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Automatic storage system problem Sutherland the item
Hi, I have a question about my automatic storage system that I just made. I made it really long so at a certain point when my items stop moving in my system because I think I’m too far gone. So I’d like to know how I get my system to keep working without me having to move around with the objects so that they land in their chest .
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Assuming "really long" leads to items leaving the loaded chunks (roughly your render distance x16 blocks) you have three basic options:
1} raise your render distance in the options / video settings menu
downside is that this will increase the load on your computer and may cause noticeable lag or even a crash
2} use some form of chunk loader to keep the chunks containing the storage sytem loaded
(search for 'chunk loader' and / or 'force load' designs vary by version and edition)
This will likely load far fewer additional chunks and thus have less impact on your play; also, many chunk loaders can switched on and off so you needn't keep the sorter chunks loaded when it is not in use
3} rebuild the sorter so that its long run snakes through the chunks that would normally be loaded
I would call this the preferred option despite the need to rebuild part of the system.
Alternatively, you could build two or more shorter systems for various classes of items {e.g. wood material (logs, barks, planks, etc. ) vs stones (cobble, smooth, smely, etc.)} and manually sort items by class at the input end. [This would actually be both faster and less laggy than a single long snake as the average number of container transfer to get an itemto its 'home' would be lower….]
1} raise your render distance in the options / video settings menu
downside is that this will increase the load on your computer and may cause noticeable lag or even a crash
2} use some form of chunk loader to keep the chunks containing the storage sytem loaded
(search for 'chunk loader' and / or 'force load' designs vary by version and edition)
This will likely load far fewer additional chunks and thus have less impact on your play; also, many chunk loaders can switched on and off so you needn't keep the sorter chunks loaded when it is not in use
3} rebuild the sorter so that its long run snakes through the chunks that would normally be loaded
I would call this the preferred option despite the need to rebuild part of the system.
Alternatively, you could build two or more shorter systems for various classes of items {e.g. wood material (logs, barks, planks, etc. ) vs stones (cobble, smooth, smely, etc.)} and manually sort items by class at the input end. [This would actually be both faster and less laggy than a single long snake as the average number of container transfer to get an itemto its 'home' would be lower….]
With 1} you probably mean the Simulation Distance, the render distance only renders visuals.
Read more here: https://minecraft.fandom.com/wiki/Simulation_distance
Read more here: https://minecraft.fandom.com/wiki/Simulation_distance
No, this is a java question (assuming the OP put it in the right forum)
From the link:
Simulation distance is a world-creation setting in Bedrock Edition
that controls mob spawning and despawning, and tick updates.
In Java Edition, simulation distance is a video setting related
to render distance, to restrict tick update distance.
From the link:
Simulation distance is a world-creation setting in Bedrock Edition
that controls mob spawning and despawning, and tick updates.
In Java Edition, simulation distance is a video setting related
to render distance, to restrict tick update distance.
Oh yeah, youre right I overread the "only Bedrock Edition" part
