Many players have the brilliant idea to build a redstone clock connected to e.g. a dispanser, filled with tnt, spawn eggs or whatever. Then it happens. The server slows dramaticly down. You're in panic. What happened? While you try to understand what's going on on your server, it crashs. Now you have a suspicion... and another problem. You try to reach the clock and break it, but that isn't easy with 1 fps and 2 tps. Finally you did it. If you have luck, the server progress has saved despite the crash and you don't have to explain everything to your users.
Redstone clocks are problematic especially on creative servers. You might have thought whether just disable redstone in the creative world, but this is not the best solution, but most importantly not the ONLY anymore! Creative means not just building empires. Inventing machines, testing a circuit, ... Redstone is a big part of it. Redstone Clock Preventer makes it realizable to test redstone clocks without letting them becoming a threat for your server. In my personal opinion, really every type of server (except for minigame server networks maybe) should be running this plugin!
How does it work?
I didn't want to disable clocks at all. Not every redstone clock is "bad". Some has kind of a good cause. Either way, no redstone clock may run too long and too quick. And this is what this plugin wants to prevent. A clock is nothing else than redstone becoming activated and deactived in very short timestamps. This plugin counts the signal-changes (from on to off and from off to on). After a (configurable) limit is reached during a also configurable time period, the "over loaded" redstone gets replaced with a block, YOU SET! It may be air, then the redstone would just get removed and the circuit is stopped. You can set it to water, and the whole redstone clock will get flooded. But you can also set it to a sign with a specific text, which you can determine (to inform the player about what happened, but I would it use only on creative servers, because otherweise players would be able to cheat signs). You can also set that the redstone gets replaced with air and when the clock loses its power it will be replaced with the wire again, so that the player wouldn't experience any loss of redstone.
RCP does also have a WorldGuard support to whitelist regions where clocks are allowed!
- Gives basic information about this plugin
- Reloads the config.yml
/rcp whitelist [add|remove] <region>
- Adds or removes a WorldGuard region to the whitelist
- Permission for the /rcp reload command
- Players with this permission will get notified if a redstone clock was detected and blocked, but only if this option is enabled in the config.yml
# This is the maximum signal switches a redstone wire may experience within the below configured time period before RSCP acts
# This is the above described time period (in seconds)
# Should player who have the permission rscp.getnotified be notified about new found and blocked redstone clock?
# The clock will be stopped by replacing a redstone with a block that you can choose here
# It can be everything, like a SAPLING, WATER or even AIR, if you want a written sign remember to write SIGN_POST
# If you write REDSTONE_WIRE, it will replace the wire with air, wait until the clocks loses its power and place the redstone wire back where it was
# This part is only relevant if ClockBlocker is set to SIGN_POST
# A sign has four lines. Edit them here.
# Here you can add worlds in which the plugin should check on redstone clocks and stop them
# These features only work if you have the plugin WorldGuard on your server!
# Redstone clocks in these regions will not get blocked by this plugin
If you like my work and want to support me for further developing or if you are just a nice person with too much money, I would be very happy about some donations
Redstone Clock Preventer 1.3.1
Redstone Clocks can bring up your server to lag or even crash! This plugin can prevent this.