So, me and my friend DrakeSpyker are on my friend Invert's server, and were were having this discussion about automatic railway systems where minecarts travel along a railway all by themselves like subway trains and a player can just hop on one instead of placing a minecart. I made the automatic station (the example here doesn't have the musical notifications), Drake has interchanges and the station visual design.
So, we thought this was a really fancy idea, but then we came across a very important snag; Drake mentioned that chunks don't update when they are a distance from the player, because of Minecraft's performance strategy. So, I tried to look around for somethign that could force the updating of a couple of specific chunks to keep the minecarts rolling, otherwise minecarts would just pile up in an untracked chunk. Anyway, that's what me and Drake believe would happen. We already have the transit system worked out, so we don't really need any help with it. We just need help on if there's a way to make chunks update for us to keep the system running.
I believe putting hoppers facing each other on the chunk edge then placing an item in them is sufficient for minecarts. Too many though and your server can start to experience performance issues.
So that the hoppers infinitely loop giving each other items? Are you completely sure about this? I don't want to go around building some metropolis of railways to have them not work like intended. Plus, I don't know at what rate these infinite loop hoppers lag. Anything pertaining to "infinite loop" sound dangerous to me. I know this all too well.
If a hopper is in a loaded chunk, then the block that it's facing will be force-loaded. By having a second hopper facing the first, they will keep each other loaded. Just make sure it's on the exact edge of the chunk, and both chunks will stay loaded. Also, it's not an infinite loop. One hopper gives an item to the other, and then the other one gives it back. A lot of people use this mechanic with comparators to make a simple redstone clock. And as for the lag, unless you have hundreds of them all loaded at the same time, you won't have any problems with lag.
Do you mind if you offer a picture example of this setup? I've been trying to get this work and I feel like I'm doing something wrong with it. I notice maybe a two block difference between the minecarts but that's pretty much it, but that's next to nothing compared to moving away from them for a few minutes. It's not like we're trying to make this massive machine that's running 24/7, we just need a couple of chunks to have minecarts running, it's nowhere near redstone or update intensive. I also went and did what you asked times four to see if it had any effect, and it didn't. Each of those squares of rail the minecarts are riding on are complete chunks. One of them has the hoppers placed to force an update, one doesn't.
All we ever need is the minecarts to keep going without players being around.
So, me and my friend DrakeSpyker are on my friend Invert's server, and were were having this discussion about automatic railway systems where minecarts travel along a railway all by themselves like subway trains and a player can just hop on one instead of placing a minecart. I made the automatic station (the example here doesn't have the musical notifications), Drake has interchanges and the station visual design.
So, we thought this was a really fancy idea, but then we came across a very important snag; Drake mentioned that chunks don't update when they are a distance from the player, because of Minecraft's performance strategy. So, I tried to look around for somethign that could force the updating of a couple of specific chunks to keep the minecarts rolling, otherwise minecarts would just pile up in an untracked chunk. Anyway, that's what me and Drake believe would happen. We already have the transit system worked out, so we don't really need any help with it. We just need help on if there's a way to make chunks update for us to keep the system running.
So that the hoppers infinitely loop giving each other items? Are you completely sure about this? I don't want to go around building some metropolis of railways to have them not work like intended. Plus, I don't know at what rate these infinite loop hoppers lag. Anything pertaining to "infinite loop" sound dangerous to me. I know this all too well.
I made my own shader pack, by the way.
Do you mind if you offer a picture example of this setup? I've been trying to get this work and I feel like I'm doing something wrong with it. I notice maybe a two block difference between the minecarts but that's pretty much it, but that's next to nothing compared to moving away from them for a few minutes. It's not like we're trying to make this massive machine that's running 24/7, we just need a couple of chunks to have minecarts running, it's nowhere near redstone or update intensive. I also went and did what you asked times four to see if it had any effect, and it didn't. Each of those squares of rail the minecarts are riding on are complete chunks. One of them has the hoppers placed to force an update, one doesn't.
All we ever need is the minecarts to keep going without players being around.