I have a few farms that produce items in high volume (bamboo for example). I've read that hopper minecarts are quite laggy... Is there a resource that tells me which farms and builds variants cause more lag? For example,
* hopper lines to transport items vs. waterstreams
* hopper layers to collect items vs. hopper minecarts running on rails
* flying machines to harvest stuff
* redstone contraptions like clocks, item counters and more
* running minecarts over several hoppers vs. unloading stations
I'm not really running into problems yet, but my worlds are growing
However, minecarts are entities, which are much worse than normal blocks or even tile entities so I'd expect that a minecart with a chest or hopper is worse than a chest block, and much worse than a hopper block (much of the impact on FPS is due to the way entities are rendered; tile entities like furnaces can be rendered like a normal block which is why they have little additional impact, with part of the impact of hoppers due to their more complex model). Hoppers also did double the overall tick time compared to chests but 8000 still only took 8 ms (out of a maximum of 50, this might be different if they are actively transporting items), either way, my own experience says that entities are by far the biggest burden on a server - nearly all the increase in tick time as render distance is increased is due to more entities being loaded (mostly passive mobs, which can exceed 1000 at higher distances, even without any player-made farms). However, a few minecarts with hoppers may be better (and much cheaper) than long lines of hoppers, or even water streams.
As far as water streams go, aside from an increase in render complexity only actively spreading water causes lag (independent of whether it has a flowing animation) and mainly affects chunk updates, so the only issue is then the number of items that exist at any one time, where the impact of an item is comparable to other entities, maybe a bit less due to simpler logic and rendering, but still more complex than chests since chests don't need to move, track health, etc, so as noted above a single minecart with hopper may be better. One thing to note is that a stack of 64 items has the same performance impact as a stack of one (other than increased render complexity due to rendering multiple items together, but still far less than 64 individual items, plus items have a short render distance); likewise, a chest with 27 stacks of one item each is the same as a chest with 27 stacks of 64, and double chests perform better than the equivalent number of single chests (this gives normal chests a major advantage over minecart chests).
Also, spreading things out will only help if everything isn't loaded at the same time, which defeats the purpose of automated farms, but you can reduce the load by running them in the spawn chunks or force-loaded chunks (the latter requires access to commands), which are only loaded client-side when the player is within range (with any modern multicore CPU this will have no effect on client-side performance, assuming that garbage collection doesn't cause lag).
However, minecarts are entities, which are much worse than normal blocks or even tile entities so I'd expect that a minecart with a chest or hopper is worse than a chest block, and much worse than a hopper block (much of the impact on FPS is due to the way entities are rendered; tile entities like furnaces can be rendered like a normal block which is why they have little additional impact, with part of the impact of hoppers due to their more complex model). Hoppers also did double the overall tick time compared to chests but 8000 still only took 8 ms (out of a maximum of 50, this might be different if they are actively transporting items), either way, my own experience says that entities are by far the biggest burden on a server - nearly all the increase in tick time as render distance is increased is due to more entities being loaded (mostly passive mobs, which can exceed 1000 at higher distances, even without any player-made farms). However, a few minecarts with hoppers may be better (and much cheaper) than long lines of hoppers, or even water streams.
As far as water streams go, aside from an increase in render complexity only actively spreading water causes lag (independent of whether it has a flowing animation) and mainly affects chunk updates, so the only issue is then the number of items that exist at any one time, where the impact of an item is comparable to other entities, maybe a bit less due to simpler logic and rendering, but still more complex than chests since chests don't need to move, track health, etc, so as noted above a single minecart with hopper may be better. [...]
Interesting. Thanks a lot!
I guess that the system will need a constant time per item, maybe depending on travel speed. Items in a water stream may pass over a lot of hoppers in a short time. But the necessary computation may not deviate a lot per item, because obviously I need them to pass these hoppers (for example in a sorter). On the other hand, I think hoppers will always need some runtime to calculate if they are near items that they could collect.
But it's good to know that none of the things I built is causing major lag, except for the chests of course -- I too have a fairly large storage, with ~180 items I can sort so far. Might be worth replacing these chests, indeed.
On youtube there are many video's about this. And some works ok...
However, they advertise with shaderpacks and resourcepacks, but i never get the same result as what they are showing.
Also suddenly (only windows update) lots of shaders give only black, so what is changed there?
Tagging on here cuz I'm not sure I Saw a solid answer. I'm in a realm and don't want to be a resource hog. I want to build an automatic villager crop farm. Farmland, being less than a full block, allows for either LOTS of hoppers or a single hopper minecart. Which would be a bigger system load? 1 hopper minecart vs 81or even a full 256 chunk layer of hoppers?
I guess that the system will need a constant time per item, maybe depending on travel speed. Items in a water stream may pass over a lot of hoppers in a short time. But the necessary computation may not deviate a lot per item, because obviously I need them to pass these hoppers (for example in a sorter). On the other hand, I think hoppers will always need some runtime to calculate if they are near items that they could collect.
But it's good to know that none of the things I built is causing major lag, except for the chests of course -- I too have a fairly large storage, with ~180 items I can sort so far. Might be worth replacing these chests, indeed.
If your goal is an automated storage system,. I dealt with it as follows (my design relies more on steady production rather than huge volumes, but could be adapted easily for higher volumes):
- All items flow from the farms to storage through water streams.
- The streams empty ALL of its content into a hopper.
- The hopper and a few others empty the content into a short tower of chests. Think of this as a buffer and/or a safety should an update break things.
- From the buffer I use a (fabric-based) pipe mod. This allows me do do item filtering and delivery to the sorted chests in a much more compact way.
- Furnaces are connected to the system and so is their output. With few exceptions the item's chest must fill before sending its content to be cooked.
- I also use an automatic workbench mod to combine other overflow items into their processed forms.
Moral of the story:. Pipes are far less laggy than the other auto sorting designs.
I have a few farms that produce items in high volume (bamboo for example). I've read that hopper minecarts are quite laggy... Is there a resource that tells me which farms and builds variants cause more lag? For example,
* hopper lines to transport items vs. waterstreams
* hopper layers to collect items vs. hopper minecarts running on rails
* flying machines to harvest stuff
* redstone contraptions like clocks, item counters and more
* running minecarts over several hoppers vs. unloading stations
I'm not really running into problems yet, but my worlds are growing
Lags always referring to content per chunk
If you build systems with chests, hoppers and other entities, try to spread it in a huge area
Surprisingly enough, chests are far more laggy than hoppers, at least in terms of framerate:
https://www.reddit.com/r/Minecraft/comments/app8mi/til_chests_kill_fps_much_more_than_hoppers/
However, minecarts are entities, which are much worse than normal blocks or even tile entities so I'd expect that a minecart with a chest or hopper is worse than a chest block, and much worse than a hopper block (much of the impact on FPS is due to the way entities are rendered; tile entities like furnaces can be rendered like a normal block which is why they have little additional impact, with part of the impact of hoppers due to their more complex model). Hoppers also did double the overall tick time compared to chests but 8000 still only took 8 ms (out of a maximum of 50, this might be different if they are actively transporting items), either way, my own experience says that entities are by far the biggest burden on a server - nearly all the increase in tick time as render distance is increased is due to more entities being loaded (mostly passive mobs, which can exceed 1000 at higher distances, even without any player-made farms). However, a few minecarts with hoppers may be better (and much cheaper) than long lines of hoppers, or even water streams.
As far as water streams go, aside from an increase in render complexity only actively spreading water causes lag (independent of whether it has a flowing animation) and mainly affects chunk updates, so the only issue is then the number of items that exist at any one time, where the impact of an item is comparable to other entities, maybe a bit less due to simpler logic and rendering, but still more complex than chests since chests don't need to move, track health, etc, so as noted above a single minecart with hopper may be better. One thing to note is that a stack of 64 items has the same performance impact as a stack of one (other than increased render complexity due to rendering multiple items together, but still far less than 64 individual items, plus items have a short render distance); likewise, a chest with 27 stacks of one item each is the same as a chest with 27 stacks of 64, and double chests perform better than the equivalent number of single chests (this gives normal chests a major advantage over minecart chests).
Also, spreading things out will only help if everything isn't loaded at the same time, which defeats the purpose of automated farms, but you can reduce the load by running them in the spawn chunks or force-loaded chunks (the latter requires access to commands), which are only loaded client-side when the player is within range (with any modern multicore CPU this will have no effect on client-side performance, assuming that garbage collection doesn't cause lag).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Interesting. Thanks a lot!
I guess that the system will need a constant time per item, maybe depending on travel speed. Items in a water stream may pass over a lot of hoppers in a short time. But the necessary computation may not deviate a lot per item, because obviously I need them to pass these hoppers (for example in a sorter). On the other hand, I think hoppers will always need some runtime to calculate if they are near items that they could collect.
But it's good to know that none of the things I built is causing major lag, except for the chests of course -- I too have a fairly large storage, with ~180 items I can sort so far. Might be worth replacing these chests, indeed.
In my case I usually get FPS drops when I increase render distance. Everything other seems ok if I don't push it too far
On youtube there are many video's about this. And some works ok...
However, they advertise with shaderpacks and resourcepacks, but i never get the same result as what they are showing.
Also suddenly (only windows update) lots of shaders give only black, so what is changed there?
Technically minecraft is the worst game ever.
Tagging on here cuz I'm not sure I Saw a solid answer. I'm in a realm and don't want to be a resource hog. I want to build an automatic villager crop farm. Farmland, being less than a full block, allows for either LOTS of hoppers or a single hopper minecart. Which would be a bigger system load? 1 hopper minecart vs 81or even a full 256 chunk layer of hoppers?
If your goal is an automated storage system,. I dealt with it as follows (my design relies more on steady production rather than huge volumes, but could be adapted easily for higher volumes):
- All items flow from the farms to storage through water streams.
- The streams empty ALL of its content into a hopper.
- The hopper and a few others empty the content into a short tower of chests. Think of this as a buffer and/or a safety should an update break things.
- From the buffer I use a (fabric-based) pipe mod. This allows me do do item filtering and delivery to the sorted chests in a much more compact way.
- Furnaces are connected to the system and so is their output. With few exceptions the item's chest must fill before sending its content to be cooked.
- I also use an automatic workbench mod to combine other overflow items into their processed forms.
Moral of the story:. Pipes are far less laggy than the other auto sorting designs.