I made something like this a while ago! And if you put a renamed item in the minecart, you can read it at intersections in the nether with hoppers to have a big rail network getting items from farms anywhere in the world to your base! You can even put an item with a specific order to start a farm, stop it, or activate an enderpearl statis chamber to teleport anyone anywhere in the world from your base, using the network that already bring you items.
@@isaacisaac_real by using an item filter, you can detect what type of items are in a minecart, or even named items. For exemple, you can rename an item "Farm start" and use an item filter to start the farm is that item is detected. I made a similar system but I used the output of a comparator on a detector rail. When I select a station, it fill more or less a minecart, and send it in front of the train. If the ID minecart have one item it go to station 1, if it's full it go to station 15.
You can use half as many portals if you place them between chunk borders. The 3x3 gets loaded around the chunk that contains the portal block that the entity went through. If the two portal blocks are in different chunks, when the item is dropped through one and returned through the other, a 4x3 area is loaded, allowing you to only place a portal every other chunk. Also, the nether side redstone can be simplified: just run redstone dust on a transparent block into the top dispenser. This removes the need for restone torches (and the delay that comes with them).
Won't the chunks be loaded only when a portal spits out something?. It should still be a 3x3 grid but the center chunk is the one where the exit portal block was. I tried building this and it only worked one way, the minecart kept getting stuck in unloaded chunks when coming back, after some testing it would seem it's because it's only a 3x3 and the exit portal block is too behind when going in the opposite way. I guess to make this viable you could use both sides of the portal to make the relay chunkloader, but that would double the material cost of each relay and it would only save some obsidian. I am not sure about my conclusions, but it's really hard to test for loaded and unloaded chunks since I can't really see a lot. Have you made a design that works? how does it work?
@Gweaven well, you use double the redstone, but also only need half the portals. So you end up using the same amount of redstone, while having to link less portals.
MAAAAAAAAAN. My new favourite Minecraft youtuber. Amazing. I wanted to build your post office design in our SMP server but worried that having so many active chunk loaders will cause too much lag... having the chunk loader only activate when a delivery is on it's way is such a simple elegant solution👏👏👏👏👏
@@jazziiRedhey dude I just want you to know you are awesome, like, seriously awesome please keep it up you are so fudging cool and I want you to know it if there was an honor above subing, hitting "all" on notifications, and liking you vids I would. Your awesome!
A random fact: holding fly up (default space) and fly down (default shift) will keep you at the same height but will allow you to place blocks against interactable blocks the same way shift normally does.
Bro what. Where was this information all my life???? Thanks bro. Here take this tidbit: clicking break and place at the same time let’s you replace blocks midair.
so another tip from me, if you have a farm that requires you to hold down the mouse button, press it, press F3 + T and release the mouse button, the game will still think you are pressing the button but of course a random thing on your desk will do as well
You just taught me something new! I’m building a fully automated overworld-nether-overworld train station that basically uses chest carts with named items to specify routing configurations to the nether departure hub. I was having issues with a test case where players do not have a matching route with the given routes therefore routing the player back to the overworld by default. As it turns out, the hub operates so quickly that players entering the nether hub from the overworld station with a chest cart are rerouted back to the station in like 12 seconds, causing the chest cart to stay behind or stop the player cart dead at the portal. I never knew this mechanic existed and I’m so grateful to know it now!
It is possible to have fewer chunks loaded, but you need to send the information using llamas, and accelerating them with TNT until they move so incredibly fast that you only the llamas don't visit every chunk, since they only visit a single chunk per gametick.
@@Owen-zk4yr If they follow the same rules as TNT they technically can. If an entity has high enough velocity, let's say 3 chunks per tick. this entity will move 3 chunks every tick, the game only check the destination so if the 2nd chunk the entity passes through is unloaded it does not matter, since it is moving at 3 chunks per second it won't step in it at all, the important part is that the starting and ending chunks are loaded. (I made an example with 3 chunks per tick which is actually really slow for some TNT cannons, they can reach way bigger speeds)
Hey, I'm not looking to send any minecarts through the nether for a mail delivery, but this video has a wealth of useful chunk loading tips in general! Kudos, heh.
This would allow for interesting "mail" networks on smp servers like hermit raft. Use this system to transport items, maybe use named items as delivery addresses and return addresses. Hoppers and comparators to empty the cart into the "mailbox"and a similar hopper system to put the" address" items back in the cart to be returned.
An alternative to the gate delay system: break the chest minecart and send the item entities through the portal instead. The downside is that is requires a lot more effort to create that system and there will be delay in picking the items back up. The upside is that it works for all distances and supports multiple incoming carts.
I see a lot of improvements possible as per some comments, but you're the first I've seen demo such an impressive proof of concept. I'd love to see someone (or even you) iterate on this spark of brilliance. So glad I sub to you and didn't miss this. If I do anything with it you'll get full credit. People need to think a bit harder about what you could do with this. The ramifications are insane.
This is awesome. Could you have your mail sorting system in the nether so that all the server members just send something to a central hub and then an item filter takes it to the proper line? Also, I assume there would be no problem with the nether portals in the overworld being underground?
You could have a central hub but in some cases it will force you to make a very long detour. If you have very close to a friend but the hub is very far away, you will be force to do a very long travel back and forth. The nether portals load by chunks and a chunk have an infinite height, so you can build your portals underground or on a mountain if you like.
I'm really glad someone made a coherent video on this with all the details. I've mainly learned this through Hermitcraft when people like Xisuma and Mumbo do it.
So technically, ifwe wanted to set up a serverwide messaging system, with address handling, what we'd need is: 1.: a central hub that every base is connected to 2.: a delay cirquit in said hub, that either makes the minecart wait in place as yours did, or makes it run on a loop, whatever's simpler to build. (also, that loads said hub for enough time to process the message) 3.: a decoder circuit (simple Impulse sorters would work for this) to select where to send the minecart out 4.: a way to connect the minecart to the selected branch. (For example, all the branches start from the same loop, but only one is toggled available, while the minecart rolls straight past the rest of the startng points ratherthan turning on to them instead. This can bring up issues if the server is big, and would require more entry/exit points than we have space around in the loaded chunks.) Since the message travels in a minecart chest, at least in your example, it wouldn't be too much of a hassle to put a shulker in there, with specific items. If you havea distant farming district, with let's say, a chunk loading grid attched, and a system in place that toggles farms on/off based on a specific item being sent there, that it can read out of a shulker, you can control your farms from any distance you'd like, using the messaging system that would also work for your message delivery with your friends. Not to mention, you could send a chest minecart of two back to your base using the same system, with the drops from the the farms. Preferably already pre-packed in shulkers. Now just build a decent looking hut that you can copy/paste over the chunk loaders in the overworld, and a nice tunnel design or something similar for the nether part, and you've got yourself a fully automated remote industrial district. Just make sure you either have automatic crafting on your server from some mod, or manually craft up enough shulkers so you don't have to visit back there all too often. To be fair, I was secretly hopin for a method that can send items/entities a longer distance away without necessarily having to load the distance in between, but I guess having to load 1/8th of it is still better than having to load it all by smacking the player on the payload in a normal minecart.
This sounds incredible. I know there will be an autocrafter, but adressing your second to last point: Use the system to your advantage by building an automatic system for emptying out the shulker boxes (droppers can place them) and then return the empty ones with minecarts. Also about loading the hub in 2, I would just permaload it honestly, these would just be 9 chunks and not take that much memory and performance. And just hide the nether portals underground in the overworld, and in the Nether maybe a few blocks below the roof (sending a fast signal down is easily doable).
Despite a few inaccuracies that have already been pointed out in the comments, the video content was nice to watch and was interesting. Great work on this one, and I hope to continue seeing a similar level in future videos!
Huh, this is actually a really good info. Seems like quite a lot of info I know about chunk loaders are quite wrong. Thank you, this will really help me connect more of my far away farms to my base. (Like my triple witch hut farm... Which is 150k blocks away. And no... I'm quite unlucky to not get a quad witch hut... But got lucky on other structures though)
Wouldn’t the items take awhile to flow out of one cart using hoppers and into another? What if the chest Minecraft was named and doing that reset the name?
Ok, use this concept to create a warp system with ender porters. If you use a minecart with a chest you could throw an item into a hopper with your intended destination as it's name for instance, then you could have item filters decode the item in the nether and change the path the minecart takes. Once it reaches the final destination it triggers an ender porter and you end up traveling much faster, much easier.
o+h it's "just" chunkloading... wouldn't have been surprised if you had like idk, discovered a novel entity manipulation technique that gets them to actually physically move through a gap of unloaded chunks. But a fantastic tutorial for an advanced technique, that's also great! for the "wait to run out the portal cooldown" mechanism... would it be worth investigating to just quickly move the items to a NEW minecart? I don't know if minecart unloaders are fast enough now for that to make sense, but TMC is kinda crazy so who knows
A minecart transfer system could be constructed, yes. Hopper minecarts can pull items from containers at a rate of 20 per second, quickly draining the items and splitting them into multiple hopper lines, then loading the target minecart. If the chest minecart only contains shulker boxes or non-stackable items, this gives a theoretical transfer time of 2.65 seconds with 6 hopper minecarts and 6 hoppers transferring the items (0.25 seconds to drain all the items, 2.4 seconds to insert the items into the target minecart). However, transferring items this way may not preserve item order, which is important for redstone computing applications where data is physically transferred over a minecart network. You may also need multiple transfer stations if minecarts pass through your station more frequently than 1 every 10 seconds or so. In general, a multi-minecart queue is a better solution, since it is simpler to construct and allows many minecarts to cooldown at once.
I did something very similar to send coded sculk signals. Sculk was faster than the chunk loading time so the signal was lost before it loaded, so I made the first sigal to activate a chunk loader and inside the nether it activated a second sculk line that activated a line of portals from the nether
This sounds super interesting. I hope you can tell us more about what you mean by coded sculk signals. How are you encoding your signals? I can think of binary codes with multiple sculks, or producing different sounds for different signal strengths from the original signal. Or is it timing based? I'm intrigued and interested to know how you have done it. How many different codes/messages can you send? How do you decode the final signal? I hope you can provide some details, would be very grateful.
We need the mine cart journey to be a few seconds longer Redstoner: elaborate clock system with gates etc None redstoners : let’s just add a few zig zags to the track
The original question isn't necessarily about the relationship between observation and reality, but rather the difference between sound (perception) and things that can cause sound but have no sound because there's no one there to perceive it (since sound is your perception and not the physical phenomenon)
The chunk loader doesn't work. My item in the loader keep disappearing. So I waited for a long time until came to know that it only open the gate only if I enter the nether. Im only about 5 chunks away because im too lazy buidling all the way 😊
I'd personally make an minecart breaker setup, then dispense it with dispenser, since from 1.19 chests minecarts don't split up into 2 items. You can fill the items with hoppers afterwards. Newly created chest minecart has its portal cooldown set to 0 by default, so the delay circuit is not needed.
Depending on how full the chest is, it might take much more than 15 seconds to fill it back up, and the chunk would unload before it finishes. And at that point, it'd be better to just delay the minecart.
@3:40 "All we need is to do is make sure there is a portal in every single chunk leading up to the portal over there" Yes I'm absolutely going to do this when transporting a mine cart long distances. Say over 500+ chunks.
The tree question is actually a philosophy question about the distinction between our perceptions and reality. Sound (the auditory experience) doesn’t exist when no one is around to hear it, but vibrations in the air absolutely exist regardless of who’s there.
I my computer class, I have been learning how the internet works. This video kinda gave me an idea. Internet in minecraft? Imagine loading a website in minecraft. (Of course, you would have to build an entire web server to send out proper packets)
i actually saw an "simpler" design ( to load chunks), when i remember it right, it was with hoppers facing in an unloaded chunk, that wants to transport an item into the unloaded one, and because of that the game loads the unloaded chunk, and the new loaded does the same ... or so, im searching the video ... EDIT: it got patched in 1.12 :(
One small thing about the intro, since 1.18 render distance and simulation distance aren't the same anymore, and chunks actually being loaded is simulation distance. Render distance is how far you can see. Great video though, this is just a nitpick!
0:33 except that's not the case with OptiFine tho, render distance and processing distance are two different things, you can have low render distance and high distance to process and vice versa
So, to send a minecart through unloaded chunks you need to... load them? Wow, absolutely mindblowing :idk: Thanks for not clickbaiting on thumbnail and title, that would be ebarrasing
It might be payload dependant, but would it be faster to break the minecart chest to send it through the portal instead of waiting 15 seconds? If you made sure that the minecart chest had shulker's in it, I think it would be faster even if it was completely full.
Is there a way to update this design to use a boat? That way, the overworld side is just a single piece of fire, which is far simpler, easier, and cheaper to build.
If you've got shorter than 980 blocks to cover, could you just not send the cart into the nether? Would this work just as well on shorter distances building the chunk loaders the same way, but keeping the mine cart in the overworld the whole time, putting the auto-returns in the nether instead?
Cant you make a timer long enough for the cart to take exactly 15sec between every chunk to pass into an activator rail to render a chunk with a farm? Like an infinitely looping minecart, who just so happens to load the farm chunks, so they never stop
I think it's a bit unreasonable to have portals in the nether every chunk, considering they are loading 3by3 entity rendering chunks, so it would be possible to have them on every 2nd chunks by placing next portal on the edge between loaded chunk and unloaded chunk and using minecart as loading mechanism ( a bit more expensive, but not that hard ). This way you nee twice less portals and chunkloading work, less lags from loading area and generally easier
Well thats the beauty of redstone and things like this on youtube. You can build off it! If you have the knowledge to do so then go for it. You never have to do anything exactly as it's laid out if you feel that you can improve a system. I feel like they made the portal every chunk mainly just as demonstration purposes on how chunk loaders work but I don't really see a reason as to why you couldn't spread out the portals further.
Because the second chunk loader couldn't be loaded and started. If a loader is in the centre of a chunk, then there would be one chunk extra radius loaded around it (the 3x3 entity processed loaded). If you put the next loader further than one chunk away, it can't be loaded autonomously, as it would be outside of the entity processing range of the currently running loader.
Thanks for correcting, forgot that entity needs to be loaded to transfer in another dimension, was trying to check it by myself in Minecraft all this time lmeo
Updated original comment, cause I found that it's possible to have portal on every 2nd chunk if you place on the edge and load with minecart, not as good as I expected originally, but better than nothing lol
Would it be faster to make a chest minecart unloader and then immediately relaunch and fill it to negate the cd? It might take more than 15 seconds but it was something I was thinking of.
This may sound stupid but it wouldnt it be much easier and less resource expensive to just make the track longer in the nether if your sending the minecart a shorter distance?
But the main problem is, if minecraft allow minecart to load chunks by default. Wouldn't the farms that are using minecart will work 24x7 and cause lag.
one thing to watch out for is that you don't want the chunk to unload while the minecart is stalling, which makes it rather inconvenient that both timers are 15 seconds. otherwise, you could use the ever so elegant solution that produces much worse results called "minecart fall through cobweb"
So you could put a 8 second delay on every entrance and exit, making the system easier to modify in the future right? This should totally eliminate fine tuning and issues.
i have a much easier solution to fix the minecart delay. just make a bunch of rails around the source portal and make the minecart spin around for atleast 15 seconds. you dont even need a timer for that
Can anyone confirm if this works on Bedrock too? There are some mechanics from Java that Bedrock doesn't have, wondering if this chunk loading mechanic is one of them.
I started playing minecraft again after not playing since 2014. Since then I played Factorio heavily and coming back to Minecraft in 2023 I cant unlearn automating everything…. Once they let us do red stone crafting benches, it’s over… Please help!
For the delay thing couldn't just make the tracks in a coil? That makes it move a longer distance therfore a longer time. I find that alot more simple than the other option
You could do that, but you run the risk of the chunk unloading while it is moving around, and it also takes up a lot more space. I also wanted it to be as repeatable as possible, so I liked the hopper clock for that.
@@jazziiRed that makes sense. The hopper clock is alot more elegant and Clean anyway. Also wanted to say the whole build was pretty impressive. Enjoyable video too!!
that method of delaying the minecart was incredible complex, can you not just increase the length of the rail journey? have it snake little bit on the way to the portal
They should follow create mod train mechanism create mod is the best Minecraft mod for this year man so much physics, movable blocks mechanical system.
I made something like this a while ago! And if you put a renamed item in the minecart, you can read it at intersections in the nether with hoppers to have a big rail network getting items from farms anywhere in the world to your base!
You can even put an item with a specific order to start a farm, stop it, or activate an enderpearl statis chamber to teleport anyone anywhere in the world from your base, using the network that already bring you items.
could you explain more in depth?
@@isaacisaac_real by using an item filter, you can detect what type of items are in a minecart, or even named items.
For exemple, you can rename an item "Farm start" and use an item filter to start the farm is that item is detected.
I made a similar system but I used the output of a comparator on a detector rail.
When I select a station, it fill more or less a minecart, and send it in front of the train.
If the ID minecart have one item it go to station 1, if it's full it go to station 15.
@@gregoireatlani6138 This is sooo cool!!! imma try this on the next smp i make with my friends!!
@@isaacisaac_real i tried with pictures but I guess it got deleted because of links :/ pierre Albert explained it perfectly
@@gregoireatlani6138 thanks this clarifies things more
You can use half as many portals if you place them between chunk borders. The 3x3 gets loaded around the chunk that contains the portal block that the entity went through. If the two portal blocks are in different chunks, when the item is dropped through one and returned through the other, a 4x3 area is loaded, allowing you to only place a portal every other chunk.
Also, the nether side redstone can be simplified: just run redstone dust on a transparent block into the top dispenser. This removes the need for restone torches (and the delay that comes with them).
Yes, true. Good idea!
Won't the chunks be loaded only when a portal spits out something?. It should still be a 3x3 grid but the center chunk is the one where the exit portal block was. I tried building this and it only worked one way, the minecart kept getting stuck in unloaded chunks when coming back, after some testing it would seem it's because it's only a 3x3 and the exit portal block is too behind when going in the opposite way. I guess to make this viable you could use both sides of the portal to make the relay chunkloader, but that would double the material cost of each relay and it would only save some obsidian. I am not sure about my conclusions, but it's really hard to test for loaded and unloaded chunks since I can't really see a lot. Have you made a design that works? how does it work?
@Gweaven well, you use double the redstone, but also only need half the portals. So you end up using the same amount of redstone, while having to link less portals.
MAAAAAAAAAN. My new favourite Minecraft youtuber. Amazing. I wanted to build your post office design in our SMP server but worried that having so many active chunk loaders will cause too much lag... having the chunk loader only activate when a delivery is on it's way is such a simple elegant solution👏👏👏👏👏
Thanks, glad the videos are useful :)
@@jazziiRedhey dude I just want you to know you are awesome, like, seriously awesome please keep it up you are so fudging cool and I want you to know it if there was an honor above subing, hitting "all" on notifications, and liking you vids I would. Your awesome!
@@Z0ctB0x Wow, thank you so much for your support!
The "well of course not, trees don't fall in minecraft, silly" joke made me actually choke on my food
Good job
A random fact: holding fly up (default space) and fly down (default shift) will keep you at the same height but will allow you to place blocks against interactable blocks the same way shift normally does.
yea ik too
Bro what. Where was this information all my life???? Thanks bro. Here take this tidbit: clicking break and place at the same time let’s you replace blocks midair.
@@obee7423 I did know that, but this only works in Java Edition.
so another tip from me, if you have a farm that requires you to hold down the mouse button, press it, press F3 + T and release the mouse button, the game will still think you are pressing the button
but of course a random thing on your desk will do as well
Did you know that pressing "E" will open your inventory?
You just taught me something new! I’m building a fully automated overworld-nether-overworld train station that basically uses chest carts with named items to specify routing configurations to the nether departure hub. I was having issues with a test case where players do not have a matching route with the given routes therefore routing the player back to the overworld by default. As it turns out, the hub operates so quickly that players entering the nether hub from the overworld station with a chest cart are rerouted back to the station in like 12 seconds, causing the chest cart to stay behind or stop the player cart dead at the portal. I never knew this mechanic existed and I’m so grateful to know it now!
It is possible to have fewer chunks loaded, but you need to send the information using llamas, and accelerating them with TNT until they move so incredibly fast that you only the llamas don't visit every chunk, since they only visit a single chunk per gametick.
What have they done to you? :(
@@BaseNAND spit
they cant move through unloaded chunks
How can you accelerate a Llama with TnT? won't it just die? Is there a way to nullify the damage to the llama?
@@Owen-zk4yr If they follow the same rules as TNT they technically can. If an entity has high enough velocity, let's say 3 chunks per tick. this entity will move 3 chunks every tick, the game only check the destination so if the 2nd chunk the entity passes through is unloaded it does not matter, since it is moving at 3 chunks per second it won't step in it at all, the important part is that the starting and ending chunks are loaded. (I made an example with 3 chunks per tick which is actually really slow for some TNT cannons, they can reach way bigger speeds)
Hey, I'm not looking to send any minecarts through the nether for a mail delivery, but this video has a wealth of useful chunk loading tips in general! Kudos, heh.
This would allow for interesting "mail" networks on smp servers like hermit raft. Use this system to transport items, maybe use named items as delivery addresses and return addresses. Hoppers and comparators to empty the cart into the "mailbox"and a similar hopper system to put the" address" items back in the cart to be returned.
Didn't expect a philosophical question in the first few seconds xD
For all those curious bedrock players, this has no chance to work , chunk loading is impossible in bedrock.....
@Robbie_Rohm nope , player entity or commands only can load chunks
That's how bedrock is made
@@kavin2110😢
@@kavin2110T^T
FUCK. Thanks anyways
An alternative to the gate delay system: break the chest minecart and send the item entities through the portal instead. The downside is that is requires a lot more effort to create that system and there will be delay in picking the items back up. The upside is that it works for all distances and supports multiple incoming carts.
another alternative: windy tracks
6:51 "...place any old junk item"
*puts in a diamond*
_Ahh yes, definitely a junk item_
I see a lot of improvements possible as per some comments, but you're the first I've seen demo such an impressive proof of concept.
I'd love to see someone (or even you) iterate on this spark of brilliance. So glad I sub to you and didn't miss this. If I do anything with it you'll get full credit.
People need to think a bit harder about what you could do with this. The ramifications are insane.
This is awesome. Could you have your mail sorting system in the nether so that all the server members just send something to a central hub and then an item filter takes it to the proper line? Also, I assume there would be no problem with the nether portals in the overworld being underground?
of my knowlegde it doesnt do $#!/ becouse chunks are 16x16x ∞
You could have a central hub but in some cases it will force you to make a very long detour.
If you have very close to a friend but the hub is very far away, you will be force to do a very long travel back and forth.
The nether portals load by chunks and a chunk have an infinite height, so you can build your portals underground or on a mountain if you like.
I personally would put it in the spawn chunks. That gives you a lot of space that is always loaded.
@@GaiymerI know this is for java, but bedrock has cubic chunks.
@@jazziiRedSo if I wanted to adapt this for Bedrock edition, I would need to use /tickingarea?
I'm really glad someone made a coherent video on this with all the details. I've mainly learned this through Hermitcraft when people like Xisuma and Mumbo do it.
So technically, ifwe wanted to set up a serverwide messaging system, with address handling, what we'd need is:
1.: a central hub that every base is connected to
2.: a delay cirquit in said hub, that either makes the minecart wait in place as yours did, or makes it run on a loop, whatever's simpler to build. (also, that loads said hub for enough time to process the message)
3.: a decoder circuit (simple Impulse sorters would work for this) to select where to send the minecart out
4.: a way to connect the minecart to the selected branch. (For example, all the branches start from the same loop, but only one is toggled available, while the minecart rolls straight past the rest of the startng points ratherthan turning on to them instead. This can bring up issues if the server is big, and would require more entry/exit points than we have space around in the loaded chunks.)
Since the message travels in a minecart chest, at least in your example, it wouldn't be too much of a hassle to put a shulker in there, with specific items. If you havea distant farming district, with let's say, a chunk loading grid attched, and a system in place that toggles farms on/off based on a specific item being sent there, that it can read out of a shulker, you can control your farms from any distance you'd like, using the messaging system that would also work for your message delivery with your friends. Not to mention, you could send a chest minecart of two back to your base using the same system, with the drops from the the farms. Preferably already pre-packed in shulkers.
Now just build a decent looking hut that you can copy/paste over the chunk loaders in the overworld, and a nice tunnel design or something similar for the nether part, and you've got yourself a fully automated remote industrial district. Just make sure you either have automatic crafting on your server from some mod, or manually craft up enough shulkers so you don't have to visit back there all too often.
To be fair, I was secretly hopin for a method that can send items/entities a longer distance away without necessarily having to load the distance in between, but I guess having to load 1/8th of it is still better than having to load it all by smacking the player on the payload in a normal minecart.
This sounds incredible.
I know there will be an autocrafter, but adressing your second to last point: Use the system to your advantage by building an automatic system for emptying out the shulker boxes (droppers can place them) and then return the empty ones with minecarts.
Also about loading the hub in 2, I would just permaload it honestly, these would just be 9 chunks and not take that much memory and performance.
And just hide the nether portals underground in the overworld, and in the Nether maybe a few blocks below the roof (sending a fast signal down is easily doable).
Such an underrated channel, keep up the good work!
Despite a few inaccuracies that have already been pointed out in the comments, the video content was nice to watch and was interesting. Great work on this one, and I hope to continue seeing a similar level in future videos!
Huh, this is actually a really good info. Seems like quite a lot of info I know about chunk loaders are quite wrong.
Thank you, this will really help me connect more of my far away farms to my base. (Like my triple witch hut farm... Which is 150k blocks away. And no... I'm quite unlucky to not get a quad witch hut... But got lucky on other structures though)
Thats an intresting change, u can also solve the cart portal cooldown with cart yeeting by redispensing the cart back and reloading it with the items
Wouldn’t the items take awhile to flow out of one cart using hoppers and into another? What if the chest Minecraft was named and doing that reset the name?
"This makes minecart way faster"
Canman would love this.
I feel like minecarts in motion should load chunks
Ok, use this concept to create a warp system with ender porters. If you use a minecart with a chest you could throw an item into a hopper with your intended destination as it's name for instance, then you could have item filters decode the item in the nether and change the path the minecart takes. Once it reaches the final destination it triggers an ender porter and you end up traveling much faster, much easier.
Cool, but if you're going to that trouble why not just hop in the minecart
o+h it's "just" chunkloading... wouldn't have been surprised if you had like idk, discovered a novel entity manipulation technique that gets them to actually physically move through a gap of unloaded chunks. But a fantastic tutorial for an advanced technique, that's also great!
for the "wait to run out the portal cooldown" mechanism... would it be worth investigating to just quickly move the items to a NEW minecart? I don't know if minecart unloaders are fast enough now for that to make sense, but TMC is kinda crazy so who knows
A minecart transfer system could be constructed, yes. Hopper minecarts can pull items from containers at a rate of 20 per second, quickly draining the items and splitting them into multiple hopper lines, then loading the target minecart. If the chest minecart only contains shulker boxes or non-stackable items, this gives a theoretical transfer time of 2.65 seconds with 6 hopper minecarts and 6 hoppers transferring the items (0.25 seconds to drain all the items, 2.4 seconds to insert the items into the target minecart). However, transferring items this way may not preserve item order, which is important for redstone computing applications where data is physically transferred over a minecart network. You may also need multiple transfer stations if minecarts pass through your station more frequently than 1 every 10 seconds or so.
In general, a multi-minecart queue is a better solution, since it is simpler to construct and allows many minecarts to cooldown at once.
I did something very similar to send coded sculk signals. Sculk was faster than the chunk loading time so the signal was lost before it loaded, so I made the first sigal to activate a chunk loader and inside the nether it activated a second sculk line that activated a line of portals from the nether
This sounds super interesting.
I hope you can tell us more about what you mean by coded sculk signals.
How are you encoding your signals?
I can think of binary codes with multiple sculks, or producing different sounds for different signal strengths from the original signal. Or is it timing based?
I'm intrigued and interested to know how you have done it.
How many different codes/messages can you send?
How do you decode the final signal?
I hope you can provide some details, would be very grateful.
We need the mine cart journey to be a few seconds longer
Redstoner: elaborate clock system with gates etc
None redstoners : let’s just add a few zig zags to the track
Couldn't you just put curves in the nether rails so it takes longer than 15 s to get to the portal?
Smart
Expensive in rails but very obvious.
Or just make it loop in and around the portal somehow until it teleports through it
Heyy, I just spent the last week designing a nether side chunk loaded mail system. Neat to see this pop up around the same time!
The original question isn't necessarily about the relationship between observation and reality, but rather the difference between sound (perception) and things that can cause sound but have no sound because there's no one there to perceive it (since sound is your perception and not the physical phenomenon)
BACK WITH THE GOATED VIDEOS bro these videos give me a Mattbatwings vibe ngl love all of these videos bro keep this shii up
The chunk loader doesn't work. My item in the loader keep disappearing. So I waited for a long time until came to know that it only open the gate only if I enter the nether.
Im only about 5 chunks away because im too lazy buidling all the way 😊
I'd personally make an minecart breaker setup, then dispense it with dispenser, since from 1.19 chests minecarts don't split up into 2 items. You can fill the items with hoppers afterwards. Newly created chest minecart has its portal cooldown set to 0 by default, so the delay circuit is not needed.
Depending on how full the chest is, it might take much more than 15 seconds to fill it back up, and the chunk would unload before it finishes. And at that point, it'd be better to just delay the minecart.
Thank you for the knowledge. I can now go break into the 4th dimension.
always happy to see videos from you! keep it up!(im not a bot i swear)
greetings! I'm loving your videos, also love the fact you are a musician as well. hope you make more cool stuff with music in Minecraft
Currently working on another music project 👀 Might be a while before that video comes out tho, but it'll be good!
OOOH hit this the moment I saw the thumbnail. I've always wanted to send chest minecarts off to distant places...
Bro's Minecraft Skin gave me nostalgia reminding me of Minecraft Batman & Robin with all those TNT mods.
Mojang should make so that a minecart can load only the chunk were it is
Imagine someone using this method to send creepers across an entire server.
@3:40 "All we need is to do is make sure there is a portal in every single chunk leading up to the portal over there"
Yes I'm absolutely going to do this when transporting a mine cart long distances. Say over 500+ chunks.
500 chunks is like 64 THOUSAND blocks, why would you need to transport anything this far?
@@99temporal Your math is a bit off. It's actually 8000 blocks. It's far, but I've had friend servers with that size of gap between bases.
@@StreamlineDeet its 8000 nether blocks, so 64k overworld blocks
The tree question is actually a philosophy question about the distinction between our perceptions and reality. Sound (the auditory experience) doesn’t exist when no one is around to hear it, but vibrations in the air absolutely exist regardless of who’s there.
Good tutorial on a boring but important task to deal with!
me and the boys using hell just to send mail without walking👍
* watching the notifications as the minecart is passing by the portals *
"Click out of one, nice click out of two, false gate on three…"
You could also just add a zig zag or use less powered rails to slow it down
Isn't it easier to just activate hopper-based chunk loaders using detector rails?
I my computer class, I have been learning how the internet works. This video kinda gave me an idea. Internet in minecraft?
Imagine loading a website in minecraft.
(Of course, you would have to build an entire web server to send out proper packets)
That would be an absolutely massive project
i actually saw an "simpler" design ( to load chunks), when i remember it right, it was with hoppers facing in an unloaded chunk, that wants to transport an item into the unloaded one, and because of that the game loads the unloaded chunk, and the new loaded does the same ... or so, im searching the video ...
EDIT: it got patched in 1.12 :(
Yeah it did get patched... Also this design is very lag efficient because the in-between chunks are only loaded when needed and not 100% of the time.
One small thing about the intro, since 1.18 render distance and simulation distance aren't the same anymore, and chunks actually being loaded is simulation distance. Render distance is how far you can see.
Great video though, this is just a nitpick!
Good point
Thank you this fixed my problem perfectly
Man, I love your videos thanks!
0:33 except that's not the case with OptiFine tho, render distance and processing distance are two different things, you can have low render distance and high distance to process and vice versa
So, to send a minecart through unloaded chunks you need to... load them?
Wow, absolutely mindblowing :idk:
Thanks for not clickbaiting on thumbnail and title, that would be ebarrasing
The sticky-less hopper clock is a really cool innovation... I wonder how compact it could get, and if you could use it for both pistons
It's a nice thing, now finally my chunk dupe new project begin ahahahah
Reminds me of Stargate's intergalactic relay.
It might be payload dependant, but would it be faster to break the minecart chest to send it through the portal instead of waiting 15 seconds?
If you made sure that the minecart chest had shulker's in it, I think it would be faster even if it was completely full.
Instead of delaying the whole delivery, you could break the minecart, dispense a new one, and then fill it up again.
Does this and the post office work in bedrock too? If not could you make a tutorial for that please?
I believe these only work on java edition. For bedrock, I don't think there is any alternative unfortunately.
Is there a way to update this design to use a boat? That way, the overworld side is just a single piece of fire, which is far simpler, easier, and cheaper to build.
That's definitely an option, yes
If you've got shorter than 980 blocks to cover, could you just not send the cart into the nether? Would this work just as well on shorter distances building the chunk loaders the same way, but keeping the mine cart in the overworld the whole time, putting the auto-returns in the nether instead?
Cant you make a timer long enough for the cart to take exactly 15sec between every chunk to pass into an activator rail to render a chunk with a farm?
Like an infinitely looping minecart, who just so happens to load the farm chunks, so they never stop
1:20 "we will be leveraging a portal to hell to help you send messages to your friends".
Soooo basically twiiter then.
I just realized why youtube recommended this video to me “now we are thinking with portals”
I think it's a bit unreasonable to have portals in the nether every chunk, considering they are loading 3by3 entity rendering chunks, so it would be possible to have them on every 2nd chunks by placing next portal on the edge between loaded chunk and unloaded chunk and using minecart as loading mechanism ( a bit more expensive, but not that hard ). This way you nee twice less portals and chunkloading work, less lags from loading area and generally easier
unfourtunately the chunk loader has the be in a loaded chunk to work so they have to be every chunk
Well thats the beauty of redstone and things like this on youtube. You can build off it! If you have the knowledge to do so then go for it. You never have to do anything exactly as it's laid out if you feel that you can improve a system.
I feel like they made the portal every chunk mainly just as demonstration purposes on how chunk loaders work but I don't really see a reason as to why you couldn't spread out the portals further.
Because the second chunk loader couldn't be loaded and started. If a loader is in the centre of a chunk, then there would be one chunk extra radius loaded around it (the 3x3 entity processed loaded). If you put the next loader further than one chunk away, it can't be loaded autonomously, as it would be outside of the entity processing range of the currently running loader.
Thanks for correcting, forgot that entity needs to be loaded to transfer in another dimension, was trying to check it by myself in Minecraft all this time lmeo
Updated original comment, cause I found that it's possible to have portal on every 2nd chunk if you place on the edge and load with minecart, not as good as I expected originally, but better than nothing lol
Would it be faster to make a chest minecart unloader and then immediately relaunch and fill it to negate the cd? It might take more than 15 seconds but it was something I was thinking of.
Samuel Hayden harnessing hell energy just so he can send spam mail to poeple
you could also break the minecart and dispense a new one to reset the portal timer
This gives mckay-carter intergalactic stargate vibes
Instead of making to and fro spitting, can we just make one way? Like if we intend for it to return??
Great video👍 thanks for making it and explaning SUUUPER good how it works❤
This may sound stupid but it wouldnt it be much easier and less resource expensive to just make the track longer in the nether if your sending the minecart a shorter distance?
It was nice when the portal 1 message showed up. I was happy to see portal 2 message. But when i saw the portal 3 message my inner Gabe died of ligma.
:,(
How does the detector rail power the fence gates? Isn't it 2 blocks away from them?
(This is awesome btw)
It doesn't. The detector rail kicks off the clock, which closes the gates.
@@jazziiRed Ah! Of course. Thanks 😃
I'll have to take another look at that section with this in mind.
Eait but you said it loads the 8 surrounding chuncks so wouldnt you just need to do once every 2 chunks in the nether?
But the main problem is, if minecraft allow minecart to load chunks by default. Wouldn't the farms that are using minecart will work 24x7 and cause lag.
one thing to watch out for is that you don't want the chunk to unload while the minecart is stalling, which makes it rather inconvenient that both timers are 15 seconds. otherwise, you could use the ever so elegant solution that produces much worse results called "minecart fall through cobweb"
he activates the nether portal chunkloader halfway through the stall, so the minecart chunk doesn't unload
So you could put a 8 second delay on every entrance and exit, making the system easier to modify in the future right? This should totally eliminate fine tuning and issues.
Yes, that can work too
@@jazziiRed cool!
You can increase the distance if you use tnt to impulse the minecart through unholy speeds. Process might be different, but it'd be cool
This is cool, but I'll stick to Create Mod trains, which are able to keep running, even if they leave the loaded chunks
Good, and thank you so I can make a mail system im minecraft
i have a much easier solution to fix the minecart delay.
just make a bunch of rails around the source portal and make the minecart spin around for atleast 15 seconds.
you dont even need a timer for that
0:24 is that the dankpods headphone testing music?
Considering it seems they might buff minecart speed this distance can be EXPANDED
Tried it in snapshot 24w37a, and it didn't work, i guess you can't load chunks with items anymore
Sadly it seems very tedious, a work around is keep chunks mod and use the command /kc keeprails and tada! It works without any hassle
Nice intro
Can anyone confirm if this works on Bedrock too? There are some mechanics from Java that Bedrock doesn't have, wondering if this chunk loading mechanic is one of them.
Unfortunately this does not work in bedrock
@@jazziiRed Figured, still thanks for the confirmation.
I started playing minecraft again after not playing since 2014. Since then I played Factorio heavily and coming back to Minecraft in 2023 I cant unlearn automating everything…. Once they let us do red stone crafting benches, it’s over… Please help!
Or best use vanilla friendly mods to fix it.
imo honey blocks or cob web would be simpler for the minecart containment delay thing.
You just reinvented Amazon.
Here at 10k 🎉
For the delay thing couldn't just make the tracks in a coil? That makes it move a longer distance therfore a longer time. I find that alot more simple than the other option
You could do that, but you run the risk of the chunk unloading while it is moving around, and it also takes up a lot more space. I also wanted it to be as repeatable as possible, so I liked the hopper clock for that.
@@jazziiRed that makes sense. The hopper clock is alot more elegant and Clean anyway. Also wanted to say the whole build was pretty impressive. Enjoyable video too!!
Doesn't redstone enable chunks? Am I wrong?
Anyways, awesome video!
Nope, unfortunately. That's why lots of redstone contraptions break if you build them on chunk borders
Ow :(
that was removed post 1.12 afaik
that method of delaying the minecart was incredible complex, can you not just increase the length of the rail journey? have it snake little bit on the way to the portal
Maybe, depending on how close you are to 15 seconds. The delay contraption is a catch-all solution and takes up less space than the snaking.
What are the songs used in the background?
They should follow create mod train mechanism create mod is the best Minecraft mod for this year man so much physics, movable blocks mechanical system.