Cloudy, on 07 January 2013 - 07:11 AM, said:
You should probably run your redstone processing in a separate coroutine to alleviate some of those problems. The easiest way to do that is using the parallel API.
Honestly I can't imagine what sort of processing you're doing which could cause this type of issue.
Anything that requires a delay to function (like say, driving an redpower filter) comes to mind.. though easy enough to get around that one with timers.
Parallel processing looks neat (I haven't really played with the parallel API yet) and would probably minimize the problem, but I'd still love to see the info right in the event so it can queued with no fear of getting lost. At a minimum the redstone event stands out as most of the other events give you event specific data (key event gives you the key pressed, peripheral gives you the side, etc..)
Anyway, I get that this is probably not a common problem and so may not warrant dev time, just wanted to add a second voice as someone who has also been annoyed by this problem ;p