4 ms·
Thanks for your question! Redstone is still WIP but will follow: 1. An optimistic execution strategy (the servers can run their own redstone) 2. A locking sys
by Jaxkr 5y ago
Thanks for your question! Redstone is still WIP but will follow:
1. An optimistic execution strategy (the servers can run their own redstone)
2. A locking system allowing only one server to have redstone current in a given chunk at once.
3. A rollback-based system to repair race conditions caused by (1)'s optimism.
Hostile mobs are ALSO still WIP and:
1. Are only synced if two players are near each-other on two different servers.
2. Have their aggression entirely managed by a WorldQL script which sends messages to the appropriate servers instructing them to call LivingEntity.setTarget on the correct player.
Was hoping nail those both down before I shared it here, so please forgive me! Thanks for your interest and stay tuned.
- L3viathan 5y agoRe (2): Wouldn't that cause wonky redstone behavior on chunk borders?
- the_gipsy 5y agoI think it’s almost impossible not to break redstone. Perhaps two chunks/servers could communicate fast and precise enough for redstone. But Imagine the corner of a chunk receiving updates from two different servers.