This video discusses the lag implications of using a Minecart-based storage room, and how to get around that! Previous video: • Simple Infinite Item S...
I'm going to use this alongside my current storage by making single slice instances at my farms. I'll also be adding a series of crafters to automatically top up the minecarts because storing them as raw materials is more space efficient than pre-crafting and less effort than topping the system up :)
yes and no. entity counts negatively effect both fps and mspt. Lithium and Sodium will help with FPS because they're client sided but mspt is server sided. (everything after this is an explanation of mspt incase you dont know. if you do just ignore all this) basically every world has both a server side and a client side including single player worlds. The server tells the client what to see and the client side is well... what you see. As the server has to process more "stuff" it does it slower and slower and slower. The way minecraft processes time is with ticks and normally there is 20 ticks a second (or tps) and there is usually gonna be around 50 milliseconds per tick (mspt) on the high end. However as the game has to process more stuff, that time will increase. If you've ever played on a server where you try eating and it takes an abnormally long amount of time for you to eat but your fps is fine, thats a result of bad server sided lag. You might notice that mods are labeled "client sided" and "server sided". Mods like sodium and lithium are client sided so they cant effect the mspt.
5:08 this is *perfect* for afk fish farms! gets quite annoying early on needing to keep adding rows to the bottom of the chests, and I don't really want to throw the items out either
Hmmm with ticks and TPS in mind this might be a thought, there is also an old trick some modding friends told me about back in the day, I want to say 1.2.5 era; in super heavily modded packs that had storage systems, stuff like IndustrialCraft and Thermal Expansion machines, magic mods, etc. etc. they would split things up between chunk borders so not everything was running in the same chunk, like they'd put their stuff in between the "+" section of the chunk borders so it splits everything into 4 different chunks for example. Some would just do between two chunk borders as well in the middle of two chunks, the main idea was not having one chunk doing all the work. I am going to be honest though I haven't seen anyone really talk about this sort of load balancing in several years so it might not even matter/work this way anymore or I may just simply be derping on what actually happened, plus im frankly not totally certain on how TPS is affected with entities rather than redstone stuff ticking away; I would imagine it's the same???
oh, cool! that's nice to see it's better than I'd expected I'm curious about combining this with shulker box loaders, so the inputs and outputs are shulker boxes, and those get loaded and unloaded from chest minecarts as you need them... I think that'd be pretty cool, and would save a lot on the lag while still having the "infinite"ly expandable feature! thank you so much!
Hey, could you take a look at Sethbling's minecart storage? I always built that in my worlds but it bugs out a bit. I love this storage but if you could update his I'd be so appreciative.
Great question! I've been thinking of an alternative version to this, but I don't have anything yet. I'll start coming up with some ideas with the new minecart physics
@@CrittyKatie 24w34a actually re-enables cart stacking/dispensing so it doesn't look like its necessary, i think it would still be a cool video to see if a theoretical alt system that uses the no-stacking aspects would still work
Hey I think IMGAY it's cool, can you make an automatic version, and what I mean is a version that can work with a single item farm, like an iron farm, so once the cart gets filled, it drops the minecart and goes for the next one, perhaps, shifting to a different rail after a set amount of mincrafts have landed in that rail
Hey, I'm a bit late to your comment, but I've been thinking of doing so! With the new minecart physics in the latest snapshot, I'd need an updated version anyways so it seems like a good time for it
Hello, I know you posted this a few weeks ago, but I used your main Idea for this system and found a way to keep the the minecarts aligned while having less red stone torches and only needing one hopper for auto filling. I think its also a little smaller but still can pick up the broken minecarts. I'd be happy to share the concept with you if you wanna check it out or if you have any ideas on how to improve it.
Milliseconds per tick, it’s a way to measure how laggy something is. If the mspt is over 50 then that’s when the game starts lagging, and anything lower than it means the game runs just fine!
You need the top cart to actually put the items in. Without the top cart, if you tried accessing the bottom carts then you could never fill multiple carts since you can only access the oldest cart in the stack
@@CrittyKatie Could you not just fill the lower cart until it's full and then launch a new cart on top of it? Or does the oldest-cart-selection not work with a completely empty cart and only with a partially filled cart?
You can derail the carts and push them into a vine so that's not the issue. The problem is that mob ai lets most mobs climb up vines for their pathfinding, but carts don't do any pathfinding at all
I'm going to use this alongside my current storage by making single slice instances at my farms. I'll also be adding a series of crafters to automatically top up the minecarts because storing them as raw materials is more space efficient than pre-crafting and less effort than topping the system up :)
I wonder if performance mods like Lithium will help improving the lag of this
They should help for sure! I don't have the time to test a bunch of mods, but my guess is yes!
yes and no. entity counts negatively effect both fps and mspt. Lithium and Sodium will help with FPS because they're client sided but mspt is server sided.
(everything after this is an explanation of mspt incase you dont know. if you do just ignore all this)
basically every world has both a server side and a client side including single player worlds. The server tells the client what to see and the client side is well... what you see. As the server has to process more "stuff" it does it slower and slower and slower. The way minecraft processes time is with ticks and normally there is 20 ticks a second (or tps) and there is usually gonna be around 50 milliseconds per tick (mspt) on the high end. However as the game has to process more stuff, that time will increase. If you've ever played on a server where you try eating and it takes an abnormally long amount of time for you to eat but your fps is fine, thats a result of bad server sided lag. You might notice that mods are labeled "client sided" and "server sided". Mods like sodium and lithium are client sided so they cant effect the mspt.
@@MrFiveHimself I'm pretty sure Lithium is a server sided optimization mod
@@IzsKon it is and it isnt. it can be put on the server but if you're playing on someone elses world and they dont have it, it wont do anything
Pretty cool design
Thanks!
this is a pretty cool solution to early game chest nonsters.
Yeah i totally agree. Perfect early game bulk storage once you have an iron farm.
nonce-sters
Yeah, sometimes I mine thousands of blocks in the early game, and then I have like +20 double chest all around my base storing the same
IMGAY
5:08 this is *perfect* for afk fish farms!
gets quite annoying early on needing to keep adding rows to the bottom of the chests, and I don't really want to throw the items out either
Would separating slices help with lag? So maybe adding a block of space between slices might be good option for someone who is concerned with lag.
Good question, I’ll look into this!
Hmmm with ticks and TPS in mind this might be a thought, there is also an old trick some modding friends told me about back in the day, I want to say 1.2.5 era; in super heavily modded packs that had storage systems, stuff like IndustrialCraft and Thermal Expansion machines, magic mods, etc. etc. they would split things up between chunk borders so not everything was running in the same chunk, like they'd put their stuff in between the "+" section of the chunk borders so it splits everything into 4 different chunks for example. Some would just do between two chunk borders as well in the middle of two chunks, the main idea was not having one chunk doing all the work.
I am going to be honest though I haven't seen anyone really talk about this sort of load balancing in several years so it might not even matter/work this way anymore or I may just simply be derping on what actually happened, plus im frankly not totally certain on how TPS is affected with entities rather than redstone stuff ticking away; I would imagine it's the same???
This is a really cool design! I will 100% be using it in my next survival world.
oh, cool! that's nice to see it's better than I'd expected
I'm curious about combining this with shulker box loaders, so the inputs and outputs are shulker boxes, and those get loaded and unloaded from chest minecarts as you need them... I think that'd be pretty cool, and would save a lot on the lag while still having the "infinite"ly expandable feature!
thank you so much!
Hey, could you take a look at Sethbling's minecart storage? I always built that in my worlds but it bugs out a bit. I love this storage but if you could update his I'd be so appreciative.
24w33a breaks minecart stacking, is there a new version in the works ?
Great question! I've been thinking of an alternative version to this, but I don't have anything yet. I'll start coming up with some ideas with the new minecart physics
@@CrittyKatie 24w34a actually re-enables cart stacking/dispensing so it doesn't look like its necessary, i think it would still be a cool video to see if a theoretical alt system that uses the no-stacking aspects would still work
Hey I think IMGAY it's cool, can you make an automatic version, and what I mean is a version that can work with a single item farm, like an iron farm, so once the cart gets filled, it drops the minecart and goes for the next one, perhaps, shifting to a different rail after a set amount of mincrafts have landed in that rail
Hey, I'm a bit late to your comment, but I've been thinking of doing so! With the new minecart physics in the latest snapshot, I'd need an updated version anyways so it seems like a good time for it
Hello, I know you posted this a few weeks ago, but I used your main Idea for this system and found a way to keep the the minecarts aligned while having less red stone torches and only needing one hopper for auto filling. I think its also a little smaller but still can pick up the broken minecarts. I'd be happy to share the concept with you if you wanna check it out or if you have any ideas on how to improve it.
Sure, I’d love to see it!
@@CrittyKatie How'd you like me to share it? I can send screenshots on discord or I can just show you it though the essential mod
@@CrittyKatie I was able to add you on essential. I can send screenshots through it as well with a list of pros and cons
@@Im_not_tim could you share it with me as well?
what's mspt?
Milliseconds per tick, it’s a way to measure how laggy something is. If the mspt is over 50 then that’s when the game starts lagging, and anything lower than it means the game runs just fine!
Could I make an improved version and post it giving credit?
Would call it "Infinite Mass Not Ongoing Trollies Guarded Accessible Yield" (IMNOTGAY)
The cart in the upper row practically doesnt make any sense, it can be directly replaced with a launcher
You need the top cart to actually put the items in. Without the top cart, if you tried accessing the bottom carts then you could never fill multiple carts since you can only access the oldest cart in the stack
@@CrittyKatie Could you not just fill the lower cart until it's full and then launch a new cart on top of it?
Or does the oldest-cart-selection not work with a completely empty cart and only with a partially filled cart?
if vines prevent mob collision lag, does that help minecart lag at all
We actually looked into this with vines and ladders, but since carts can’t climb, it didn’t end up working
Can't have a vine and a rail occupying the same block
You can derail the carts and push them into a vine so that's not the issue. The problem is that mob ai lets most mobs climb up vines for their pathfinding, but carts don't do any pathfinding at all