 3 comparators chained. other wire setups with same values just output a 2 tick signal of 3 but this outputs a 1 tick value. And when the 1 value is replaced with 15, this circuit will not output, but now other wiring will now output 1 tick! I believe even pulsers used affect the signal at a game tick level.
^1st rule of Apo's law, there are no laws.
^outputs a 2 tick value of 3, only slight differences in setup, no added ticks.
^outputs 1 tick when the 1 is upped to 15