Is there a limit on the total number of items that can be stored in the world?
I revisited some of my favourite mods that haven't been updated in years - craftable ores + a mod that, among other things, has a duplication furnace.
I after 2 months of on-and-off playing, I have amassed a grand total of 8192 emeralds, 10624 gold ingots, and 19584 diamonds!
Now, combined with the other items that I have kicking about in the world (stores of building materials, food, ect) I must have over 40000 items. And I'm getting crashes. Now, I don't actually care too much about the crashes, after all it's a really old version and I heard the bug causing it has long since disappeared (memory tick - the game used too much memory). Also it's high time I done something more productive with my time
But would 40000 items surpass any limit? As it's not on a server. And as I said, I've been playing on and off for 2 months. So I can't imagine it's a world issue. Just curious as to what the actual limit is
Considering that even a single chunk contains up to 65536 blocks 40000 items is nothing; in fact, I have more than 3 million items stored in one world (mostly as mineral blocks, but that's still hundreds of thousands of items) and have never had any issues with chunk corruption or crashes (I play on my own self-modded versions based on 1.6.4). The size of the region file my base is in also hasn't increased over the years (it is the same size in an old backup from 2013 as the latest version), likely because the data is compressed and there are many stacks of the same item, and each stack is technically a single item, not 64 individual items, so a chest with 27 stacks has 27 items, not 1728, which can in turn represent 15552 items like coal crafted into blocks (this is why region files are so small when considering how many blocks there are since most of them are the same; the largest region that I've seen is about 10 MB, from a world with 3 times the normal ground depth, which has about 50000 blocks per chunk, which in turn represents about 122 MB of uncompressed data per region (1 byte per block ID + 4 bits each for sky light, block light, and metadata, or 2.5 bytes per block, plus additional data light height and biome maps. The 1.13+ format is different but the size is similar, perhaps a bit larger).
There is a limit on how large a single chunk can get - about 1 MB after compression - but I can't see that ever being reached under any normal circumstances (there is a bug report that suggests it can but that would mean a fully generated region that is around 1 GB in size - 100 times larger than the largest than I've seen and twice the size of my largest world, 525 MB and 109000 chunks (over 106 fully generated regions), so I suspect these "too big to save" errors are due to chunk corruption).
That said, the error you describe is likely something else; what is the exact error/crash report (it sounds like "ticking memory connection", which has nothing whatsoever to do with memory; that's just the internal network connection the game uses between the server and client in singleplayer. This error occurs when an exception occurs while handling network data, which in turn should point to something specific, like an entity)?
yes it sometimes is to do with an entity.
There are different reasons each time.
Often I will go out at night and hunt monsters (for XP, ender pearls, ect)
But often it will crash mid-fight. Which is unusual. I am only ever 4 or 5 chunks from my house where these items are stored, so that's why I thought it was to do with the amount of items.
So it's like it spawns a monster that, in turn, corrupts the game?! As I could understand data corrupting if, while saving or backing my world up to a USB (I do that incase something goes wrong such as I die with all my level-30-enchanted tools, or something like that) that any of my hardware experiences a fault. But I don't see why that would occur since I have encountered no faults with any other operation of my computer.