I am working on a rather large ambitious project involving rail carts, signals and routing using Railcraft. I plan to use a combination of OpenComputers talking externally to a real world server and perhaps also a network of servers in the game - but I first need to understand the limitations.
What happens if I have servers running in distant parts of the world that are listening for events or are being sent network signals (or redstone signals) and they are in an unloaded chunk because there are no players there? Is that server rendered useless since it goes into pause mode? I really hope not because then it would seem the whole concept of in-game networks and servers seems to be pretty restricted and useless for automated systems.
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I am working on a rather large ambitious project involving rail carts, signals and routing using Railcraft. I plan to use a combination of OpenComputers talking externally to a real world server and perhaps also a network of servers in the game - but I first need to understand the limitations.
What happens if I have servers running in distant parts of the world that are listening for events or are being sent network signals (or redstone signals) and they are in an unloaded chunk because there are no players there? Is that server rendered useless since it goes into pause mode? I really hope not because then it would seem the whole concept of in-game networks and servers seems to be pretty restricted and useless for automated systems.
Can anyone clarify?
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