Permanent and Remote Chunk Loading with Perma-Loader in Minecraft
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- čas přidán 20. 02. 2017
- While figuring out how chunk unloading works in Minecraft, it turns out you can permanently load chunk even not connecting them to spawn, so you can permanently chunkload random areas in your world, as small as a single chunk.
As a demonstration of capabilities of Perma-Loader, I run three separate stronghold sand farms at the same time using one player only. It works in Singleplayer and Multiplayer, and in case of multiplayer - doesn't require any player to be loaded.
I am pretty sure, that permaloader should allow for many interesting new things to develop.
DEMO WORLD DOWNLOAD: bit.ly/permaloader_112
version of the Carpet mod including chunk unload order, and fixed brewers:
github.com/gnembon/carpetmod112
References:
Casper and 2No2Name Sand Machine:
• Minecraft 1.9/1.10/1.1...
Ilmango's Simple 108k/s gravity blocks generator
• [Tutorial] Sand/Concre...
Wout12345 research on permanent chunk loading (pre 1.9) (felt irrelevant to me at the time of this publication, which is not necessarily true)
• Stable chunk loading, ...
• Stable chunk loading, ...
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Recorded with Minecraft 1.11.2 Optifine and 1.11.2 Carpet Mod.
Minecraft IGN: gnembon
Find me on Twitter: / gnembon_mc
Intro by Reye:
/ @reye2448
Resource Pack: Minecraft HD 64 www.minecraftforum.net/forums/... with a few modified textures
wherever textures are not updated I overlay 1.12 faithful 32 on top
modified textures:
- bedrock bit.ly/bright_bedrock
- hopper arrow bit.ly/hopper_arrow
Music:
Wolfgang Amadeus Mozart. Clarinet Quintet in A, K. 581. By William McColl:
musopen.org/music/2389/wolfga... - Hry
"but who would want to load 12000 chunks"
*the whole of the scicraft server*
me 2
Id like to 500 chunks mine alone in my survival world because of my nether portal item transfer but meh
Also people with teleporters and ender cannons but that's just scicraft.
I need my crops and animals to grow when I am away, will this technique help me?
@kiiseLLi I think random ticks happen in any loaded chunk as long as it isnt a lazy chunk
this has cleared up a lot for me, now i finally understand when scicraft members are rambling about "permaloading", "unload priorities" and more
Came for a MC video, got a basic lesson in coding and fractal geometry.
Nothing is certain these days. These are the times we live in...
And this it only the beginning. Just wait until mild AI's are put to use hunting for emergent game properties.
Wait, did you come from ElRichMc's video?
I would say that this is revolutionary. As far as I could tell, the question of how to prevent chunks from unloading, instead of just reloading them every gtick, was the biggest open question there previously was in chunk loading. Also, the fact that you managed to get something useful out of a hashset order is very impressive.
23:50 "I hope nobody fell asleep". Well, I certainly didn´t.
Myren Eario, I believe some times the hardest part is just know what questions to ask/what the real problem is.
@Theguy Mich
I agree that there are problems of that kind, but I don´t think this is one of them. The fact that constantly reloading a chunk is not good enough for many applications was known before. I would say the main difficulty here was not finding the correct question, but having the persistence to get through the wonderful hashset code.
Java explicitly states in the docs, that hashing is solely for effective storage purposes with fast execution, and it is up to the client to provide with a good enough hash (32bit int).
Thanks Myren. I know that unstable chunkloading has caused issues in the past, and I am not knowledgeable enough to list all the implications.
this is amazing but....
NOONE MENTIONED THE OBSERVER TURNING ITSELF THATS REVOLUTIONARY xD
It was a little hard to follow but if I understand it right, you sir are a Minecraft genius that just solved all of our chunk loading problems. Great video clearly put a lot of time into figuring this out.
Thanks. Indeed, it took quite a bit of time.
but first we need to talk about parallel universes!
Cool find!
:)
Don't make a video on this please, don't want mc to patch it fast
Rays found it... MC is doomed
@Engineer GamerPlays Yup, that's why they will never ever change it :')
@@thisflyingpotato4227 does this still work?
All I understand is: Using some Mystical Magic™ (powered by Java), you can make minecraft load chunks and do stuff.
*ALL HAIL THE SMART MAN*
same
Mystical Magic™ is nuts
Java: Write once, be super buggy and exploitable everywhere
My head hurts. I will have to watch this a few time probably before I understand enough to make it work for me.
sorry for the headache. I like to be thorough with my explanations.
No I'm glad you are so thorough. I watched it again and it makes more sense than the first time.
Question: will this work on a spigot server?
True respect! I'm software engineer and this was very interesting!
:-)
Sure you are (Sarcasm)
how would you know? You do know that software engineers ACTUALLY exist right?
beep beep boop
how is that unlikely?
Great video gnembon! I understood about 75% of it and this is revolutionary!
Nooticus 75%
I knew somebody would fall asleep ;-)
Your choice of background music is soothing. I was watching this during my lunch break and drifted off during the middle. When my computer locked from inactivity it made a chime noise which woke up me up.
I love the Terracotta Tree! Keep up the fantastic work, I learn a lot from your videos.
I knew somebody would fall asleep ;-)
Great Video! I may use this to keep some farms loaded in my world. I really enjoy these types of in-depth explanatory videos. I liked the visualisations with the glazed terracotta, it looked really professional. The carpets made it easy to follow so I'd be glad to see more like this! Great work!
Side note, any else having youtube change design between videos and signing in causing problems like the video just reloading?
Thanks. These slides took quite some time to prepare :-)
It definitely shows, It is always nice to see your videos, I hope you keep producing them! I try to play as technically as possible so these moderately easy yet very useful and technical quirks are always fun to include!
This is really cool, and impressive that you were able to explain this so clearly and simply.
I just can't help but think how many people are going to try to build this on multiplayer servers and the bog down their processing power due to having 100+ permanently loaded chunks on top of what other players are doing. That's equivalent to about 2-3 extra players on a server, which for lower-end systems, can do a pretty decent amount of damage. Especially if high-resource intensive processes are going on in those chunks :/
With 12 view distance, each player is about 600 loaded chunks and more than 400 of them - entity processing. permaloader is only 160 chunks and all of them lazy. No need to drag hopper chains from spawn, and only chunkloading certain areas of interests is another saving. In my example with three strongholds, I chunkloaded in total 160 chunks for permaloader, 75 for three strongholds and 30 in the end at the entrance obsidian platform - that's (5 total entity processing chunks). That's cheap comparing to even a single player.
nice ending XD
great video, I am glad someone desided to take a look at the code. that permanent loading was possible did not surprise me that much, but how well it works is great. and thanks for making a mod that shows the priority... great job!
btw might be useful if you include some "notes"in the description including important information like how many chunks you need to load. so that when people forget something they can just read that instead of watching the whole video again
Fair points. I need to take a short break now, but adding some extra information in the desc sounds like it might be pretty useful. Also - you reminded me I should at least update the carpet patch files to include unload order and cactus flipping tool, even without a video about it.
gnembon_mc Wait, so the 12 chunk render settings thing you mentioned in the video was to keep the loader working? Makes sense, but R.I.P potato pc :C
I am stunned that you only have 19k subscribers. Your channel is approachable without the aggravating non-humor, yelling, and quips of so many minecraft youtubers, and have incredible game and metagame information to offer. Thank you so much for your work, definitely subscribing and seriously appreciate it.
I really enjoy the complexity explained. Your narration is top notch! Keep up the great work sir.
What a beautiful, fascinating, informative video. This method of loading arbitrary collections of chunks is amazing.
To be honest though, the most important thing I got from this video was that you have to have items in the hoppers at chunk boundaries to make them load the next chunk. I was wondering why my chunk chains weren't working!
Awesome stuff.
You are awesome, that´s why i made the intro for you!
Thanks for the intro - it gives a much needed structure to the videos :-)
it is a great intro
Now that was some high quality content. Waiting to see your 100k subscribers special :)
You sir just answered one of minecraft's longest questions. Perma chunkloading!
Epic job!
I'll be using those fine techniques for sure.
:-)
Incredible work! Thanks for taking the time to explain everything in such detail :)
Once again, you made crystal clear a topic which is not easy to grasp, at least for me. As for the perma-loader, this is definitely brillant but also fragile, because it relies on implementation details which we shouldn't be concerned of. If a programmer decides to use another type of container, or implements a different hashcode algorithm, well...
Xtof Michel I agree, this can so easily be broken :/
Yup, but at least it's deterministic. We use similar methods for dungeon generation too, right? :)
Oh I like popping up the hood of Java classes myself, and see how things are implemented in source code, so I plead guilty. ;) And yes, it's deterministic, but only as long as the library provider(s) don't change their implementation, which they're entitled to. Even a change in the Java library can affect the behavior of the game itself.
Yeah yeah, there's no functional requirements covering us, but with the way Mojang decides to change the game sometimes I don't think we ever had a ton of certainty to begin with. :P
Yeah, it can always go either way, but the main reason for this working is the fact that Long's hashcode and minecraft representation of two numbers as a single long match perfectly so that chunks with the same X and Z are put together in the same 0 bucket. I don't expect Java changing their approach to hashing in the hashmap, as they clearily state it is intended to be as simple as possible, and not intending to randomize things. And if Java's intention is not to randomize things, there would always be some sort of patterns, that we could use.
This is incredible. This will change so much about Minecraft.
:-)
Understanding how minecraft works just because I want a vanilla chunk loader :P
nice video btw keep up the good work boi
And now, that music, that background music, makes me learns this video more easier than the essays
Keep up the good work Gnembon!
If I build a really large chunk loader, it relies completely on chunks with priority zero. When I now disable parts of the chunk loader, such that now all chunks with priority one will get unloaded too, I could easily detect that and use that as a wireless redstone signal over an arbitrary distance. Then I could hook that up to an enderpearl teleporter, that would teleport me after the next unloading cycle. Maybe even a dialing device might be possible for that, but that would be kinda slow, as transfering one bit takes 30 sec each. So many new options, awesome!
Somewhat convoluted, but should work :-). The only problem I see is the fact that to connect chunks with priority 0, you need to connect them through some chunks of priority 1, because there is no other way. But overall you should be able to send a simple signal over any distance. It would be so impractical, but doable.
Great job Gnembon_mc. I love your videos you put alot of work in to them and you deserve more. keep up the good work.
This video was amazingly well-made. Thanks so much!
great job as always gnembon!
I love your tutorials, they're very fancy.
Wow that's some heavy Minecraft science! So cool!
Very clear video on a complex topic. I realy enjoyed it.
This was alot of information to take in, might have to watch it again :P I will for sure use all of this knowledge and make permaloaders in my world now :D
:-)
Incredible work.. Great job :D !!
8:45 That's beautiful.
Great work! I've subbed and are looking forward to more!
Just came from Welsknight's channel. Just wanted to say thanks for helping him out and LOVE the simple farm design you gave him. it's going to be my standard mob far from now on. Keep up the great work.
This is mind blowing I guess the normal span chunks are less important now you can make your own loaded chunk
Always enlightening!
And a very amusing ending. :)
:-)
Such a well done video!
Cool diagrams, really helpful for fast building
I've watched this video twice now, and I still have no clue how to setup this :(
Thank you so much for this video! I was having problems with using spreadplayers to load chunks relative to entities. It seems the command will only reload chunks if they're not already loaded, which meant I was losing the reference to the entity, but with this, I've finally been able to solve it by looping chunks into each other at diagonals!
Just fantastic work - I love it.
:-)
Happy new year
this is a lot to take in
I just wanted to explain all the details, so it is not a black box.
great video and explanation! came from elrichMC's chanel, ehere he uses it in his survival series
I like video of the mechanics of games so much, it is a pity that the high quality is so rarely
Maybe because it takes tons of time to prepare them ;-), but I like doing it
Does this priority work vertically as well along the Y axis? Also, so if I had a farm out in the distance, would I just follow the priority of the chunks until it lead to the farm? Perhaps I'm not fully understanding this, would appreciate Gnembon or anyone else's reply!
Great video! Subscribed!
This and “watch for rolling rocks in 0.5 A presses commentated” have the same energy.
This made me to really look at the code/use of Collections. You're first who did such a thing. #HashMapExploit();
:-)
Ooooh I adore your accent, you sound like Javier Bardem, subbed :)
Oh my gosh, my tiny brain can't keep up.
Hello again, I have a question: How can you check if the "45 sec game tick of death" unloads a chunk connected with hoppers to the spawnchunks? what are the things that have a chance to break (apart of overlaped villages)?
Very good video!
Amazing find! The presentation is very clear and thorough, too.
In the chain you used in the overworld, i noticed that you load the chunks to both sides of the diagonal even when their priority is greater than 1. One of them is needed to keep the chain going, but i don't see any purpose for the second one. Using only one chunk next to the diagonal every other chunk can save 25 chunk, so reduce the loaded chunks to 125. I've not come across any problems with this method so far, are you aware of any or was it just easier to clone the same structure 50 times?
that intro is amazing
Never before have I enjoyed watching something that I completely don’t understand
So if I put hoppers facing to another chunk with an item in it and visa versa the two chunks will be loaded or I need to shoot items thrugh a nether portal in the spawn chunks?
The best video I ever seen about MC. I used the permaloader to secure some areas for an invention in 1.12 and it works perfectly.
My english is not good, so i needed to repeat many parts to fully understand them. If you ever add english subtitles I could help you translating them to español.
Few questions:
- If the permaloader capped the hashtag with 0 and 1 unload order chunks, can you choose placing the starting loop in the intersection between chunks with 7 or 3 priority (magenta or orange)?
- Is there anyway to use the carpet mod on singleplayer mode, without a server?
- What is the simplest ecuation to calculate the unload order of the chunks?
- How many chunks unloads around you when you teleport by commands or nether portals? Is it different if you leave the chunks with end portals?
- Is it matters the dimension I choose to place the permaloader? If it matters, what should I do if I want to place sensible contraptions in more than one dimension and keeping them alive at the same time?
- Why do you attach a dropper to hoppers sometimes when you connect the chunks?
- You should make a mechanism to turn off the permaloader. Maybe is it possible if you put a lever on a hopper in the starting loop?
- You could make a simple tutorial to build the permaloader, with no details or deep explanation. Just telling the people how they can calculate the cordenates in a diagonal where they can start the contraption and then showing how to build it. After that, the things they can do with it and the final advices.
- You asumme the public knows how chunk loading works. Maybe it will be good to place links explaining how spawn chunks, player chunk loading and the portals system works.
- In realms, when there isn't any active player all chunks unload. Maybe you can bypass all the inconvenients of this if you set the perma-loader in automatic mode connecting it to the spawn chunks, so everytime the realms starts it will be the first thing to start with it.
- I though optifine and some mods affect the way chunks load. Many people have problems when they build their iron farms with optifine. Maybe they fixed that.
Thank you!
I will try to answer the best I can:
1) yes, even P3 is enough, but if you chose something of higher priority (31 or 63), there is a high chance that even if you load it by accident, if you leave the area the permaloader survives.
2) Yes. I have an unlisted video where I explain it how to do it. Link to is in the descriptions of the carpet mod videos.
3) there is not simplest formula. That's why I included it in the carpet mod under the /unload order command.
4) Its the same. if you leave the area suddenly (portal, death, tp command) all the area is scheduled for unloading and the game unloads 100 chunks per tick.
5) permaloader will only be supporting the dimension its placed in. Other worlds (dimensions) have their own unload queues.
6) to to decrease their contribution to the lag.
7) Yes. Locking the hoppers in the permaloader head should unload all of it them eventually. I have a scicraft video where I show how its done.
8) Don't think it makes sense. If you don't understand how it works you might make more harm than good to your world. Also everybody's setup is different.
10) connecting permaloader to spawn via hoppers is a good option, also for singleplayers.
11) possibly.
You should become a program teacher; these explanations are very good!
+gnembon But why are you involving the nether? do you have to keep that redstone block spitter working forever? I thought that this fixes that, that's why you turned off the chickens. What do I have to build and where to load my sand dupers? So far I see that I'll need to load the 100 chunks in the diagonals, but do I do that in the overworld? The nether? Does it matter? I understand the second part, just hopper loading chunks with a 2 chunk gap to get entity processing chunks (so one chunk would have 24 chunks surrounding it). How do I get the permaloader up and running by itself? What exactly do I need to build?
You're amazing! Keep it up!
Thanks :-)
interesting! There's so much to Minecraft that I haven't even considered.
very nice find indeed. the way java determines this order seems really arbituary but oh well not your fault. how is the order determined among chunks with the same priority(therefore, how do you load chunks close to the diagonals properly?)
Jendrik Weise chunks in the same bucket are iterated over in the same order they were added to the HashMap.
If I remember correctly, the loops that unload the chunks instantly due to the player leaving are added to the HashMap from negative to positive Z, then from negative to positive X.
However this may not be the case for the 45-second unload cycle, where I would imagine the chunks are added to the HashMap in the order the loaded chunks would be iterated over, which in turn probably depends on what order those chunks originally got added to the loaded chunks list.
So, in conclusion, don't rely on two chunks with the same or similar priorities.
it depends on a different hashmap that is determined by the order they get loaded.
Earthcomputer you should avoid that, but maybe you cant, so i m sure the information would be useful.
I am glad you appreciated the find :-) Unfortunately within each bucket the items are stored in tree like structures, so the order they come out depends on the order they come in and it is not the same as the order they come in. Also seems that (0,0) typically is returned as one of the first chunks for unloading (because of the order in the tree), so no luck in chunkloading exit end portals.
gnembon_mc oh i hadnt even thought of that. i guess it isnt terrible since most things you d do right around there probably wouldnt need stable loading.
but i d still aprechiate a proper explanation or refrence for this. :D
why would anyone give this video a dislike???
Do the nether/end/overworld share their hash map for unloading, or does every dimension have its own?
Every dimension is its own 'World" and do their own unloading. You would need to have a separate setup in each dimension. But that's only about 160 chunks each. A single player loads (view distance of 12) about 600 chunks.
Great find!
Cool thing. Im sure it can find use in farms (especially iron farms cuz they need to be in spawn chunks but in Tango Tek's design they dont need to).
I didn't understand how player's automatic chunk unloading could break the loader, but still I think this loader is a pretty good idea because it's an alternative chunk loader for those specific situations in which you can't use spawnchunks-based loaders.
this is pretty cool. Btw where are you from? I really like your accent! :D
Im wondering if I've calculated the unloading order correctly for the following chunk (X 1259, Z 748), I get an unloading number of 1543, is this number way to high, or could this be the correct number?
So i've got 3 question. First the simple one: Does it work in 1.8 ?
Second: You said it only unloads 100 at a time. So can't I just put 4 hoppers pointing in each direction out of a chunk and do that 10x10 chunks? That way over 100 chunks will be loaded at a time which means it WILL reload itself. Does that work?
And lastly, does it work on servers with about 300 people in them? Or is it possible that they have plugins which change the unloading so that more than 100 chunks can unload in a tick?
@gnembon, I just noticed the shattered Savannah.. wow im slow. Definitely my favorite biome.
I got really confused lol! I looked this up because I am playing on a modded server and the owner doesnt want us to have chunk loaders so I am gonna look more into this. Thanks!
That voicecrack at 12:49 made me laugh so hard 😂
Hey gnembon I have a question and I hope you can answer this the minecarts in my slime farm always stop when i unload the chunks (I’m guessing that why they stop) I have a bunch of other farms near by which is my sugur can farm and bamboo farm flying machine powered and a villager breeder and crop farm can I make this near the bamboo and sugur can farm and slime farm to stop from the chunks from unloading
Me too, I watched once and have no idea yet what should I build - I will have to watch more times.
But if I summarise - the discovery is that:
1.) all chunks eligible for unload are unloaded only 100 per gametick.
2.) chunks are being unloaded in a specific order - in the order of a Bucket Number. And Bucket Number of a chunk is quite simple to calculate (XOR between binary X and Z chunk coordinate (32 bit) and then another XOR between upper 16 bit and lower 16 bit of previous result).
So the perma-loader is a device that each game tick loads 100 chunks with a Bucket Number = 0 (all chunks on any diagonal have Bucket Number 0). This is achieved by pointing a hopper into the diagonal chunks from the neighbouring chunks which have much larger Bucket Number (like 35). I guess only one hopper from a chunk with a large Bucket Number would be needed, as from that chunk the whole array of diagonal chunks would load.
When you have such device set up and chunks loaded you can load some chunks anywhere you want (probably not on the diagonal though, so with a Bucket Number = 0), and they will be permaloaded (and you have to set up a square of loaded chunks there to get an entity processing chunk, like watch?v=egqsmXD_oCM).
In single player you could start this device with a redstone wire from your base for instance, which would initially load the first perma-loader chunk, and you better not come close to the device.
Something like that? Is that any good?
I just wanted to ask/confirm since i couldn't find any information nor know anyone as technical in minecraft. can the hoper on side of chunk be used to make sure chunks unload at nearly or exactly the same time when leaving base? It would be useful When playing modded i don't know if the machines are codded smart enough to load/unload both chunks in similar time so they don't break because things like some reactors need redstone control which not always is possible to fit in same chunk and still look not bad
Amazing finding. Truly revolutionary. I have one question regarding chunk unloading. I've noticed in some artificially entity loaded chunks that whenever someone else joins to the server it stops processing units (probably due some chunks unloading). I've experimented chunk loading only with me on a server and it works fine but when someone else joins it works differently or just doesn't. Do you have any idea what causes that behavior? BTW. Thanks for such finding.
I assume these chunks were loaded from spawn, meaning that something wrong happened because they should stay processing no matter what. I have a situation in my own world where I load chunks using pulsating redstone, that when I join sometimes, the server crashes. I am yet to find out what causes that.
How do I know how long the permaloader has to be? Also, is there a way of figuring out the unload order of chunks without the carpet mod?
Idk if these questions come across as silly, it's a bit hard for me to understand everything in the video, but it does look like quite a good solution for all of our chunk loading needs
Is it still possible to use the /unload order command in carpet 1.18+?
this video is amazing!
my mind is overflowing with info...
With the fractal nature of chunks on the diagonal, is there a way to ensure priority 0 chunks immediately near the spawn perimeter are permaloaded (say a large 100 x 100build at x=400/z=400)? Sounds like we can technically only perma-load non-0 priority chunks, and 'any' chunks on the exact axis are subject to the cleanup sweeps. Or does the fractal progression work in such a way that positioning the permaload chunk ray thousands of blocks away from spawn will result in said build's diagonal chunks somehow making it out of the priority 0 group?
I’m so confused XD do you think it would work if I just had a loop of hoppers in a circle and add an item which just goes round and round in one chunk I want loaded?
Can you publish that color picture with all the values at 8:40 as high definition picture or something. So anyone can easily just look up their chunk values from that grid where ever they need to load?
Is it possible to load chunks in the better together edition?
Gnembon do you plan on releasing the current carpet mod commands? Like the version you got in the video with /unloading order, because I would like to use it.
I added the link to the newer version of the carpet mod in the carpet mod video, but also here. I keep adding stuff to it, and I make it available, but I don't make a video unless the game version changes as well.
Good, just need the version. at this point I know how to install it and use it pretty well :D
Now I have a headache but it was good I mean the video
Im aware that this comment is coming in very late from the original posting of this video, but I had a few questions I figured I may as well ask here. First of all, what is keeping the chickens loaded as well as the machine which shoots the eggs into the nether? My guess was spawn chunks, but I wasn't sure. My second question is how the perma loader is being loaded originally if it is not connected to spawn chunks. It seems like, assuming the chickens are on spawn chunks and that the blue glass area is the spawn chunk range, then the perma loader is outside this range and needs to be started manually by a player entering and then leaving while the automatic chunk unloading is not occuring. Is it intentional for the "chunk unloader sponge" to require a manual start should it be interrupted, or when its just been constructed, or am I misunderstanding something? Additionally, how are you supposed to leave the area of sensitive contraptions like the sand/ gravity block duplicator without breaking it? Assuming you dont have instant teleportation, it would be rather hard to use a nether portal at just the right time in survival. Is there anyway to get around this unloading issue, or is it just recommended to be cautious about your timing when you leave areas like that. I was also wondering how this would work with other dimensions being loaded. I assume the exact same thing works in the nether and end, but what about modded dims? Is it highly likely (or guaranteed) that they would work the same way as vanilla dimensions, or is it unknown? How would mods for chunkloading also interact with this? If you chunk load a certain chunk at the start of an unload sponge chain and then have other chunks of higher numbered priority running off hoppers that are sourced from the same or a different chunk loaded by said mod would that work? That is to say would that work the same as connecting an unload sponge to spawn chunks and then connecting the loaded areas of your base to spawn? Additionally, would it be fine, assuming you are okay with other chunks having one tick down time, to just correct hoppers directly from a loaded chunk through modded means to unloaded chunks? Is there any particular reason you do not want a chunk to be unloaded for even one tick, other than incredibly delicate processes such as the sand duper? I would greatly appreciate a response if possible from anyone able to answer some or all of my questions above with reasonable certainty. Another thing I wanted to ask was what level is provided or what ticket type would hoppers provide to the chunk they load? I assume redstone would load, meaning it gives those chunks a ticking load type with a level of 32, but its not explicitly made clear.
How does this work with Realms? From what I can tell, servers hosted in Realms are (forcibly?) offlined after a short period of nobody being what I assumed was logged in, but if it's done when no chunks are loaded...
What stops the sand dupers from unloading when you go into the end? Is it the powder that gets shot through within 15 sec of you going through the end portal?
you are correct - sending an item through the end portal once every 15 seconds will keep overworld and end loaded as a dimension, and then we have hoppers to load specific chunks to keep all the redstone running.
Do you have to place the first hopper in a spawn chunk or can you place it in a chunk you hang out in a lot?
You have to place it in a loaded chunk
So the hopper doesnt need to go into a container? just pointing at a block?
On the former world on the server I play on I had found a mob spawner near the Spawn chunks, so I made a collection point right there; it worked perfectly and no other mobs could spawn anywhere else in the world.
But in the current world I had to use the chunk-loading trick. It works, but never perfectly. Somehow a low number of mobs keep spawning. Do you have any idea on what could be wrong?
Do you need the black chunks at the beginning of the perma loader structure, shown at 17:00? Exactly how many hopper groups long does the perma loader need to be?
you need a small loop that does contain a chunk that's not priority 0 or 1, The perma-loader then should run for 50 chunks loading 50 priorities 0 and 50 priorities 1.
So by making the 2x2 hopper circle at the beginning of the loader, you will always include chunks that are lower priority than the 0 and 1 chunks. Or do you mean you need to make it larger than you showed, like 4x4 chunks at the head?
Also for a hostile mob switch, you would need to leave the area via nether portal so the mobs aren't ever outside 128 blocksfrom the player and also inside an entity processing chunk, right?
Sorry for all the questions, I would just rather ask than spend hours troubleshooting because I didn't understand.
I am planning to make one episode in my world where I will be 'pacifying' all three dimensions using the permaloaders. But for now, the 2x2 hopper circle would include two diagonal chunks (0) and two other chunks of the same priority. If you are just guessing, then they may end up being priority 1. If you include in the loop other chunks around they will always have greater priority. Also - if you chunkload entire thing from spawn using hoppers - these hoppers will also stay and reload everything from back from spawn. And yes - for the hostile mob switch you need to dissapear from the world, either going back to the other dimension, or die (nether and end mostly). Dying in the overworld may put leave 5x5 of chunks around the mob trap loaded which may cause them to despawn. So the easiest for the overworld is moving to the nether, and other dimensions - to die, but you only need to do it once. My plan is to do end and nether without dying, we will see how this will work out.
I don't understand entirely your part about dying. I am making a peaceful switch for the overworld, so I would just load it, build up the ~70 mobs (per player expected online) and then go to the nether. Do I have to die then, or just travel back to home via nether. Is the reason you say to die because if you do it in the nether you are probably pretty far away and going to the overworld would mean you were thousands of blocks away?
Also, once you build a perma-loader in the overworld, will the spawn chunks always be loaded too?
If you build the perma-loader in the nether, you don't need to throw items through the portal anymore right?
dying is useful for nether and end, as it removes the player from the world so mobs don't despawn. If you only plan to do overworld switch, then obviously the nether portal path is the most obvious. The spawn chunks are loaded always, but if you leave the overworld, after 10 seconds of inactivity the overworld will stop processing of hoppers. So the permaloader in the overworld has to either be connected to spawn with hoppers (to reload each time player joins), or you would need to throw an item through a portal (that will keep both overworld and nether loaded and process hoppers all the time). If you then connnect the permaloader in the nether to the portal where the items show up, then you will keep nether running 24/7 as well.