


12:21 am
March 10, 2013

just wondering what specifically is too big as far as circuitry is concerned. i just joined the server on the recommendation of a friend. what really interests me is the economy, i would like to make a "business" of building redstone solutions for people (or gov't). i try to keep my circuits as efficient as i can, but the largest takes up 30x20x50 (a controller unit that can activate one of 64 functions by use of a 3 digit code).
i would like to build some functional models of smaller stuff, like a showroom, but would ultimately like to build a multi destination teleporter for public transport.
12:34 pm
August 18, 2011

Our rule states:
Dynamic content (e.g. mobs, animals, harvesting, portals, redstone circuitry, etc.) use server resources. Excessive use of such may cause lag and use memory better served elsewhere. You are expected to keep such “systems”/”machinery” to a reasonable size so as not to affect your fellow players.
There are no "hard limits" to the physical size of redstone circuitry, short of chunk loading. Of greater importance is the number of execution cycles such circuits generate and their computational load they impart on the server. For example, fast clocks/pulsers or other active feedback systems are discouraged. Even slow clocks triggering large number of redstone state changes can be problematic.
While there is no limit to what can be built with redstone, it should remain utilitarian. Something built simply for the purposes of creativity is probably best left for single player mode.
5:34 pm
March 10, 2013

7:29 am
August 18, 2011

I'm certain we are going to get some redstone issues with the upcoming active chests, hoppers, and other automation features. Frankly, I think Mojang should just bite the bullet and buy out Buildcraft and Thermal Expansions - end of story Though when the modding API does actually rear its head finally, that will become a moot point.
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