Observed behaviour:
In 21w44a
As shown in picture1 i buld a portal chunkloader(a contraption that loads chunks without player by passing entity through nether portal from overworld to nether and back), glass squares are aligned to chunk grid
Then i built redstone processing detectors and entity processing detectors in chunks A and B
While I as a player load both chunks, they are both detected as entity and redsone processing
But if I teleport away, that area is loaded only by portal loader, as shown in picture2 chunk A is detected as both entity and redsone processing and chunk B is detected as neither entity nor redstone processing
Expected behaviour:
Chunk B should process redstone but not entities as it does in 1.16 and 1.17
Attachments
Comments 8
This was intentional change. Can you specify what kinds of issues this is causing for contraptions? Thanks!
So, first of all that new behaviour breaks lazy looting - a contraption that allows to significantly reduce lag from large mob farms. it will break lazy acceleration cannons, and also previously various redstone contraptions were designed to fit in 5x5 chunks to fit in one chunkloader, but now loaders only process redsone in 3x3 chunks so we would need to build more loaders creating more lag. it also breaks super fast crafters as they require to store items in lazy chunks. links to lazy looting: https://www.youtube.com/watch?v=T7yXrU31gmw & https://www.youtube.com/watch?v=B2HAUsigb9c .
This change also breaks mob switches. in prior versions we could load entities in non-entity processing chunks and save a bit of lag.
This change also will result in more portals being needed to keep an area loaded that does not necessarily need to be entity processing, say for example larger main storage systems or furnace arrays,
I fail to understand what this change was even trying to fix, all it does is break things that worked just fine in previous versions
Oh god, no, DO NOT make this an intentional change. It will destroy so many things for us technical players. Portal based chunk loading is literally the only control we have left over chunk loading since 1.12. Please understand, we need this. A lot of contraptions rely upon different levels of chunk loading to perform specific tasks in a more lag friendly way. For example if I want to make a mobswitch, or an item sorter, or anything involving a large amount of entities. Being able to control whether the the entities are being processed or not is critical to optimise the lag efficiency of a machine. The beauty is that entities in the 5x5 redstone processing area around the portal can be interacted with by redstone components but will not contribute any lag to the game. This makes the redstone processing region a critical mechanic for lag optimisation. Removing it would cause a lot of anger and frustration in the tech community.
I suspect most servers will instantly gain 10-20 mspt of static lag just from mobswitches (my SSP gains about +5 mspt in 1.17 when I'm near my mobswitch). As cubicmetre points out, the biggest thing this change does on the player side is increase lag, either directly or indirectly.
Has anyone tested whether there are any other effects of this chunk ticket change aside from portal loaders? (e.g. if spawn chunks are affected)
Dolphins have a unique ability to reach into lazy chunks and pull item entities back into entity processing chunks, which is broken by this change. If this change was made for optimization I don't think it's worthwhile, 9 entity processing chunks and 16 redstone processing chunks are not very resource intensive and will unload after the 15 second timer is up anyway, unless the portal is being actively used by players. Even if it does become resource intensive that lag won't be coming from the lazy chunks which are removed by this change, it'd likely be coming from mob AI and collisions in the entity processing chunks, which are unaffected.
Yes, please DO NOT remove portal chunkloading as in contraptions its the only thing which helps to reduce lag, and the only control over chunk loading. With this, one will need more loaders and if you have made this change to reduce lag, then this is not going as you have planned. Mob Switches will just be very laggy as Druser pointed and add unnecessary lag to the game and will prevent big contraptions from working without lag as they used to. Making this an intended change will just frustrate the Tech community as useful things are removed like the hopper chunk loading in 1.12
⚠️ Please do not mark Unreleased Versions as affected. You don't have access to them yet.
-- I am a bot. This action was performed automatically! If you think it was incorrect, please notify us on Discord or Reddit