Once a redstone-signal hits the edge of your loaded world... they stop. At least mine always have.
I presume they cannot travel into unloaded areas. This causes issues with long range systems and also stops automated redstone devices until the player moves close enough for the chunks to load.
The Solution!
I've came up with the simple idea of Outer-Chunk Redstone Emulation The game can just "emulate" through code, the actions of the Redstone outside of the loaded chunks.
What? Give me an Example!
Here is a flash animation of the idea. The black area represents the chunks OUTSIDE of the loaded chunks zone. So these are NOT loaded. The green area represents loaded chunks. The red is redstone, and the yellow represents "emulated" redstone".
(Not sure if we can place the animation directly in the forums...but here is a link.)
As you can see, the moving redstone signal continues to work correctly even after the chunk being unloaded and reloaded.
Won't this taxi the engine too much?
Most likely yes... depending on the amount of redstone contraptions running. This would be solely an option to turn on or off. Servers would most likely need to switch this setting off...unless they are running an extremely powerful server.
Why?
I've seen many a amazing redstone device/computer fail because of the builder moving too far away and chunks unloading. Having the ability to switch on outer chunk redstone emulation would solve this issue and even allow for more massive devices! Plus, players who build timed machines or automatic devices won't have to worry about constantly restarting them.
I like the general idea, but large-scale redstone thingies, like sethbling's save where he has all his redstone things... If someone was running that, ONE machine at a time is laggy. All of the auto ones activated at once=melted computer.
I like the general idea, but large-scale redstone thingies, like sethbling's save where he has all his redstone things... If someone was running that, ONE machine at a time is laggy. All of the auto ones activated at once=melted computer.
I'm thinking it would need a fail safe. So...if things exceeded a limit they'd revert to being, well, unloaded. Again, it would need to be an option.
Or...Perhaps the game can just resume the redstone loop where it left off?
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"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
yeah, i half support but i think that that animation is unclear.
why does the piston dissapear?
does it continue to work?
will it still move 1-12 blocks?
what happens???
you seem cool. will you click on my profile and check out my ideas?
idk.
It could work by saving the last block few block at the perimeter of a loaded area, so if the player moves away, it would save the redstone's off/on orientation in the block data for that area, and when the player comes back the block would simply be loaded and the machine would continue working.
Of course, this would probably require making "On" redstone a different block to "Off" redstone, but it would fix the problem.
It could work by saving the last block few block at the perimeter of a loaded area, so if the player moves away, it would save the redstone's off/on orientation in the block data for that area, and when the player comes back the block would simply be loaded and the machine would continue working.
Of course, this would probably require making "On" redstone a different block to "Off" redstone, but it would fix the problem.
Something like that yes
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
I presume they cannot travel into unloaded areas. This causes issues with long range systems and also stops automated redstone devices until the player moves close enough for the chunks to load.
http://megaswf.com/s/2555499
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
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Retired StaffI'm thinking it would need a fail safe. So...if things exceeded a limit they'd revert to being, well, unloaded. Again, it would need to be an option.
Or...Perhaps the game can just resume the redstone loop where it left off?
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
why does the piston dissapear?
does it continue to work?
will it still move 1-12 blocks?
what happens???
you seem cool. will you click on my profile and check out my ideas?
idk.
Of course, this would probably require making "On" redstone a different block to "Off" redstone, but it would fix the problem.
In an un-loaded chunk!
Something like that yes
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
It would make beacons usefull.