Eliminate Redstone

Pull up a chair, mechanics.

Let me tell you why Redstone is the worst thing you can use when creating your maps.

Redstone powers in random order based location, orientation, power source, location, and random sorcery.

Pre-Minecraft 1.7, nearly every map makers used this Comparator Clock design:


The Comparator Clock was quick, efficient, and did not cause lighting updates. Pre-Minecraft 1.7, virtually all Redstone-based maps used a ton of Glowstone and light to prevent lighting updates, which was thought to cause even more network and screen lag.

Here’s the kicker:

Redstone, Repeaters, and Comparators no longer produce lighting updates, but the lag from the Comparator Clock remains.

As Cubist states, the real cause of lag is “the Redstone power propagation. The algorithm that calculates the power going through the Redstone wire … it’s very, very inefficient.”

Powering and de-powering significant amount of Redstone causes hundreds of block updates. Once Minecraft detects more than 63 block updates in a single chunk, it begins to update the entire chunks, creating excessive network and screen lag.

A simple Comparator clock generates “hundreds and hundreds of updates,” meaning your CPU (or server) works overtime, causing massive performance issues.

Redstone is DEAD.

Replace Redstone, /setblock, and /fill clocks with Repeating Command Blocks.


And it’s purple. Awesome.

Minecraft 1.9 has brought us the tools we need to reduce the amount of lag through various types of Command Blocks, Armor Stands, and the introduction of the excellent /execute and /stats commands.

There is now a method for replacing the functionality of every part of the Redstone toolkit.

Learning these methods means improving the performance of your backend code exponentially. These methods will also give you more control over every aspect of the game you are making.


        1. Experiment with testforblock and SuccessCount to achieve the XOR/NOT/AND effects you’re looking for. They’re very possible.

  1. How much of a performance hit do you think a /fill replace, command would have over just a fill.


  2. Hey, whaddaya know, a “redstone dust” post where I agree with you completely. Not sure why it’s being shown as “new”, though. A couple recommendations, though:

    -AreaEffectClouds have been shown to be less laggy than armor stands in high quantities, and don’t render in spectator. I’m not saying they’re always better than armor stands, but they’re worth noting.
    -Conditional blocks are usually more useful than stats, IMO. I mean, stats are really useful, but for global stuff the conditional blocks don’t require an extra scoreboard and are more of a direct ‘replacement’ for comparators than stats are.

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