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    posted a message on Massive Item Sorter Prototype

    I'd say more but IDK enough about redstone (nor why the jackos are there)



    Jack o'Lanterns are very useful blocks, similar to Shroomlights, as they both emit a high light level and are solid blocks, so you can use them in Redstone circuits where a solid block is required. Redstone dust and some other components are extremely laggy (server-side) things due to the light updates they create. Putting a lot of light in a circuit can help a bit with the TPS lag it creates.

    Redstone dust is a laggy thing for other reasons as well, so I've put some of it on Stained Glass wherever I don't need the properties of a solid block in the circuit. Redstone dust is less laggy on transparent blocks than solid.

    I've also got Powered Rail + Observer lines to power some things, rather than Redstone dust + Repeaters, because rails are far less laggy than dust and can be used to transmit a signal, albeit with some different quirks.


    All in all, I'm just scraping off very tiny bits of lag from my machine, so that when I run it the server is less affected and overall lags less, especially given that it can remain chunk loaded for hours at a time if I'm unloading tens of thousands of items.

    Posted in: Creative Mode
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    posted a message on Massive Item Sorter Prototype

    I had WorldEdit and Litematica, so not long. About a month of on-and-off work (I was still working on other Redstone stuff in my normal testing world and working on normal survival stuff on my SMP). Stats in the world say I spent 82 hours with it open, which might be inaccurate because I used Carpet mod's /tick warp and other /tick commands to affect time.

    Posted in: Creative Mode
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    posted a message on Massive Item Sorter Prototype

    Starting the dig. Might create a progress thread in the Survival Mode forum.

    Posted in: Creative Mode
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    posted a message on Massive Item Sorter Prototype

    The schematic of the sorter overlayed on my survival world, showing it in relation to my current sorter:

    Posted in: Creative Mode
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    posted a message on Massive Item Sorter Prototype

    After nearly 10 years, I've finally given in and done it. I've made my own automatic sorting system.


    I designed my own slice, vaguely based off of the visual design of the SciCraft main storage, but significantly lower-tech (using only Impulse sorters).

    2 Large Chests per 6 stackables per slice (@ 4 Hoppers / item, ~1.66 of which are locked when off):

    Storage Slice


    I stacked this 50 times, over three wings, giving me tons upon tons of chests. I dedicated a few slices to 10 slots of 8 Large Chest bulk storage, and another 10×8 bulk for the overflow/non-stackable/otherwise unsortable items.


    It's around about 0.799 MSPT of lag at idle – excluding spawning ticking, that is (solid blocks, etc).


    I ran the numbers, and at full capacity I should be able to store over 328,335,504 normal stackable items (~3,700 Chests worth of storage + overflow-safe Hoppers). It works with 16-stackables too. As for the number of unique items it can sort, it's around 10 or 20 short of the number of items currently in the game (as of 1.19.3). It's annoying, but also I don't really care about sorting my Fermented Spider Eyes into their own dedicated 2 Large Chests, so it's fine if they end up in the bulk overflow.


    Total Feature List:

      • >900 sortable stackable items
      • 10 bulk silos
      • 80 Large Chests of bulk overflow
        • Fill level indicators, 1 for each column of Chests

    • 5 Large Chests for automatically sorted Shulkers
    • TNT-safe Shulker box unloader integrated into item input (i.e: Supports both normal item input and Shulker boxes in the input chest, empty or full)
    • 62 Furnace Array, self-fuelling
    • Secret entrance into vault below the main room secured using item keys for super valuable items
    • Soul Soil fast travel lines for those with Soul Speed (because I hate running back and forth in storage and it taking forever, even with a Speed Beacon)
    • Anvil Replenisher from the ceiling
    • Day/Night display using Redstone Lamps in the ceiling
    • Chunk loaders for the item sorter and the smelter, so that you can sort/smelt items whilst offline or not in the area
    • Indicator Display Lamps for sorting, smelting, and chunk loading
    • Cool maintenance door for adding extra fresh Anvils and for getting junk out of the smelter because your friend thought it'd be a good idea to throw a ton of dirt in

    I'll add a world download if anyone wants it, but it's nothing super special so I doubt it'll be of use to anyone.


    I'm going to be building this on the SMP I've been running for the last 3 years. I'm not sure what the lag will be like on real metal but I guess I'll have to find out. Testing this thing has made me REALLY want to build it for real, given that on the server the storage I go back to is 400 Large Chests of manually sorted items, which just sucks to work with, having to make sure stuff gets sorted. There have been multiple occasions where the entire floor of the centre of that thing has filled up with Shulkers because I'm lazy lol.

    Posted in: Creative Mode
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    posted a message on Strange generation from older versions?
    Quote from TheMasterCaver»

    One thing to note about "basins" (as they were called back in the day) is that a world generation bug caused them to often generate in a weird striped pattern, with straight edges aligned to chunk borders:

    MC-6820 The generation of terrain surface layer produces local straight glitches (fix included


    Huh. That's interesting. Only a few of the one's I've seen have had their hard edge aligned to a chunk border, and I've never seen a repetitive "striped" pattern ever AFAIK.

    Posted in: Survival Mode
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    posted a message on Strange generation from older versions?

    Oh, speaking of which, being able to prune the world was a blessing in disguise. It took my double digit GB world size down to less than a quarter of the size.

    Yeah, it's super handy. I've generated 10-25 GiB worlds before (I think this specific save was pre-generated to around 13 GiB), and then trimmed them down to like 2.5 GiB. The save is currently 4.5 GiB and a really wonky shape but the pruning allows access to new terrain which used to be part of pre-generated chunks. The server's good enough to generate chunks on-the-fly now better than it used to – so pre-generation isn't as important.


    Did you ever, by chance, after updating to 1.18 and generating new terrain, go back and delete regions or chunks again? I ask because I did that and I learned something. You have to delete MORE than the region files now, because the game splits some of the data into new files now. Namely, there's also associated files in a "poi" (points of interest, which is stuff like village stuff and portals) and in an "entities" folders. Specifically, when I update my main world, I mentioned later pruning it even more. Well... when I did that, I flew with elytra to to generate it back and where an extreme hills used to be, I saw a literal flood of sheep and other animals falling from way up high into what was now an ocean. It was quite comical, but I was both shocked and confused until I looked into the folders and noticed a few new ones, and figured it was retaining the older entities by splitting it into a new file, and sure enough it does.

    It's in 1.5 terrain from the generator I believe, that I don't think was ever explored before updating to 1.19. It wasn't pruned at any point either. I'm assuming it's some weird spawning thing to do with caps (although I think the peaceful mob cap shouldn't affect mob type), or they were spawned when the world converter ran or something like that and something weird happened during the process.


    Regarding the taigas being frozen in 1.6 and then not in 1.7, I dealt with that in my world by using Mcedit to replace snow layer blocks with air and ice blocks with water, and it worked.

    I don't really care about the hard borders. I think they're a nice bit of history separating the old lands from the new, but there is one biome I want to keep snowy, so I'm working with WorldEdit by selecting the whole biome, making a mask for a biome with //gmask $taiga, and then running //setbiome snowy_taiga – effectively replacing the Taiga with a Snowy Taiga and keeping the natural shape of the biome. Snowy Taigas are just like normal Taigas apart from different temperature values allowing for snow, so it's pretty cool.
    Posted in: Survival Mode
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    posted a message on Strange generation from older versions?

    Huh. I've never heard of it before and I'd never seen it anywhere at all before this world AFAIK. It's a really eerie feature imo. I also haven't seen it much in the new 1.19 terrain that I've explored (we moved spawn into a new area on a bit of a peninsula near a large forest, mountains, and ocean for exploration), so I think it's either way rarer or might've been removed with the new noise and terrain generation that they brought along.


    And yeah, the terrain blending is awesome. Having played in worlds I've not explored much or worlds that never got updated (due to not much time or due to not wanting to update), I took the lack of 10-block-high walls of stone for granted. Sure there's still noticeable chunk borders and issues like the flowing water below being really out of place, but like, it's a nine year difference in versions and it still works‽ It's insane.

    Posted in: Survival Mode
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    posted a message on Strange generation from older versions?

    I've got a pretty scuffed world, that was:

    • Generated in 1.6.4
    • Expanded to 10,000x10,000 blocks in MinecraftLandGenerator (which runs the 1.5.2 internal server I believe)
    • Cut down in MCEdit from that size to something like 3,000x4,000
    • Loaded into 1.19 (I'm sorry TheMasterCaver for abandoning 1.6! lol)

    …and has since been kept up-to-date with the latest version.


    First of all, chunk borders are really apparent even with the great new Caves & Cliffs world updater:

    You can see that although the Taiga biome is blended, Taigas stopped being cold enough to snow years ago, and so it doesn't have any snow in the blended Taiga biome. Ocean borders are really noticeable too. This isn't really an issue though and can definitely be expected when updating a pre-1.13 world I'd say.


    My main point of curiosity is the strange generation we had even back in 1.6, which were these strange patches of Stone that had both hard, man-made looking borders, alongside weird blending that I can't really compare to anything else in the game (maybe Enderman block placement is the closest I could say?). These occur every so often and are not rare by any means in the world.

    Full Imgur album here of quite a few more examples.

    The hard edges on some of them aren't related to any chunk borders or anything (some do line up though). I'm not sure what step in the generation this occurs in or what maths breaks this; my best guess is that this occurs after noise generating the terrain, but before the vegetation steps – but I have no idea the actual cause.

    It seems to happen regardless of Biome; I've seen it happen in Extreme Hills, Deserts, Plains, and Forests.


    All the mods I use are client-side. When these chunks were generated we were on the Vanilla server, and MinecraftLandGenerator uses Vanilla too AFAIK. We run Fabric now but obviously that's 1. Vanilla also, and 2. wouldn't affect chunks retrospectively.

    The snow randomly in some screenshots was due to some MCEdit shenanigans that copied biomes over into the wrong places when I was working on optimising the save file back in 1.6; this happened long after initial generation.


    I'm honestly just curious what made this happen. Not looking to fix anything and I'm certainly not going to reset the world. I know the further back you go in Minecraft's history, the weirder the bugs and quirks of the generation gets, but I've never actually seen these strange Stone patches like this before online. I remember seeing for the first time years ago in a Desert thinking it was a weird little Sand mine someone did, but Sand in deserts – back then and now – was usually around 3-4 blocks deep, so seeing Stone only 1 block below where Sand should've been struck me as weird and from then on I just blamed it on the generation, and only now have I given into the curiosity and have come to ask the internet on what this might be? I've seen probably a hundred of these by now lol.

    Posted in: Survival Mode
  • 0

    posted a message on How can i tell how far away a player is using there ice trails from frost walker boots

    Frost Walker trails only last a few seconds before melting. Whoever created said trails can't be more than 30-50 blocks away.

    Posted in: Survival Mode
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    posted a message on Minecraft 1.9 enchants?

    Yeah. Enchanted Golden Apples became uncraftable in 1.9.[1] Also of note is that in 1.14 – 1.14.2, Protection, Projectile Protection, and Blast Protection could be stacked on a single piece of armour in these versions only.[2]

    Posted in: Survival Mode
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    posted a message on Trapdoors - am I missing something?

    You can open Trapdoors with Redstone power sources, such as Pressure Plates.

    Mobs will think that an open Trapdoor is the same as a solid block though, although it is physically not; so, when they step on what they think is a solid area, they instead fall. This is used in a lot of contraption designs to trick mobs into falling into pits, etc.

    (See attached)

    Posted in: Survival Mode
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    posted a message on How often you change a Minecraft world?

    My current world was started in 1.6.4 and is currently on 1.19.2. Finding new chunks isn't a super big problem since Elytra travel makes travelling thousands of blocks take one minute instead of 30. Plus, I don't explore much – so I get what I need from a few new chunks and don't generate excessive amounts of land to travel over next time there's an update.

    Posted in: Survival Mode
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    posted a message on Zombified Piglin spawning by Ruined Portal? (Java)

    It's completely likely that a Pig could have just been there at the right time. If there are no portal blocks present, then the only way a Zombie Pigman/Zombified Piglin could get there would be for a Pig to have been struck by lightning. IIRC lightning is more likely to strike an entity than it is to strike a random piece of land by design.[1]

    Posted in: Survival Mode
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    posted a message on 0 FPS in a modpack

    You got a lotta mods, chances are that your PC can't handle it too well.

    Also, at line 1137:

    [20:45:30] [main/ERROR]: Found a broken recipe: elucent.eidolon.gui.jei.RecipeWrappers$RitualRecipe@7b97207

    …And at 1238:

    [20:45:39] [Server thread/WARN]: Can't keep up! Is the server overloaded? Running 7897ms or 157 ticks behind

    Computer's definitely slowing down there…

    Posted in: Java Edition Support
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