Maybe have a system with redstone where you can electrify it?
The idea of electrifying iron fences/barbed wire, etc. via redstone is deserving of a separate thread... and I have mixed feelings on that one.
1, IMO, it does take away from the MC ambiance (radically alters it outside of what the current environmental 'feel' is).
2. There is no real indication that redstone actually has a 'harmful current' to it. the assumption is that since redstone technology shares a lot of properties with electronic circuitry, it should share other properties as well (such as carrying a voltage and a charge that can be used to harm other players or MOBs) when in reality, redstone may simply be magical in nature, after all, you really don't even need a true power source to put a redstone current on a line of dust... all it takes is a simple lever or button. It doesn't really create a circuit like electricity does (the redstone current doesn't have to return to source or ground in order to function as electricity is required to do).
3. I was fascinated by the industrial craft mods, the redstone 2 mods, and the like... so I would like to see a more industrial/modern setting version of MC as a side game, but I wouldn't want to alter the current ambiance of this game to become a new game altogether.
But I digress, better this (electrifying) topic be discussed in a separate thread and resume the focus on the OP's barbed wire suggestion.
We could add restone current to ironbars and it could be an electric fence. Then we could have some real fun You could turn off the fence by disconnecting the redstone.
And barbed wire fences would need their own texture. But I don't think they should be made out of iron.
Electric fence sounds cool as well. It should have infinite distance though. Like if you have a fence that is thirty blocks long, you can have one source power the entire thing.
I'd concur with longer distance over a conductive medium, but Infinite? no... and here's why. As soon as you get a redstone activated electric fence into the game, the next thing some will ask for is an electric current detector so they can trigger some other redstone technology when the fence is turned on.
Now you have a 'wire' that can carry a redstone current an unlimited distance to handle redstone mechanisms clear across the map (theoretically) into 'inactive' chunks (chunks too far away to support hostile MOB or redstone circuitry).
Several mods will let current travel 10x (or more) further than through redstone dust, but it does eventually deplete in those models as well. (say a 15 strength redstone current adds 150 Electrical Units/EU to a fence or wire, that can now deplete at 1 EU per square traveled, and still be limited but not as limited as the redstone dust alone).
There was an ensuing debate as to whether of not Redstone "technology" was specifically electricity or just analogous to electricity in many ways.... (I personally consider it magic) ... but the segue from barbed wire was taking away from the original suggestion, so I chose to move it to its own suggestion thread for further discussion.
When a piston is in the pushing position, it is called powered. There are also powered rails. The word powered indicates that there is electricity is flowing through it.
It is overly simplified electricity. If the redstone wire did have to go both ways through an object and a source, it would consume twice as much or more. The only reason that this was not implemnted as a feature of iron is because people have better thins to do with their iron.
As soon as you get a redstone activated electric fence into the game, the next thing some will ask for is an electric current detector so they can trigger some other redstone technology when the fence is turned on.
Now you have a 'wire' that can carry a redstone current an unlimited distance to handle redstone mechanisms clear across the map (theoretically) into 'inactive' chunks (chunks too far away to support hostile MOB or redstone circuitry).
If there were inactive chunks, we would be able to have infinite worlds. I am pretty certain that the entire world is being loaded at once on the xbox 360 version.
If there were inactive chunks, we would be able to have infinite worlds. I am pretty certain that the entire world is being loaded at once on the xbox 360 version.
There is a difference between chunks that are "loaded" and chunks that are "active". Even the XB360 only keeps the 17x17 chunks surrounding the player(s) as active in the game, and will cache the remaining chunks (that's +/- 8 chunks surrounding the chunk the player is in).
This means that passive MOBs that can move more than 20 blocks and hostile MOBs will de-spawn if they are much more than 128 blocks away from any player in the game, and also means that redstone circuitry stops updating at this range as well (which can cause a lot of problems with larger redstone projects).
So no... not really infinite for redstone circuits using repeaters (especially if there is more than a 17 chunk separation between players on the same redstone circuit).
There is a difference between chunks that are "loaded" and chunks that are "active". Even the XB360 only keeps the 17x17 chunks surrounding the player(s) as active in the game, and will cache the remaining chunks (that's +/- 8 chunks surrounding the chunk the player is in).
This means that passive MOBs that can move more than 20 blocks and hostile MOBs will de-spawn if they are much more than 128 blocks away from any player in the game, and also means that redstone circuitry stops updating at this range as well (which can cause a lot of problems with larger redstone projects).
So no... not really infinite for redstone circuits using repeaters (especially if there is more than a 17 chunk separation between players on the same redstone circuit).
But.. On a technicality it is in fact "infinite" Just not so much because the path to which it "ends" at is the places that haven't spawned yet because there is no player currently past that point. But Yeah I see what you mean now thanks.
So that's why those stupid animals I put in pens across the map on my flat world kept spawning back at me.... Maybe I should make the entire world out of something like Cobblestone lol. Cause I just dig a hole in the ground and use spawn eggs to keep placing them until it says that I can't anymore. Works like a charm, just... Not when you're across the map working on something cool... lol
But.. On a technicality it is in fact "infinite" Just not so much because the path to which it "ends" at is the places that haven't spawned yet because there is no player currently past that point. But Yeah I see what you mean now thanks.
It can end well before it gets close to areas that haven't spawned yet.
If you are in single player, I believe, that you will find that it will not be able to travel 150 blocks horizontally away from you and be able to come back. (you should only have a maximum range of between 8-9 chunks from where you are located in the world). I wouldn't call this infinite...
You can extend this effective range in Multiplayer, depending on the coordinates/positions of those other players.
If there were inactive chunks, we would be able to have infinite worlds. I am pretty certain that the entire world is being loaded at once on the xbox 360 version.
So that's why those stupid animals I put in pens across the map on my flat world kept spawning back at me.... Maybe I should make the entire world out of something like Cobblestone lol. Cause I just dig a hole in the ground and use spawn eggs to keep placing them until it says that I can't anymore. Works like a charm, just... Not when you're across the map working on something cool... lol
MCX360e keeps all "loaded" chunks in the RAM.
To clarify, a loaded chunk is any chunk you have visited (or re-visited) during a particular session. Any time you load up a world, whether it's a new world or one you have played in for a while, the only "loaded" chunks are the ones in the 17x17 chunk area immediately around the player. When you move, new chunks are generated/rendered and loaded into the RAM. These chunks will remain in the RAM until you exit the world.
Radioactiv is right about the 360 not having "inactive" chunks, but not right about the entire map getting loaded into the RAM at once (only if you explore the entire map within a single game session). However, I disagree with the assessment that the 360 would have infinite worlds if chunks unloaded from the RAM, because the limited worlds stem from Microsoft's restriction on file sizes. i.e. An infinite world would have a huge file size if the player explores a lot of chunks.
As far as Junokaii's issue with the animals: If you spam spawn eggs on one side of the map, walk to the opposite end of the map, and reload the world, those animals will not render because they are in an unloaded chunk. This allows new animals to naturally spawn, effectively exceeding the spawn limit.
Your suggestion about cobbling the whole map would keep new animals from spawning (I have a superflat world that I completely leveled with TNT. Took me two weeks.) but digging an animal-hole is not effective unless it's within the 17x17 chunk area each time you reload the map.
To clarify, a loaded chunk is any chunk you have visited (or re-visited) during a particular session. Any time you load up a world, whether it's a new world or one you have played in for a while, the only "loaded" chunks are the ones in the 17x17 chunk area immediately around the player. When you move, new chunks are generated/rendered and loaded into the RAM. These chunks will remain in the RAM until you exit the world.
Radioactiv is right about the 360 not having "inactive" chunks, but not right about the entire map getting loaded into the RAM at once (only if you explore the entire map within a single game session). However, I disagree with the assessment that the 360 would have infinite worlds if chunks unloaded from the RAM, because the limited worlds stem from Microsoft's restriction on file sizes. i.e. An infinite world would have a huge file size if the player explores a lot of chunks.
As far as Junokaii's issue with the animals: If you spam spawn eggs on one side of the map, walk to the opposite end of the map, and reload the world, those animals will not render because they are in an unloaded chunk. This allows new animals to naturally spawn, effectively exceeding the spawn limit.
Your suggestion about cobbling the whole map would keep new animals from spawning (I have a superflat world that I completely leveled with TNT. Took me two weeks.) but digging an animal-hole is not effective unless it's within the 17x17 chunk area each time you reload the map.
Well, it seems to be working with the one hole I made.. It didn't work when I did it across the map at first and came back.. But.. since they've been in that one hole, even if I go across the world to do other things they don't spawn, surprisingly. But that's just in my "city" world.
Every once in a while I have to use the eggs to spawn in like 3 etc. But it seems to be working.
Cause I don't know what it is with super flat worlds.. But they seem to spawn I swear like 3x the animals. Just all over the place.
Well, it seems to be working with the one hole I made.. It didn't work when I did it across the map at first and came back.. But.. since they've been in that one hole, even if I go across the world to do other things they don't spawn, surprisingly. But that's just in my "city" world.
Every once in a while I have to use the eggs to spawn in like 3 etc. But it seems to be working.
Cause I don't know what it is with super flat worlds.. But they seem to spawn I swear like 3x the animals. Just all over the place.
Right. I didn't say the hole thing won't work. As long as the animals render into the game (thus, get loaded into the RAM) when the world loads, then the game won't spawn new animals since the spawn cap has already been reached.
If you had animals penned at the opposite side of the world when the game is loaded new animals will spawn until the chunk the penned animals are in is rendered.
ps- there are more animals in a superflat world because every block is a grass block. There are more places for the animals to spawn on.
Right. I didn't say the hole thing won't work. As long as the animals render into the game (thus, get loaded into the RAM) when the world loads, then the game won't spawn new animals since the spawn cap has already been reached.
If you had animals penned at the opposite side of the world when the game is loaded new animals will spawn until the chunk the penned animals are in is rendered.
ps- there are more animals in a superflat world because every block is a grass block. There are more places for the animals to spawn on.
To clarify, a loaded chunk is any chunk you have visited (or re-visited) during a particular session. Any time you load up a world, whether it's a new world or one you have played in for a while, the only "loaded" chunks are the ones in the 17x17 chunk area immediately around the player. When you move, new chunks are generated/rendered and loaded into the RAM. These chunks will remain in the RAM until you exit the world.
Radioactiv is right about the 360 not having "inactive" chunks, but not right about the entire map getting loaded into the RAM at once (only if you explore the entire map within a single game session). However, I disagree with the assessment that the 360 would have infinite worlds if chunks unloaded from the RAM, because the limited worlds stem from Microsoft's restriction on file sizes. i.e. An infinite world would have a huge file size if the player explores a lot of chunks.
I'm not convinced that this is accurate, I don't believe blocks or MOBs further than 9 chunks from a player continue to update, in fact I know that hostile MOB's will specifically despawn if you move far enough away from them and come back.
But if blocks don't update beyond a certain range (ie. outside the active area), then a redstone signal won't update beyond a certain point either.
I'll run some tests when I get the chance and will report what I find here.
I'll run some tests when I get the chance and will report what I find here.
Preliminary test results:
I ran a redstone circuit roughly 30-35 chunks out and back again, and while I was in the game where each of these chunks had been visited in that game session, the circuit ran fine the full way out ad back. If I unloaded the game and then reloaded it, anything that was live upon saving was live upon reboot, but blocks stopped updating 8-9 chunks from where I spawned. I could then walk to the point and see in the redstone line where the current stopped (the break between live and dead), and could then force it to update by placing or removing a block next the the line... but it again only updated for another 8-9 chunks out at that time. These were already explored chunks that the circuit was not allowing to continue through.
Once I revisited within 8 chunks of all redstone, the full circuit worked from that point forward until the game was rebooted again.
What this tells me:
1: From the start of a game session, only the 17x17 chunks surrounding the chunks visited by a player (+/- 8 chunks) will be loaded and will remain as actively updating chunks in the game (haven't tested if going through a nether portal and back will reset this yet).
2. Previously visited chunks will not be actively updating upon reload/reboot if they are more than 9 chunks from the player(s) when they spawn in.
3. 'visited world chunks' includes all chunks surrounding the directly 'visited chunks' with a +/- 8 chunk radius from those central visited chunks.
What I still do not know for certain, (can only speculate or take others at their word):
* Do all visited world chunks load, but remain inactive, when the game loads up (after being saved, not a new game), or do they load and become active at the same time as they become 'visited' during that game session?
The idea of electrifying iron fences/barbed wire, etc. via redstone is deserving of a separate thread... and I have mixed feelings on that one.
1, IMO, it does take away from the MC ambiance (radically alters it outside of what the current environmental 'feel' is).
2. There is no real indication that redstone actually has a 'harmful current' to it. the assumption is that since redstone technology shares a lot of properties with electronic circuitry, it should share other properties as well (such as carrying a voltage and a charge that can be used to harm other players or MOBs) when in reality, redstone may simply be magical in nature, after all, you really don't even need a true power source to put a redstone current on a line of dust... all it takes is a simple lever or button. It doesn't really create a circuit like electricity does (the redstone current doesn't have to return to source or ground in order to function as electricity is required to do).
3. I was fascinated by the industrial craft mods, the redstone 2 mods, and the like... so I would like to see a more industrial/modern setting version of MC as a side game, but I wouldn't want to alter the current ambiance of this game to become a new game altogether.
But I digress, better this (electrifying) topic be discussed in a separate thread and resume the focus on the OP's barbed wire suggestion.
Other supporting comments:
I'd concur with longer distance over a conductive medium, but Infinite? no... and here's why. As soon as you get a redstone activated electric fence into the game, the next thing some will ask for is an electric current detector so they can trigger some other redstone technology when the fence is turned on.
Now you have a 'wire' that can carry a redstone current an unlimited distance to handle redstone mechanisms clear across the map (theoretically) into 'inactive' chunks (chunks too far away to support hostile MOB or redstone circuitry).
Several mods will let current travel 10x (or more) further than through redstone dust, but it does eventually deplete in those models as well. (say a 15 strength redstone current adds 150 Electrical Units/EU to a fence or wire, that can now deplete at 1 EU per square traveled, and still be limited but not as limited as the redstone dust alone).
**********************************************************
There was an ensuing debate as to whether of not Redstone "technology" was specifically electricity or just analogous to electricity in many ways.... (I personally consider it magic) ... but the segue from barbed wire was taking away from the original suggestion, so I chose to move it to its own suggestion thread for further discussion.
=====
Powered locks and powered windows may be electro-mechanical... but not power steering, power brakes, etc.
"Power is the rate at which work is done."
http://www.physicscl...nergy/u5l1e.cfm
There is a difference between chunks that are "loaded" and chunks that are "active". Even the XB360 only keeps the 17x17 chunks surrounding the player(s) as active in the game, and will cache the remaining chunks (that's +/- 8 chunks surrounding the chunk the player is in).
This means that passive MOBs that can move more than 20 blocks and hostile MOBs will de-spawn if they are much more than 128 blocks away from any player in the game, and also means that redstone circuitry stops updating at this range as well (which can cause a lot of problems with larger redstone projects).
So no... not really infinite for redstone circuits using repeaters (especially if there is more than a 17 chunk separation between players on the same redstone circuit).
But.. On a technicality it is in fact "infinite" Just not so much because the path to which it "ends" at is the places that haven't spawned yet because there is no player currently past that point. But Yeah I see what you mean now thanks.
So that's why those stupid animals I put in pens across the map on my flat world kept spawning back at me.... Maybe I should make the entire world out of something like Cobblestone lol. Cause I just dig a hole in the ground and use spawn eggs to keep placing them until it says that I can't anymore. Works like a charm, just... Not when you're across the map working on something cool... lol
It can end well before it gets close to areas that haven't spawned yet.
If you are in single player, I believe, that you will find that it will not be able to travel 150 blocks horizontally away from you and be able to come back. (you should only have a maximum range of between 8-9 chunks from where you are located in the world). I wouldn't call this infinite...
You can extend this effective range in Multiplayer, depending on the coordinates/positions of those other players.
MCX360e keeps all "loaded" chunks in the RAM.
To clarify, a loaded chunk is any chunk you have visited (or re-visited) during a particular session. Any time you load up a world, whether it's a new world or one you have played in for a while, the only "loaded" chunks are the ones in the 17x17 chunk area immediately around the player. When you move, new chunks are generated/rendered and loaded into the RAM. These chunks will remain in the RAM until you exit the world.
Radioactiv is right about the 360 not having "inactive" chunks, but not right about the entire map getting loaded into the RAM at once (only if you explore the entire map within a single game session). However, I disagree with the assessment that the 360 would have infinite worlds if chunks unloaded from the RAM, because the limited worlds stem from Microsoft's restriction on file sizes. i.e. An infinite world would have a huge file size if the player explores a lot of chunks.
As far as Junokaii's issue with the animals: If you spam spawn eggs on one side of the map, walk to the opposite end of the map, and reload the world, those animals will not render because they are in an unloaded chunk. This allows new animals to naturally spawn, effectively exceeding the spawn limit.
Your suggestion about cobbling the whole map would keep new animals from spawning (I have a superflat world that I completely leveled with TNT. Took me two weeks.) but digging an animal-hole is not effective unless it's within the 17x17 chunk area each time you reload the map.
Well, it seems to be working with the one hole I made.. It didn't work when I did it across the map at first and came back.. But.. since they've been in that one hole, even if I go across the world to do other things they don't spawn, surprisingly. But that's just in my "city" world.
Every once in a while I have to use the eggs to spawn in like 3 etc. But it seems to be working.
Cause I don't know what it is with super flat worlds.. But they seem to spawn I swear like 3x the animals. Just all over the place.
Right. I didn't say the hole thing won't work. As long as the animals render into the game (thus, get loaded into the RAM) when the world loads, then the game won't spawn new animals since the spawn cap has already been reached.
If you had animals penned at the opposite side of the world when the game is loaded new animals will spawn until the chunk the penned animals are in is rendered.
ps- there are more animals in a superflat world because every block is a grass block. There are more places for the animals to spawn on.
Ahh.. Makes sense.
I'm not convinced that this is accurate, I don't believe blocks or MOBs further than 9 chunks from a player continue to update, in fact I know that hostile MOB's will specifically despawn if you move far enough away from them and come back.
But if blocks don't update beyond a certain range (ie. outside the active area), then a redstone signal won't update beyond a certain point either.
I'll run some tests when I get the chance and will report what I find here.
Preliminary test results:
I ran a redstone circuit roughly 30-35 chunks out and back again, and while I was in the game where each of these chunks had been visited in that game session, the circuit ran fine the full way out ad back. If I unloaded the game and then reloaded it, anything that was live upon saving was live upon reboot, but blocks stopped updating 8-9 chunks from where I spawned. I could then walk to the point and see in the redstone line where the current stopped (the break between live and dead), and could then force it to update by placing or removing a block next the the line... but it again only updated for another 8-9 chunks out at that time. These were already explored chunks that the circuit was not allowing to continue through.
Once I revisited within 8 chunks of all redstone, the full circuit worked from that point forward until the game was rebooted again.
What this tells me:
1: From the start of a game session, only the 17x17 chunks surrounding the chunks visited by a player (+/- 8 chunks) will be loaded and will remain as actively updating chunks in the game (haven't tested if going through a nether portal and back will reset this yet).
2. Previously visited chunks will not be actively updating upon reload/reboot if they are more than 9 chunks from the player(s) when they spawn in.
3. 'visited world chunks' includes all chunks surrounding the directly 'visited chunks' with a +/- 8 chunk radius from those central visited chunks.
What I still do not know for certain, (can only speculate or take others at their word):
* Do all visited world chunks load, but remain inactive, when the game loads up (after being saved, not a new game), or do they load and become active at the same time as they become 'visited' during that game session?