@KingSupernova
It should be the way everyone is doing it. It is the solution that will allow people to use fill clocks in their maps. It is a workaround, not an awkward one though, it works great when set up correctly and is in my opinion a very viable option. Why the hell wouldn't it be? It's a perfect system.
FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION! FOUND A SOLUTION!
Recreate the following steps as closely as you can. Note that you need to be the server's host, or on a single player world to accomplish this. What i mean is, if you're connecting to a server by external ip instead of localhost or 192.168.0.101 or a similar ip, you will not be able to do this due to the intense lag of the clock. I hope you understand what i'm saying. 😛
If you don't understand, just load the world in singleplayer and do this before mounting it on a server.
Use square brackets instead of normal brackets.
1. Do /tp ~10000 ~15 ~ from the playable area. make SURE no one can ever go near. If it's an adventure map or such it's perfect. If it's like an mmo server or something not so much. Note the xyz of the real spawn and the xyz of the area you've teleported to.
2. Do /setworldspawn right there on that location. Spawn chunks are always loaded, therefore this will ensure that the area always keeps loaded and that all the clocks in the area keep going.
3. Build the fill clock and whatever else you'd need on your redstone base.
4. Do "/scoreboard teams add admin" and /scoreboard teams add players. All players IN the admin team will be able to enter the area. Make sure you're in the admin team before attempting to enter it. All players in the players team will be teleported to the actual spawn zone as soon as they spawn in the clock. They won't even notice it. Capiche?.
5. Do /scoreboard teams join admin @p
6. Hook up the following commands to the clock:
/scoreboard teams join players @a(team=!players,team=!admin)
spawnpoint @a(r=100) x y z (of your desired spawn point)
/tp @a(r=100,team=players) x y z (of your desired spawn point)
This might seem really complicated but it really isn't. Spawn chunks are always loaded in the actual server, that will make the clocks keep going. Players do not actually load these chunks in their clients though, meaning that the EFFECTS of the clocks' command blocks will be felt anywhere in the world, but not the actual lag or anything else concerning the clock. Just recreate the steps i gave you, it will work, guaranteed. I had the same problem as you, then tried this. Been using this for a month or so already and it's a flawless system.
Only problem is when you need to let someone see the clock themselves, then you should put them in team admin and just disable the fill clock temporarily while they're there.
Works in 1.8+.
Hope that helped!
@KingSupernova
I concur, but all i stated was that this was a temporary solution to the lag problem until it is fixed. Also, it's like a 2 minute setup so it doesn't really even make a difference. In some cases it's even preferable to have your spawn be in an alternate location than where you want yoru players to actually be.