Found on Essentials 1.21.1-2.17.5.
Describe the bug
When a circuit gets a redstone pulse of exactly 1 redstone-tick duration, behavior is inconsistent.
When redstone input is from redstone dust, it consistently ignores it. When redstone input is from another circuit, behavior is intermittent- usually works fine (sees and responds to the pulse), but stops working after a world reload for the first pulse, but for the second pulse onwards after a world reload, works fine. The 'stops working after a world reload' effect is.... weird. Usually you need multiple circuits in a chain to see it, because it seems as though the first circuit in the chain is responding normally.
To Reproduce [Optional]
With redstone dust as an input, consistently doesn't work (while a repeater does):

With another circuit as the input, behavior is inconsistant:

Another weird test case:

Expected behavior [Optional]
Circuits should always be able to see and respond to a 1-redstone-tick pulse, just like 1-tick repeaters can.
Found on Essentials 1.21.1-2.17.5.
Describe the bug
When a circuit gets a redstone pulse of exactly 1 redstone-tick duration, behavior is inconsistent.
When redstone input is from redstone dust, it consistently ignores it. When redstone input is from another circuit, behavior is intermittent- usually works fine (sees and responds to the pulse), but stops working after a world reload for the first pulse, but for the second pulse onwards after a world reload, works fine. The 'stops working after a world reload' effect is.... weird. Usually you need multiple circuits in a chain to see it, because it seems as though the first circuit in the chain is responding normally.
To Reproduce [Optional]


With redstone dust as an input, consistently doesn't work (while a repeater does):
With another circuit as the input, behavior is inconsistant:
Another weird test case:

Expected behavior [Optional]
Circuits should always be able to see and respond to a 1-redstone-tick pulse, just like 1-tick repeaters can.