The output on AND gates lags a tick past their input, which can result incorrect output (as per boolean logic).
Here is an example of an AND gate transitioning from GREEN & GREEN to RED & GREEN:

As you can see, the gate is incorrectly outputting RED AND GREEN = GREEN.
If this is working as designed (I suspect it is), may I request a compact NO-OP gate be added that introduces a single automation tick delay in a signal? This can be achieved currently with an OR gate with only one signals tied in, but it makes a 2x2 block for something that could be 1x2 and would also be more obvious in purpose when reading circuit diagrams.
I can understand why this is implemented as is, but it was a huge surprise. I only discovered the problem by pausing at just the right moment.
Cheers
1. Pause the game in sandbox mode 2. Create an AND gate with two inputs and one output 3. Set both inputs GREEN 4. Unpause, pause 5. Set one input RED 6. Step forward one automation tick (I paused at just the right moment) 7. Observe RED & GREEN = GREEN
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