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In circuits not using pseudo-random 'dice-roll' type randomizers (i.e. a fast clock that the player stops to produce a random state), is the output state always the same for the same input state?

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up vote 3 down vote accepted


Load up this schematic using MCEdit.

enter image description hereIt is a block transporter, pressing the button triggers the pistons to transport the block horizontally.

Sometimes, the block will traverse the entire system:

enter image description here

Sometimes it will stop at a random point some way along.

enter image description here

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It is supposed to be deterministic, however sometimes the map can't keep up with the redstone due to inefficiencies in the code and block update order. This is especially bad in multiplayer. – Resorath May 31 '12 at 22:29
Agreed. I'll upvote if you give some more explanation about how redstone is usually deterministic, and what might cause failure to occur. – Raven Dreamer May 31 '12 at 23:59
Would delaying the system more cause systems like this to be more efficient and less likely to fail? – agweber Jul 3 '12 at 3:44
@agweber Possibly, I timed this machine so that every tick counts, a single blip and it'll fail - and clearly those blips do happen! – fredley Jul 3 '12 at 8:29

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