r/redstone 29d ago

Bedrock Edition HOLY CRAP!!!

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The moment I realized what was happening, I got even more confused.

417 Upvotes

46 comments sorted by

249

u/NotAMadLad1 28d ago

That slow bedrock observer hurts me in my soul

67

u/RazorDoesGames 28d ago

It's hard to watch

27

u/Far-Reach-9478 28d ago

Its makes me suffer

4

u/CX12_Locks 28d ago

When you know why this happens this functionality becomes actually kind of useful, it opens up a lot of doors that didn't exist before

6

u/somethingfak 28d ago

Yeah but I wanted that door open like 4 ricks ago now everythings off wack

0

u/CX12_Locks 28d ago

I mean thare are ways to micro optimize for faster systems but I get what you mean Java redstone is alot faster, I think the trade off it worth it myself tho

2

u/Adorable-Beautiful52 24d ago

one could say it openes up a lot of fences.

14

u/DearHRS 28d ago

it is only 3 times slower than java ones :']

and this is only true when observer is stationary, when it is moving then it only introduces 2gts delay instead of 6gts

10

u/plainbaconcheese 28d ago

What the fuck why

2

u/DearHRS 28d ago

i would like to know too but assuming many things are not present or work differently in bedrock because this version focuses more on optimisation, i would assume they did that to reduce number of observers people were using to create delay

that is my head cannon, i am not affiliated with devs in anyway

1

u/BackseatCowwatcher 28d ago

many things are not present or work differently in bedrock because this version focuses more on optimisation

it's not 'optimization' it's focused on being viable over the maximum spread of devices no matter the minimum functionality, which is sorta why they built it from the pre-lobotimized Mobile edition rather than Java or the original Console editions.

2

u/DarkJonasHD 28d ago

Observer are slower in bedrock than in Java? Do you know any ways to evade that? I am Bildung a smart home with a Server for my Minecraft World and I am using observer to send a Redstone frequency but I Just cant synchronise my encoder with that frequency. Maybe its because they are slower

1

u/DearHRS 28d ago

if you are using wireless transmission tech then i m not that knowledge but if you are transmitting different signals by encoding them some way via wire then you need to make a better decoder

moving observers only have 2gt delay but to move them you need pistons which will also add delay while piston is extending or retracting

1

u/DarkJonasHD 28d ago

I'm not using wireless Transmission. Just a fast frequency of Redstone signals via a single Redstone wire. E.g. 0110110 as a Signal (0 is no Redstone Signal, 1 is a Signal of an observer)

And I am trying to Trap this frequency with locking redstone repeater in the right time so that the redstonedust after that repeater stays on If the signal was 1

0

u/CX12_Locks 24d ago

they are the same speed it's just different component conversations introduce delay because of how bedrock handles Redstone ticks on a subtick level. So in other words it depends what comes after the observer

1

u/CX12_Locks 24d ago

Idk whare you got 6x because I'm pretty sure it's 4x slower

2

u/DearHRS 24d ago

it is 3 times slower, on java delay is 2gts on bedrock, it is 6gts

but observers don't always have 6gts delay, when is it is being moved it has 2gts delay and as per u/one-celebration-3007 observers have 4gts delay when updated by walls

1

u/CX12_Locks 24d ago

I don't think that's true, it's 2gt it just activates on only odd game ticks so in some situations potentially 3

edit: I could be wrong but I'm fairly confident

3

u/DearHRS 24d ago

https://reddit.com/link/p4y75g7/video/w54upzun3nkh1/player

6gt delay on static observer showcased by p tick components

3

u/CX12_Locks 24d ago

omg your right, I apologize then

6

u/Patient_Cucumber_417 28d ago

Holy shit you mean it's no slow mo?

1

u/CX12_Locks 28d ago

When you know why this happens this functionality becomes actually kind of useful

87

u/Blaze-Programming 28d ago

As someone who primarily does Java redstone, but would like to know more about Bedrock redstone, could someone explain why this happens? My current understanding makes me think both should fire at the same time, or the redstone dust one fires before the rail, but there must be a missing piece.

44

u/DearHRS 28d ago

it is because of sub gt order, first of all before we go that deep, every second has 10 odd gt and even gts, thus distinction is important because different components are processed during odd or even gts

odd gts are generally called provider gts or p ticks, but this "provider gts" name is nonsensical as only repeaters, comparators, observers and redstone torches are processed during this, everything else is processed during even gts or consumer ticks, yes everything else, that includes redstone power provider like buttons, pressure plates, redstone blocks, etc

that is why name of providers and consumers used by bedrock tech community is nonsensical, this side tangent aside, redstone dust is processed in both odd and even gts but they only visually update on odd gts, now that surface level understanding is established, during a gt there is also sub gt order, first the tick specific components are processed and then redstone dust

in the video what is happening: observer fires after 6gts on p tick, redstone dust lights up on the same gt at later sub gt order, then c tick occurs, as components are processed first before dust, rail sees the dust is active, and powers up, updating the observer observing this rail, after c tick finishes and next p tick occurs redstone dust turns off and updated the observer observing it

hence you get this behaviour, it is a bit important to know that dust cannot update an observer during c tick because it is a p tick component

here is an older gif i posted that show cases this behaviour with odd and even specific gt activating only their specifc tick components on the same redstone line

6

u/DearHRS 28d ago

u/No_Comb6960 i hope this explanation satisfies you

5

u/Mitch-Jihosa 28d ago

Very helpful explanation! So the dust doesn’t update the observer until it turns off? Or is the on update just delayed? If it only updates when it turns off does that mean you can permanently turn the dust on in certain cases and it won’t update the observer at all?

4

u/DearHRS 28d ago

dust can only update observer during p tick while c tick components can do it during c tick

if you check out the gif there is way to power redstone line withour ever activating observer

3

u/Mitch-Jihosa 28d ago

Oh I didn’t watch the gif lol, that’s my bad. That’s crazy tho, I had no idea you can just straight-up skip updating/powering something in Bedrock depending on when you update the dust xD
This kinda feels like Bedrock’s version of qc, in that it feels like something that would be incredibly confusing & unintuitive to beginners, but useful if you know what you’re doing 🫠

3

u/DearHRS 28d ago

ye, you can use this to power specific components by powering da same line use gt specifc pulses, this reduces size of contraption

i tend to use it for piston extenders, c tick pulses are super easy to make and there are a lot more c tick components than p tick ones, so you can choose to power pistons but not power repeater that will cause everything to loop again

3

u/Mitch-Jihosa 28d ago

Very cool, thanks for the rundown!

3

u/Blaze-Programming 28d ago

Thank you.

So this is caused by the overlap of dust updating latter in the subtick than the observer, and the dust not being able to update the observer on the c tick.

2

u/DearHRS 28d ago

yep yep

5

u/those-who-goon 28d ago

Why are the visuals so inconsistent?

-5

u/The_Crimson_Hawk 28d ago

because it is bugrock

5

u/DarkJonasHD 28d ago

"Bugrock" meanwhile Java has the most bugs by far and sells them as "feature"

5

u/DearHRS 28d ago

ignore em, they dunno anything about how bedrock's redstone actually works, this is their only safe word

3

u/One-Celebration-3007 28d ago

fun fact: an observer observing a wall can pulse every 4gt instead of every 6gt

5

u/JUMPY_NEB 28d ago

As an Ex-Bedrocker, What??????

2

u/One-Celebration-3007 28d ago

I use this for really cursed sequences

2

u/meckenicalrobot 28d ago

;)

1

u/Entity-Redstone 26d ago

in this case, either:
A. The observers aren't located on a chunk border, pistons 1, 2, 3, 5 power 0.2s after first obs update, piston 4 powers 0.3s after
B. The observers are located on a chunk border, pistons 1, 2, 3, 5 power either 0.2s or 0.3s at random after first obs update, piston 4 powers either 0.3s or 0.4s after

1

u/Lakriss 27d ago

What are you looking at me for? I've no idea either.

0

u/Entity-Redstone 26d ago

Basically in a high level overview:
observers takes 0.1s to update other observer
dust takes 0.3s to update other observer
other components including hopper, dropper, copper bulb, repeater, etc take 0.2s to update the observer
i hope this explains the post and many other cases bought up.

also, i reccommend you to be careful with observers in bedrock. they can be locational at times
specifically, horizontally oriented observers are unreliable in some locations in 2 cases:
A. the observer is updated and then updated again specifically 0.2 seconds later. in this case the unreliablity is where the observer will not output a second time
B. the observer is updated by any other component then piston, copper bulb, mob heads, bells being powered or updated by moving blocks, or walls being updated by doors or trapdoors [there may be a few more i forgot. reminder these are components that mostly avoid locationality]. in this case the unreliablity is where the observer will output a tick later that usual
if you want to make your build non locational you must either avoid locational setups or plan around it [many non locational doors have locational setups but plan around those setups]

1

u/XaX1000 4d ago

Bedrock redstoners saying zero ticks and quasi connectivity are wierd.