Why can't I use high frequency redstone? ——Comprehensive analysis and meeting from technical principles to practical applications
In recent years, redstone circuits have attracted much attention in the Minecraft player community. In particular, high-frequency redstone has become a hot topic due to its efficient signal transmission capabilities. However, the use of high-frequency redstone has also caused a lot of controversy. This article will make an in-depth analysis of why high-frequency redstone is not recommended from three aspects: technical principles, game mechanics and actual impact, combined with the hot data of the entire network in the past 10 days.
1. Technical principles and problems of high-frequency redstone crashed
High-frequency redstone refers to the synov plutôt design of Brow circuits via fast activation and redstone signaling. Its core ข Project Nom is to implement fast and repetitive operations, such as automatic farms, monster spawning towers, or pulse devices. However, this design has the following technical problems:
Question type | Specific manifestations of hemorrhoids | ותscope of influence |
---|---|---|
The transmission speed of redstone signals is limited by the game, and high-frequency signals may cause asynchronous problems. | Whole server or local area | |
Stuttering and dropped frames | High-frequency signals will significantly increase the computing load of the game | player client or server |
circuit stability | Overly complex pulses are susceptible to interference from other factors (such as entity collisions) | single device |
2. The host ositories that are hotly discussed on the Internet are restricted (vSport
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