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At the moment, the logic of ARC-R is similar to this project. Every redstone source that can send and receive redstone signals is considered to be a redstone clock.
Suggestion
Possible pathfinding or search algorithm to minimise object creation, also not dropping everything (that could be abused further) if the redstone clock is too huge. Chunk-wise redstone clock detection (or even with regions like in Folia) was my first thought.
The text was updated successfully, but these errors were encountered:
Another addition:
If ARC-R changes detection to a likely chunkwise approach, we might be able to minimise chat spam as mentioned here: https://gitlab.com/Trafalcraft/antiRedstoneClock/-/issues/17
This also could be a different issue but also be considered for this issue
Description
As in https://gitlab.com/Trafalcraft/antiRedstoneClock/-/issues/23 it is mentioned that a "redstone-wire network" can be abused in combination of anti redstone plugin solutions to create lag and possible server crash.
How it is working
At the moment, the logic of ARC-R is similar to this project. Every redstone source that can send and receive redstone signals is considered to be a redstone clock.
Suggestion
Possible pathfinding or search algorithm to minimise object creation, also not dropping everything (that could be abused further) if the redstone clock is too huge. Chunk-wise redstone clock detection (or even with regions like in Folia) was my first thought.
The text was updated successfully, but these errors were encountered: