Mojang implemented the 100 pending ticks per chunk limit (compared to Java's 65,536) as a safety measure. However, this limit causes two massive failures that break technical gameplay:
1. Immediate Redstone Failure (The Active Limiter): If a machine generates more than 100 pending ticks in a single game tick, the extra updates are delayed to the next tick. This breaks the synchronization of complex circuits, causing farms and flying machines to fail even while the player is standing right next to them.
2. The Time Bomb (MCPE-75966 & MCPE-194009): When a chunk is unloaded or outside the simulation distance, these ticks are not discarded. They accumulate infinitely in the background. When the player returns, the chunk receives an avalanche of ticks. This causes extreme lag and can permanently corrupt the chunk (MCPE-194009), rendering redstone completely unusable in that area.
The Irony: The safety measure created to "protect" the game is exactly what destroys worlds and makes Redstone unreliable. We need the limit raised to match Java, or a system that safely processes/discards ticks without corrupting data.
Final Request: Please raise the hard cap to match Java's 65,536 for modern devices. Bedrock is supposed to be the future of Minecraft, but it cannot replace Java for technical players if Redstone is artificially throttled. Give us the tools to build without fear of corruption or hidden limit
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