I know there has been a LOT of research recently on whether of not redstone circuits and other mechanisms work in an unloaded chunk, but has anyone tested if the Xbox unloads chunks in terms of items disappearing?
I ask because I would like to set my farms on a timer and run the items into an unloaded chunk for storage, then when I need those items I would flip another switch and activate a water line to return the items to me. This would allow mass storage of items just like PC!
Please let me know if anyone has done this research etc.
I've not done specific research, but have noted that items dropped by zombies and skeletons burning, if uncollected when the game is exited and saved, are there for only the appropriate amount of time once the game is re-entered (i.e. reloaded). I believe that most likely, even when entities are unloaded, they are time stamped in some fashion so that the game knows whether or not to delete them as the chunk is reloaded or leave them in place and for how long to leave them in place.
ive just tested this again after conflicting storys, ive ran a few different tests this time and all come up with the same results,
all these tests where done on a fully explored map
[....]
test 3, drop my inventory, ran to the other end of the map, saved, exited, reloaded, ran back and the items where there lol
to sum up, items will be there in unloaded chunks but pointless as redstone doesnt work in unloaded chunks and if a solid state line it will stay broken when new chunks are loaded (doesnt update itself)
Wolfe - Since you're near an Xbox and I'm not right now, would you perhaps run one additional test:
drop your inventory and run away as before. Save and exit and re-enter as before. Then, wait five minutes before going back to check on your inventory items. Are they still there or has the game recognized the lapse of the 5 minutes even though the chunk was unloaded the whole time?
test 4: drop some items, ran to other end of map and dropped some more items, save, exited, reloaded, stayed there till the second lot of items despawned, ran to other lot, and there still there,
so seems each chunk has its own timer and only starts/stops when that chunk is loaded,
will do more testing on this cause wasnt sure is the chunk reset its timer to 5 mins when it was loaded...
Yes, that is a bit of a surprise... since I don't run into mob drops all over my map in the mornings, I thought they were despawning on time. However, there may be an explanation. Would you try it again without the actual save and exit? The theory I'm working on is that there is a complete unload of the chunk info with the save and exit, but not if you just move away from the area.
its already known once you have a chunk loaded it stays loaded till you exit the game, so all redstone contraptions work and items despawn after 5 mins regardless of where you are on the map if that chunk is loaded
So, the key to making the OP's idea work is saving and exiting within 5 minutes of the items being dropped and sent to the edge of the world... and then continuing to saving and exit within 5 minute itervals as more item drops are added to the unloaded chunk storage area. Perhaps the only question would be whether or not the items would actually travel into a completely unloaded chunk (i.e. one that has never been actually loaded after a save and exit).
OT: It's an age-old question - If a tree falls in the forest and no one is there to hear it, does it still make a sound?
but how can you send them to the unloaded chunks ?, even using water would just hold them on the edge of loaded chunks
Bingo! So, how can you send and/or return a restone signal from a chunk off the edge of the loaded area when you completely offload that chunk (i.e. with a save and exit)? What happens when different players exit and re-enter games in different parts of a world and what can be coded into the game to accommodate both situations? Is this why we see so many reported redstone bugs? (i.e. because there is an expectation that the game will just know the difference between what information the players want the game to retain and what they want the game to lose (in order to lessen RAM usage and lag... and accommodate larger worlds)?
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I know there has been a LOT of research recently on whether of not redstone circuits and other mechanisms work in an unloaded chunk, but has anyone tested if the Xbox unloads chunks in terms of items disappearing?
I ask because I would like to set my farms on a timer and run the items into an unloaded chunk for storage, then when I need those items I would flip another switch and activate a water line to return the items to me. This would allow mass storage of items just like PC!
Please let me know if anyone has done this research etc.
Thanks!
Wolfe - Since you're near an Xbox and I'm not right now, would you perhaps run one additional test:
drop your inventory and run away as before. Save and exit and re-enter as before. Then, wait five minutes before going back to check on your inventory items. Are they still there or has the game recognized the lapse of the 5 minutes even though the chunk was unloaded the whole time?
Yes, that is a bit of a surprise... since I don't run into mob drops all over my map in the mornings, I thought they were despawning on time. However, there may be an explanation. Would you try it again without the actual save and exit? The theory I'm working on is that there is a complete unload of the chunk info with the save and exit, but not if you just move away from the area.
So, the key to making the OP's idea work is saving and exiting within 5 minutes of the items being dropped and sent to the edge of the world... and then continuing to saving and exit within 5 minute itervals as more item drops are added to the unloaded chunk storage area. Perhaps the only question would be whether or not the items would actually travel into a completely unloaded chunk (i.e. one that has never been actually loaded after a save and exit).
OT: It's an age-old question - If a tree falls in the forest and no one is there to hear it, does it still make a sound?
Bingo! So, how can you send and/or return a restone signal from a chunk off the edge of the loaded area when you completely offload that chunk (i.e. with a save and exit)? What happens when different players exit and re-enter games in different parts of a world and what can be coded into the game to accommodate both situations? Is this why we see so many reported redstone bugs? (i.e. because there is an expectation that the game will just know the difference between what information the players want the game to retain and what they want the game to lose (in order to lessen RAM usage and lag... and accommodate larger worlds)?