Is Furnace Array Hopper Locking Necessary?

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  • เผยแพร่เมื่อ 23 พ.ค. 2022
  • Testing how much locking hoppers reduces lag and what could be the best way to do it.
    Test was done in the 1.19 snapshots
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    Outro: Reckless by Olivaw / olivaw Creative Commons - Attribution 3.0 Unported- CC BY 3.0 creativecommon... Music provided by Music for Creators • Reckless - Olivaw
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ความคิดเห็น • 240

  • @dandanlec1996
    @dandanlec1996 2 ปีที่แล้ว +277

    I appreciate like the deep dive into what causes lag in current versions. I didn't realise that they significantly reduced redstone dust lag in recent versions

    • @junyong0716
      @junyong0716 2 ปีที่แล้ว +7

      hope they improves it more because for a bad technical player like me, making dustless designs are hard :(

    • @volbla
      @volbla 2 ปีที่แล้ว +4

      It could definitely still be better, see: Alternate Current mod, but it should really only be an issue for big, complicated builds with a lot of flashing dust.

    • @caesural
      @caesural 2 ปีที่แล้ว +5

      @@junyong0716 There is no need to avoid redstone dust now, unless there is a LOT of it getting constantly powered and unpowered. It's so much better than before.

  • @racernatorde5318
    @racernatorde5318 2 ปีที่แล้ว +373

    I like to optimize stuff for lag efficieny just for the sake of it. It's often similar to the joy of improving the rate of a farm.
    And it also keeps my room a bit cooler, especially in summer...

    • @Miguel-gj8uc
      @Miguel-gj8uc 2 ปีที่แล้ว +8

      Megachad

    • @giantroboteye5371
      @giantroboteye5371 2 ปีที่แล้ว +66

      °c/tick rather than mspt

    • @octobsession3061
      @octobsession3061 2 ปีที่แล้ว +5

      "the joy of improving farm rate"
      Wouldn't be so much of a joy when you have to build 256x256 bedrock remover

    • @racernatorde5318
      @racernatorde5318 2 ปีที่แล้ว +11

      @@octobsession3061 You mean five of them!
      Though I don't mind building the machines themself too much. Placing the pistons on the other hand...oh boy

    • @James_Moton
      @James_Moton 2 ปีที่แล้ว +2

      As someone who plays vanilla survival with regular usage of /tick warp, the best way to get the most out of an AFK session is to optimize your farm for maximum rates AND lag efficiency at the same time, such as to minimize the MS of server time used per unit of resource produced.
      For my use cases, a farm that uses 40 MSPT to produce 100k resources per hour is worse than a farm that uses 2 MSPT to produce 10k resources per hour, since the latter would result in twice as much resources per real-time second. Similarly, an enderman-based XP farm that produces 36k XP/h and uses 5 MSPT would score the same as another mob farm that uses 25 MSPT to produce 180k XP per hour.

  • @sgt.fuckstick2081
    @sgt.fuckstick2081 2 ปีที่แล้ว +46

    Really like the latest videos as an upload concept. Doing a high-end farm and a super high-end farm(1728 furnace array) and then explaining the subsystems (minecart unloading) and other science behind them and other options for optimisation. Would really enjoy this for flying machine based contraptions!

    • @PutridXII
      @PutridXII 2 ปีที่แล้ว +1

      I'd like one for a perimeter monster

    • @Heilzmaker
      @Heilzmaker 2 ปีที่แล้ว

      Voiding did a great series on flying machines

    • @Heilzmaker
      @Heilzmaker 2 ปีที่แล้ว

      @@PutridXII You probably also want to checkout voiding's series on flying machines if you want to learn about world eaters

    • @PutridXII
      @PutridXII 2 ปีที่แล้ว

      @@Heilzmaker thanks for the plug

    • @harryhelina9859
      @harryhelina9859 5 หลายเดือนก่อน

      @@Heilzmaker omg its heilz
      nice var loader lol
      from std

  • @infpail7232
    @infpail7232 2 ปีที่แล้ว +57

    My guess for the spawning algorythk is that you have blocks changing Y-position so it has to recalculate the spawning in those directions and also lighting changes as the blocks move and change how light is being blocked.
    But I wouldn’t have expected this

    • @Gin-toki
      @Gin-toki 2 ปีที่แล้ว +12

      Plus the added spawning space given by all the surfaces of those observers and what not.

    • @pierrickpenard-dumont889
      @pierrickpenard-dumont889 2 ปีที่แล้ว

      For the unloading I think it could also be the sticky piston unloading a block for one place to load it in another place

  • @absobel
    @absobel 2 ปีที่แล้ว +20

    "I'm just doing this video for science"
    I like this

  • @neuplop
    @neuplop 2 ปีที่แล้ว +82

    can you do the same kind of tests for villagers? like the magma block trick vs the 3 carpets vs the honey vs being in minecarts etc...

    • @mrmaxmondays
      @mrmaxmondays 2 ปีที่แล้ว +6

      I’d love to see that!

    • @sirmclovin9184
      @sirmclovin9184 2 ปีที่แล้ว +9

      Next video: Is it necessary to kill your villagers?

    • @martinw51
      @martinw51 2 ปีที่แล้ว

      Yes please!

    • @volbla
      @volbla 2 ปีที่แล้ว +1

      Edit: I remembered this completely wrong. It was the server that handled a lot of "get entities", and that made up like 30% of computing. A significant amount was used by "controls" (3.5%) "travel" (9%) and "push" (4%) despite them being immovable. You can probably do better lag busting.
      ---
      I did a small test with 400-ish villagers in an empty world. They were both encased in and surrounded by glass blocks, so they could neither pathfind nor see anything, but my framerate still had a seizure. -Running the performance debug (i think it's f3 + L these days) it looked like 70-80% of all client lag was caused by the villagers querying other villagers in range, which is 16 blocks or something. I didn't look much at server lag, but i don't think it was -_-as-_- severe.-
      So, reduce lag by spreading your villagers out a bit? 🤔

    • @caesural
      @caesural 2 ปีที่แล้ว

      @@volbla Testing for server lag is what really matters in this case. If your client has bad performance when near a lot of entities you can just drop your render distance or use a mod like Tweakeroo to temporarily stop entities from rendering, the villagers would be invisible but you can still interact with them.

  • @strongworld02
    @strongworld02 2 ปีที่แล้ว +17

    You convinced me to finally move the village with my trading hall (that I build when I started playing and knew barely anything about the game) out of the spawn chunks. I always put composter on the hoppers yet I always avoided moving all those villagers, your casual comparison with lag caused by mobs made me realise just how stupid that is.

  • @andrewlalis
    @andrewlalis 2 ปีที่แล้ว +58

    I have found a use for smokers as a sort of conditional pulse extender that you can use to read "binary" item streams of unstackable items. But never for actually cooking anything lmao

    • @2000Meilen
      @2000Meilen 2 ปีที่แล้ว +5

      That sound really interesting. Can you explain how exactly the reading works, because the only way I can come up with is using tools made out of wood and any other material for the binary numbers. Either it can be used as fuel or it can not. But in that case normal furnaces would do the job just as good.

    • @timplett1
      @timplett1 2 ปีที่แล้ว +5

      @@2000Meilen I'm assuming by having a stream of items that can be smelted in the smoker (ie porkchops) and ones that can't (ie cobblestone). Let's you use farmable stackable items vs nonhstackable items that need to be crafted (ie wood pickaxe).

    • @InfoTeddy
      @InfoTeddy 2 ปีที่แล้ว +3

      How does it work?

    • @timplett1
      @timplett1 2 ปีที่แล้ว +4

      @@InfoTeddy I obviously don't know how OP is using it, but you could have a setup that dispenses either a cobblestone or a raw porkchops depending on what is happening in the world, then a comparator can be used to detect if it goes into the smoker or not, and you can have different outcomes. As the OP said he's using it for a variable pulse extender, I would assume he's using a latching circuit that is reset either by detecting an item that BYPASSED the smoker (nearly instant), or when it detects an item being REMOVED from the smoker, which would add the delay of the item being smelted in the smoker.

    • @Pence128
      @Pence128 2 ปีที่แล้ว +4

      @@InfoTeddy The fuel maybe? Wooden tools burn in 10 seconds and fishing rods, bows or crossbows take 15.

  • @PapaWoofs
    @PapaWoofs 2 ปีที่แล้ว +37

    It'd be nice if there was some client side mod which would identify chunks which are causing lag. It's always the case on HC where areas are laggy, such as spawn area now, and nobody ever knows why. Surely there's some way to highlight areas that have an over average tick load.

    • @electroneater
      @electroneater 2 ปีที่แล้ว +13

      I used a mod for that purpose a while ago: LagGoggles. It's very cool. I think it does what you are describing

    • @beautifulnova6088
      @beautifulnova6088 2 ปีที่แล้ว +10

      Iskall's Villagers

    • @subsonicdeathmonkey
      @subsonicdeathmonkey 2 ปีที่แล้ว +1

      @@beautifulnova6088 TH-cam offered to translate your comment which is so funny. Hallo! 😂

    • @ForeverLaxx
      @ForeverLaxx 2 ปีที่แล้ว +1

      The players on HC overuse glowing signs which is really what's contributing to their lag problems.

    • @PapaWoofs
      @PapaWoofs 2 ปีที่แล้ว +1

      @@ForeverLaxx if glowing signs truly are the issue, then Mojang should optimize them. I'd be surprised if this is a large portion of the issue, but who knows.

  • @theque-stolaoeinherjar8412
    @theque-stolaoeinherjar8412 2 ปีที่แล้ว +21

    Great Vid, I love seeing deeper dives into technical aspects of the game.

  • @Kaikaku
    @Kaikaku 2 ปีที่แล้ว +14

    I like your comparisons: "killing two random cows", "like 5 villager" :)

  • @JAvery2781
    @JAvery2781 2 ปีที่แล้ว +54

    As an Admin on a public server THANK YOU for specifically telling players to not go overboard with their builds. Everyone wants cool builds and contraptions but when multiple people have them it’s painful for everyone else.

    • @roguereaver634
      @roguereaver634 2 ปีที่แล้ว +13

      This. I'm probably one of the most technical players on the server I play on yet the farms I only have for personal use are some of the smallest while other people are making farms like they need to supply the entire population of China with 100 pumpkins a day

    • @Shuroii
      @Shuroii 2 ปีที่แล้ว +4

      @@roguereaver634 if I'm not allowed to fill my perimeter with a single melon farm what's the point

    • @ForeverLaxx
      @ForeverLaxx 2 ปีที่แล้ว +6

      @@roguereaver634 Blame the tutorial channels. Most of them showcase the biggest, highest yield farms whether that's something you need or not. More people should check out ianxofour's farms as his are, in contrast, usually much smaller, less complicated, and more friendly to servers while still yielding more than enough for a handful of players.

    • @3mpt7
      @3mpt7 2 ปีที่แล้ว

      Yeah, tell me about it. Not something I've had to experience myself, but over-the-shoulder global weather controllers...headache after headache. Local ones don't work when the entire thing is interconnected.

    • @3mpt7
      @3mpt7 2 ปีที่แล้ว

      @@Shuroii 🍉🌇🛑🛑Creative mode users only. Set random tick speed to ZERO.

  • @Ligands23
    @Ligands23 2 ปีที่แล้ว +5

    Love videos like this, super interesting to learn- especially as it seems like the major causes of lag changes every few versions (such as redstone dust)

  • @jacobalo4532
    @jacobalo4532 2 ปีที่แล้ว +5

    Semi technical player, so getting some good info and numbers on lag is great! Would love to see more videos on major lag contributors in redstone farms (and/or other areas) and best practice to reduce.

  • @Zutanni
    @Zutanni 2 ปีที่แล้ว +21

    @13:31 I make that setup in my single player, but it's not to reduce lag, it is so I can stop items flowing to get the XP from the output and to aggregate nonstackables (iron/gold armor) that I am smelting until I get a decent amount of items.

    • @IanSlothieRolfe
      @IanSlothieRolfe 2 ปีที่แล้ว

      I was about to write the same thing!

  • @nhelm823
    @nhelm823 2 ปีที่แล้ว +2

    I've played minecraft for 10 years, and for the life of me I can't figure redstone out. But I still watch your videos just because of how informative and well put together they are. Especially the peaceful series, I've watched the majority of that 3 times now lol

    • @Frostshokula
      @Frostshokula 2 ปีที่แล้ว +3

      Everyone starts somewhere. It can be very complicated because some items do multiple things.
      Redstone signal strength drops by 1 each block so if u have a max signal strength, it would go 15 blocks. There are ways to extend this.
      Redstone torch produces a max strength signal to adjacent items. Powering the block the torch is attached to, turns it off.
      Redstone block also produces a max strength signal and powers adjacent items.
      Redstone repeater takes a signal (no matter what strength) and outputs a max signal. It also adds a delay based on what u set it at.
      Observers watch the block adjacent to the face for a change. If something becomes powered or moves across it, it sends a quick max strength signal.
      Redstone comparator in general is used to detect the items of a container. It outputs a signal strength relative to the fullness of the container. It also takes redstone signal as an input, then outputs a signal that is -1 strength of the input. Ie 15 going in, 14 coming out. Due to this mechanic, ppl use them a lot as pulse extenders. Because different items have different pulse lengths. A button stays on longer than an observer detecting something. You could make the really fast observer signal last 20+ seconds with enough comparators and repeaters. They are also used to compare (imagine that) signals. If the comparator has a redstone signal input from the side, it will only power on the output side if the input side is as high as the signal strength on the side.
      There is a lot more complicated things that go on, but understanding the basics goes a LONG way.

    • @3mpt7
      @3mpt7 2 ปีที่แล้ว +1

      That's because it's blood.

  • @mrmaxmondays
    @mrmaxmondays 2 ปีที่แล้ว +2

    This is a really interesting video for my wool farm design. It’s already fairly optimized, but I learned some new things!

  • @C.5.
    @C.5. 2 ปีที่แล้ว +81

    I honestly find hopper locking is relative to player preference. Yes, alot of the higher tech community is picky on how many hoppers are locked, but in my opinion, with a furnace array, if you are not in an already laggy server and you don't leave the array loaded for a long time you don't necessarily need hopper locking. Yes this kinda repeated the video, but a similar opinion helps.

    • @-xGenesis
      @-xGenesis 2 ปีที่แล้ว +4

      A TL;DW comment is always nice :)

    • @rgbforever4561
      @rgbforever4561 2 ปีที่แล้ว +1

      Animé pfp users opinion have no value

    • @GvinahGui
      @GvinahGui 2 ปีที่แล้ว

      ​@@-xGenesis too long; didn't write? XD jk, i got it lol

    • @bananya6020
      @bananya6020 2 ปีที่แล้ว +1

      also lithium basically fixes hopper lag so y'know...

    • @-xGenesis
      @-xGenesis 2 ปีที่แล้ว +1

      @@rgbforever4561 minecraft screenshots = good, anime pfp = bad, got it

  • @moritz_p
    @moritz_p 2 ปีที่แล้ว +12

    How much better did redstone dust get in comparison to previous versions, e.g. 1.12?

  • @racernatorde5318
    @racernatorde5318 2 ปีที่แล้ว +5

    I felt that bit with other people having like 500 cats around
    Meanwhile a basic comparator fadeout-clock is an issue .-.

    • @octobsession3061
      @octobsession3061 2 ปีที่แล้ว +1

      Cats is love
      Cats is life

    • @TheRealWormbo
      @TheRealWormbo 2 ปีที่แล้ว +3

      @@octobsession3061 Cat is lag

    • @Akhimed
      @Akhimed 2 ปีที่แล้ว

      @@TheRealWormbo cat is log 🪵

  • @LegacyCatalyst
    @LegacyCatalyst 2 ปีที่แล้ว +1

    Ilmango: No more furnace array videos!
    Also Ilmango:

  • @MrRubikraft
    @MrRubikraft 2 ปีที่แล้ว +9

    Very interesting! Thank you for the explanation!
    Are "killer hoppers" still in the game?

    • @ilmango
      @ilmango  2 ปีที่แล้ว +15

      yes, but the performance mod "lithium" deals with them nicely

  • @Timmzy27
    @Timmzy27 2 ปีที่แล้ว +5

    As someone who is aware of hopper lag but isn’t too technical, I just put composters on top of all my open top hoppers.

    • @Theimtheimtheim
      @Theimtheimtheim 2 ปีที่แล้ว +1

      That's a great start! Making sure that contraptions with a lot of hoppers are not loaded all of the time is the second step 😅☺️

  • @rotor7726
    @rotor7726 2 ปีที่แล้ว

    06:09 "More Ofen" unintentional pun there

  • @arjlilley
    @arjlilley 2 ปีที่แล้ว

    Really enjoyed this video… Absolutely fascinating and really useful, you should do a whole series about Minecraft lag science doing a deep dive into various causes of lag and the most efficient way to deal with each of them.

  • @gamer_master9869
    @gamer_master9869 2 ปีที่แล้ว +1

    This is by far more interesting than any of my lectures at university ever were

  • @jindmen
    @jindmen 2 ปีที่แล้ว +2

    I think that the redstone dust version is not slower as the dust is only in a line - there isn't any "shortest path finding" caused by cycles that you may have to do when using it in a grid (especially when the grid is full square), you have just one posible path to go through these interactions.
    The repeater may be even faster as it doesn't search in all the 6 faces of block for activable redstone but only one.

  • @BurningIce924
    @BurningIce924 2 ปีที่แล้ว +1

    Outside of the fact that this is an Ilmango video, the thumbnail was enough to get me to click and watch with eagerness!

  • @extremawesomazing
    @extremawesomazing 2 ปีที่แล้ว +1

    Fantastic info and assessment!

  • @poom323
    @poom323 2 ปีที่แล้ว +1

    Yeah, help is help, even a small not really neccesary contribution, if 30 of guy in server lock hopper or put composter on top of hopper line, it will help server with more noticable.

  • @HumbleBeing5255
    @HumbleBeing5255 2 ปีที่แล้ว

    Ilmango!
    I had an idea for a wood farm, but I broke my hand and don’t want to risk it not healing properly. The idea involves not moving the wood, but letting tnt rain down from above. If the dirt underneath is in the blast zoned, you could try to use a double piston extender to push the wood up. Minecarts or hoppers should be enough to collect all the wood. This design wouldn’t give you saplings of course. Hope it works and produces a good amount of wood. You probably already thought about it and know some reason not to build it bc of a major flaw.

  • @Ailtir
    @Ailtir 2 ปีที่แล้ว +1

    Would an inverted detector rail be a big help for lag prevention? A detector rail that emits a signal by default and then turns off for a brief period when a cart runs over it.

  • @TheDirtyShaman
    @TheDirtyShaman 2 ปีที่แล้ว +9

    Do composters on top of full hoppers reduce lag when items are moving through them? If you have a chain of 1000 hoppers filled with coal and a furnace on the end, you'd expect the hoppers to briefly be able to check for items on top whenever the furnace needs another fuel item.

    • @andrewlalis
      @andrewlalis 2 ปีที่แล้ว +6

      Yes they do, because searching for item entities is MUCH more expensive than checking an adjacent inventory

    • @TheRealWormbo
      @TheRealWormbo 2 ปีที่แล้ว +4

      Composter on top is always worth it, unless the hopper is completely filled most of the time. In the case of a furnace array the low-tech answer for your fuel hoppers is simply filling your fuel hoppers, in case of a storage system this is true for shulker box supply hoppers. In other words, you already only need to worry about the hoppers that transport the items to process, i.e. the input hoppers for items to smelt/sort.

    • @commander3494
      @commander3494 2 ปีที่แล้ว +2

      @@andrewlalis afaik composters help because they _arent_ an inventory (not even a block entity) but hoppers have specific code to extract from them still which causes significantly less lag than item entity/inventory checks.

  • @titouanthetitan6643
    @titouanthetitan6643 2 ปีที่แล้ว +1

    Also note that on Paper, the repeater/comparator locking method works even better since it by default uses a much more optimised redstone engine.

  • @PlaytheListDude
    @PlaytheListDude 2 ปีที่แล้ว +2

    Ilmango target audience: Ilmango.

  • @JustaGuy_Gaming
    @JustaGuy_Gaming 2 ปีที่แล้ว +2

    This is a major reason I nearly always just go for a modest furnace array in my base that I can run roughly all the time vs some massive thing I have to go out of my way to afk at. Though I will say a lot of the more advanced furnace set ups would double or triple in size to try and get the locking system fitted in without messing with anything else.

    • @ilmango
      @ilmango  2 ปีที่แล้ว

      you can use portal chunk loading so you don't need to AFK next to it

  • @keco185
    @keco185 2 ปีที่แล้ว +2

    I wish Mojang would work more on multithreading

  • @suarday
    @suarday 2 ปีที่แล้ว +2

    I think time ago you tasted hopper lag and fund out differences between the items that the hopper has and the items a chest above the hopper has. I don't know if it still the same.
    Other thing is hoppers do produce lag and much time are for the transportation of items, for example a line of hoppers. The problem with that is even the intention is only to move an item from a hopper to another the hoppers still trying to find items above them. So, here's my idea, the creation of a new item that is a tube. It would replace the hopper in this case and as it won't try to constantly search for items above it would have les lag. I like this idea, and some times people would told me adding items to a game already have to much and an inventory problem is not good. But mojang is already adding a good amount of items, and some if them I would say they are not much useful, so... I don't think a new item that is useful is a bad thing

  • @DrKvo
    @DrKvo 2 ปีที่แล้ว +1

    I think I'm part of another subset that needs to lock. I play on a small multiplayer server, normally

  • @-ion
    @-ion 2 ปีที่แล้ว +1

    I wonder why hoppers check for entities above rather than entities checking for hoppers below? A lot of entities would of course do the same amount of work as a lot of hoppers now, but only when the farm is active.

    • @radishhat5736
      @radishhat5736 2 ปีที่แล้ว

      purely speculative but i think part of it might be something like
      If entities checked for hoppers
      you have 6 stacks of itwms dropping onto a hopper. They all ask the hopper to get in at the same time, but the hoper can only hold 5 stacks
      How does the game handle this? idk randomly tells certain groups of items to chill, because they only pick up so mamy items in a tick. They keep constamtly asking the hopper to get in but sorry only so many can get in.
      vs
      Hopper checks for stuff above them: Oh nothing k.
      If there is something i'll choose some of you to come in me. Alright next check. oh still more things okay.
      i'm sure they could do either tbh but it"s probablynot worth reworking the entirety of entity code to add a check for the block below.

    • @-ion
      @-ion 2 ปีที่แล้ว

      @@radishhat5736 My first approach would be to make entities notify hoppers whenever they enter or exit the hopper's range. The game could maintain a map from hoppers to entities based on that, removing hoppers from the map when their entity sets become empty. Only hoppers in the map would need to process entities, and they would already know which ones are in range.

  • @Vol11ful
    @Vol11ful 2 ปีที่แล้ว

    thank you for this video I've been waiting for it since the first furnace array video

  • @in1
    @in1 2 ปีที่แล้ว

    I love the epic furnace array at the beginning

  • @Erimioa
    @Erimioa 2 ปีที่แล้ว

    I saw in a video of someone else, that the lag redstone dust creates comes in big part of the light update of the sourounding area. He used simply some stady light sources against it. If the light is already 15, it will not be changed by extra light. Your test was on daylight, so I don't know if this counts for your video, but for other havy redstone stuff undergrounds/at night it could change a lot.

  • @Shoz_
    @Shoz_ 2 ปีที่แล้ว

    Thank you very much
    I found this type of video gold for my server

  • @Aligartornator13
    @Aligartornator13 2 ปีที่แล้ว +1

    The thumbnail is... special :D

  • @nacoran
    @nacoran 2 ปีที่แล้ว +1

    I only put a lever on my furnace (3 people on the server at most) because it lets me lock it near the end to grab something out for the xp.

  • @bumpwavy
    @bumpwavy 2 ปีที่แล้ว

    I always thought hoppers would drain more resources than that, really informative! I would like to know all the other little tips to keep the lag down on a server

  • @killamacow851
    @killamacow851 2 ปีที่แล้ว

    12:31 based Mango

  • @itsame5871
    @itsame5871 ปีที่แล้ว

    I used hoppers in a decorative build (part of robots) and could only lock some of them. But I filled them up hoping it helped. I feel confirmed in my choice!

  • @paulbailey2515
    @paulbailey2515 2 ปีที่แล้ว

    Some of your videos have so many hoppers over so much distance that I have to install chunk loaders under my neighbors' computers just so I can watch them.

  • @MrMisterr
    @MrMisterr 2 ปีที่แล้ว +2

    you can tell this is a response video to a certain someone who commented on the last smelter related video

  • @3mpt7
    @3mpt7 2 ปีที่แล้ว

    11:33 Something to consider in early versions is that light speed had a delay each morning and evening.
    People said it looked terrible. I'm sorry. But it's very accurate.

  • @YounesLayachi
    @YounesLayachi 2 ปีที่แล้ว

    I love this kind of analytical videos

  • @Tiwill0V2
    @Tiwill0V2 2 ปีที่แล้ว

    thanks for the video, it was actually really helpfull since i'm planning on building a 256furnace array on my personal server(for me and my friend) and i was wondering if it would affect the server or not, this solved my questions. Also, i'm one of those who always put composter over hopper and i have teach my fellow friends to do the same and now i can give them number to tell them by how much it help. reducing from 1.4ms to 0.3ms is quite a lot(relatively), we all build medium to really large redstone contraptions(and share them as to not build the same redstone contraption twice or more) my futur furnace array and my last redstone project combined have over 1000 hopper and they are not the last projects i have in mind, obviously they aren't being all loaded all the time but for some redstone contraptions we put chunkloaders and some others are being used often so if someone is afk farming somewhere, in the end it will add up and start causing lag. i'm glad to see we are already doing best practice for the futur of the server :)

  • @hasansaheb4114
    @hasansaheb4114 2 ปีที่แล้ว

    Still my favorite part about these videos is the intro

  • @martinnguyen6884
    @martinnguyen6884 2 ปีที่แล้ว

    Great video, very detailed and scientific!

  • @janostundik9848
    @janostundik9848 2 ปีที่แล้ว

    I think this is more useful if you want to build a bib-big sorting system. Like sorting every single item, and for each a shulker loader, and multiple chest for them. That type of system needs more hopper and usually people build it in their bases, so I started thinking, I will have to build an locking system to it for turn off mode

  • @vihaanravishankar3989
    @vihaanravishankar3989 2 ปีที่แล้ว +4

    Um depends really, on how many other farms you wanna load at once, how powerful your computer/server is, and just the scale of the furnace in general. Also depends on location i guess. If it's in the spawn chunks and it's got like 1728 furnaces your spawn is screwed without hopper locking

    • @Theimtheimtheim
      @Theimtheimtheim 2 ปีที่แล้ว

      Why would you do that though 😂😂

  • @jacksonpercy8044
    @jacksonpercy8044 2 ปีที่แล้ว

    ilmango has made lag test and comparison videos in the past for hoppers, redstone, entities, light updats, water etc. but the last one of those videos was about 3 years ago. The game has changed a lot since then so I'd love to see a new general/all-encompassing lag video.

    • @ilmango
      @ilmango  2 ปีที่แล้ว +1

      working on that right now. There will probably be 2 videos. the second one will be all the stuff I forgot about and people suggested

    • @jacksonpercy8044
      @jacksonpercy8044 2 ปีที่แล้ว

      @@ilmango Sweet, good to know. Thanks for the reply.

  • @marcobaldanza2332
    @marcobaldanza2332 2 ปีที่แล้ว +1

    Hermitcraft, please take note. I'm looking at you Mumbo!

  • @Th3is_
    @Th3is_ 2 ปีที่แล้ว

    Thanks for the deep-dive into this! But I wonder, can hoppers cause client lag? I have an item-sorting-system that causes a lot of FPS lag, I always suspected the hoppers, but can't say for sure. Do you have any tips to maybe troubleshoot this?

  • @Johnny6919731
    @Johnny6919731 2 ปีที่แล้ว +1

    Could you do a deep dive into sorting systems and lag? I want to build a large system without lagging the realm.

  • @nowymail
    @nowymail 2 ปีที่แล้ว

    A few years back the most lag was due to hopper filters, when hoppers had random items they could not filter out.

  • @niceowl
    @niceowl 2 ปีที่แล้ว +15

    These new thumbnails are great. They need some polishing and a single style maybe, but keep trying them.

    • @adud6764
      @adud6764 2 ปีที่แล้ว +1

      New thumbnails?

    • @niceowl
      @niceowl 2 ปีที่แล้ว

      No longer just a minecraft screenshot but also effects and graphics like the ghost

    • @racernatorde5318
      @racernatorde5318 2 ปีที่แล้ว +1

      @@niceowl As long as it doesn't turn into the messy clickbait s***show that most popular YT thumbnails are these days...
      I'll aways prefer the clean and professional look

  • @demise3700
    @demise3700 2 ปีที่แล้ว +4

    Those who know vs those who don’t know

  • @avocado1st
    @avocado1st 2 ปีที่แล้ว +1

    I wonder if having some item entities in the world increases unlocked hopper lag? I mean checking empty list may be significantly faster than checking non empty list.

    • @sirmclovin9184
      @sirmclovin9184 2 ปีที่แล้ว +1

      Hoppers only check the block right above.

    • @asj3419
      @asj3419 2 ปีที่แล้ว +1

      That would depend on how the game optimizes checking items for pickup. I don't know how the game does it, but it's highly unlikely that every hopper checks every item everywhere. The game might just check every item in the all chunks that the hopper collection volume intersects, but I don't actually know. I'm actually kind of curious how mojang solved this problem.

  • @T3ki1a_
    @T3ki1a_ 2 ปีที่แล้ว

    The best hoppers are the friends we made along the way,

  • @asuramaru8180
    @asuramaru8180 2 ปีที่แล้ว +10

    What happened to 4x4?

  • @3mpt7
    @3mpt7 2 ปีที่แล้ว

    Speedy thing goes in, speedy things come out. Very simple.
    Much less of a headache when its buried...as long as people on Earth don't forget about them.
    That could be awkward. Also, why did I just eat coffee?

  • @h2osworkshop84
    @h2osworkshop84 2 ปีที่แล้ว

    I'd like to know the effect of item entities nearby (e.g. water transport). Would the number of items multiply the number of hopper-collection checks?

  • @Erik-pu4mj
    @Erik-pu4mj 2 ปีที่แล้ว

    The only redstone lag efficiency I know to do is composters on top of hoppers. Doubt it helps much, but it feels like 'good practice' when planning to tackle larger farms down the line.

  • @lallalalalkda7320
    @lallalalalkda7320 2 ปีที่แล้ว

    This is the moment Imango became Lalo Salamanca

  • @NathanHaaren
    @NathanHaaren 2 ปีที่แล้ว +1

    my guess on this: the redstone dust is probably more laggy than the hoppers :D

  • @BastetFurry
    @BastetFurry 2 ปีที่แล้ว +1

    I think there is a little mistake in your testing, if the array/list of entities is more or less empty then the hoppers will have less coordinates of items to check. But in a normal world the entity list is full of entities where every hopper has to go trough that list, check if its an item, check if the coordinates match, check its internal state if that item can fit and then remove it from the entity list and add it to its own inventory to an item stack or create one.
    I had that problem on a private Sevtech server where hoppers were a good cause of lag, especially in large strainer setups with our farms nearby. Add conveyor belts with items traveling trough the whole base to the mix and you can see where we went to Lagtown.

  • @justinofpreece
    @justinofpreece 2 ปีที่แล้ว

    Would love to see ilmango go onto the Hermitcraft server and do a video of him figuring out all the lag at spawn and fixing it

    • @colehanna4040
      @colehanna4040 2 ปีที่แล้ว +1

      Basically just killing all the villagers and animals would probably solve like 90% of it

    • @58209
      @58209 2 ปีที่แล้ว

      item frames and the armor stand mod probably are major contributors, too

    • @justinofpreece
      @justinofpreece 2 ปีที่แล้ว

      @@colehanna4040 i was surprised how many villagers impulse had when he moved them, and iskall85's breeder making infinite villagers wouldn't have helped either lol

  • @BraxtonMeyer
    @BraxtonMeyer 2 ปีที่แล้ว

    Scicrafters are odd birds, but I love them

  • @augustaseptemberova5664
    @augustaseptemberova5664 2 ปีที่แล้ว +1

    I've been playing for ages, and I should prolly know this, but I don't .. soo .. why composters? If I understood it correctly the goal is to block the hopper top from checking for item entities. Would any block of height 1 do? Or does it have to be composters?

    • @Malangs92
      @Malangs92 2 ปีที่แล้ว +2

      I once asked myself the exact same question and checked the code. Even if you place a block above a hopper, it will still perform checks. An item could be pushed into the block and the hopper would still catch it. If a chest (or any block that stores items) is placed upon the hopper, the check becomes much cheaper, since it only has to check the related block entity. Composters are even better because it only needs to check the block state.

    • @augustaseptemberova5664
      @augustaseptemberova5664 2 ปีที่แล้ว

      @@Malangs92 thank you very much!

  • @Gralysin
    @Gralysin 2 ปีที่แล้ว

    i am that single player with the lever on the 2 furnace version! i dont care about lag but i am greedy about xp so even though i have that lever i only flip it to get xp and then turn it back off :D

  • @greenstonegecko
    @greenstonegecko 2 ปีที่แล้ว +1

    Keeping it real.
    Not everyone needs locked hoppers

  • @TheKamiBunny
    @TheKamiBunny 2 ปีที่แล้ว +1

    This was the exact question I had when I joined a server recently, in particular there was a player's shop that was filled with hoppers and it felt extremely laggy with my FPS dropping for some reason to 10 from 30.
    After helping and optimizing his hoppers and replacing what chests that could be with barrels, the lag actually improved significantly, and my FPS didn't drop. It was totally worth it.

  • @juliet0001
    @juliet0001 2 ปีที่แล้ว +2

    if you are already running a clock every 10 seconds, is it better to insert the items using a dropper?

    • @colehanna4040
      @colehanna4040 2 ปีที่แล้ว

      You still need the minecarts to distribute the items into the droppers then in that case

    • @racernatorde5318
      @racernatorde5318 2 ปีที่แล้ว

      Can droppers even interact with furnaces?

  • @SergiReyner
    @SergiReyner 2 ปีที่แล้ว

    I clicked just because the thumbnail is hilarious

  • @joshuas.4969
    @joshuas.4969 2 ปีที่แล้ว +1

    So is having a furnace array in the spawn chunks a bad idea? I thought it would be smart so I can do other things while all the items are smelting, but now I realize it's a lot of hoppers that are constantly loaded.

    • @ilmango
      @ilmango  2 ปีที่แล้ว +2

      You can achieve the same by using nether portal chunk loading

  • @TychoVan
    @TychoVan 2 ปีที่แล้ว

    I swear I love banksy

  • @hakimmomand7911
    @hakimmomand7911 2 ปีที่แล้ว

    what a lovely guy!

  • @PutridXII
    @PutridXII 2 ปีที่แล้ว

    10:32 could it be due to the item having to produce an outcome that would be ejected but get/triggers the if of the movement to the next container entity? Would be spawning flag thinking about it now.

    • @TheRealWormbo
      @TheRealWormbo 2 ปีที่แล้ว

      Spawning specifically refers to mob spawning. Items don't "spawn" from inventories.

    • @PutridXII
      @PutridXII 2 ปีที่แล้ว

      @@TheRealWormbo well, no, but I could see where flagging an entity as "spawning" before classing it properly could be a feasible process

  • @3mpt7
    @3mpt7 2 ปีที่แล้ว

    A lot of what I do is guesswork, and intuition. Most of this we never get to use, or build. And that's just peachy.
    Gets a little irritating when the Mathematics groups haven't caught up. Matching the guesses to their proper time and space is difficult, and not something the control group gets to do.
    Edit: I mean, literally, THIS IS PRACTICAL. A lot of fires start this way. People forgetting to lock their systems down, and switch them off when unneeded. Not everyone is as friendly as the Doctor on Voyager. Something to think about for science. Technically, we hae. Technically, we have holograms and candy grams already.

  • @la1m1e
    @la1m1e 2 ปีที่แล้ว

    did auto hopper unlocking furnace array with 64 furnaces like 3 minutes before ilmango published this video

  • @AnarchoAmericium
    @AnarchoAmericium 2 ปีที่แล้ว

    Maybe I'm being demanding, but a video on best practices towards anti-lag wouldn't be a bad idea. :3

  • @StoutJacob
    @StoutJacob 2 ปีที่แล้ว

    Interesting and informative

  • @Alexandre-wp5cv
    @Alexandre-wp5cv 2 ปีที่แล้ว

    Hermicraft need this video !!

  • @thetafritz9868
    @thetafritz9868 2 ปีที่แล้ว

    13:10 calling out all of my servermates lol

  • @andresm.1390
    @andresm.1390 2 ปีที่แล้ว

    i make servers with my friends of 10 people, so only i and one of my friends like to play the tecnical way. We always try to reduce the most lag possible

  • @mightyowl251
    @mightyowl251 2 ปีที่แล้ว

    I liked this video!

  • @jordyveuger1999
    @jordyveuger1999 2 ปีที่แล้ว

    Can you read my mind this is the second video this weak on things i needed to know

  • @slickrick8279
    @slickrick8279 2 ปีที่แล้ว

    The moment a industrial district is strained by x hoppers per chunk literally all loaded area around the player being farms and stuff

  • @davidfwooldridge3430
    @davidfwooldridge3430 2 ปีที่แล้ว

    Heh, over in Bedrock all my furnaces have levers on them for a really squirrel reason that has nothing to do with lag; the furnace exp bug. They patched it, but the habit remains.

  • @sharniek002
    @sharniek002 2 ปีที่แล้ว

    A mod that let's you see what is actually causing you lag would be very useful.

  • @vltir
    @vltir 2 ปีที่แล้ว

    Do you know what of observer and 2gt repeater is better in terms of lag?

  • @fdagpigj
    @fdagpigj 2 ปีที่แล้ว

    Do item entities in the same subchunks make any difference?