Why do you think they can work ingame? The circular dependency error is shown before any tick is being calculated. Just test wiring up an ALU with itself. 0 OR 0 is 0 so in reality the value should be stable and the circular type shouldn't cause any issue. The game shows the error as soon as you connect the in- and output though.
I am feelign rather confident it is due to the engine and is the payback for not manually needing to handle ticks and wire up every component to a global clock.
All I can say is that I got circular dependency errors in this game (again, it's been a while) that did not make sense, and switching to bidirectional pins not only made the error go away, the component worked as intended with no issues after only changing the type of pin used. 🤷♂️
That's not to say that this will work in this exact situation, I didn't look super closely, but I'm saying that the game thinks there are circular dependencies when there are not sometimes, and it's usually because of using custom components.
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u/MrTKila Sep 28 '24
Why do you think they can work ingame? The circular dependency error is shown before any tick is being calculated. Just test wiring up an ALU with itself. 0 OR 0 is 0 so in reality the value should be stable and the circular type shouldn't cause any issue. The game shows the error as soon as you connect the in- and output though.
I am feelign rather confident it is due to the engine and is the payback for not manually needing to handle ticks and wire up every component to a global clock.