A suggestion I wanted to make to devs is some kind of chunk loader block. An item/block that when placed in a chunk will keep the chunk loaded no matter where you are in the world. I know it's possible as spawn chunks stay permanently loaded so a dead player can respawn so why not have one for farms or cattle so that your crops can grow and your sheep can regrow wool/grow up while you are away?
It would be quite expensive to craft, but would be made using end blocks/items as the idea of this block would be other-worldly.. as keeping somewhere loaded couldn't be achieved using natural resources. It's magic based.
There would be a limit to how many you can have placed at once in each dimension to reduce lag as lots of separate loaded chunks may cause an issue.
Something like this would be greatly beneficial for minecarts and perhaps oversized crop fields.
I agree it should have limits to prevent lag also, this obviously does need to happen to maintain good performance.
One solution I've thought about is this. What it could do is in the perma loaded chunk sectors, they only stay permanently loaded if an item has a tag, be it a minecart or some other item that was in an area? if too many items have tags then they end up in a queue so the CPU only works on a set number of loaded items until they are finished, if a minecart has reached the end of its destination and has stopped, the chunk no longer needs to be loaded no matter how far from the player, and then resources could be freed up to process other tasks.
This new setting could be called Chunk loading overdrive.
This would allow some items to exceed the normal tick radius but some of those items will have to wait until a randomly selected number of tasks had been completed, be it crop fields growing or pistons etc. This could mean minecarts outside the normal tick radius may have to wait until a wheat field has finished growing in an area a tagged item is in.
Also how this could work is the closest items get the highest priority, while tagged items furthest away from the player get the lowest priority.
This would encourage naming animals that are in an agriculture sector of the players map, since tagging them would keep those chunks loaded if the game has determined that there is enough performance headroom left to do so.
A suggestion I wanted to make to devs is some kind of chunk loader block. An item/block that when placed in a chunk will keep the chunk loaded no matter where you are in the world. I know it's possible as spawn chunks stay permanently loaded so a dead player can respawn so why not have one for farms or cattle so that your crops can grow and your sheep can regrow wool/grow up while you are away?
It would be quite expensive to craft, but would be made using end blocks/items as the idea of this block would be other-worldly.. as keeping somewhere loaded couldn't be achieved using natural resources. It's magic based.
There would be a limit to how many you can have placed at once in each dimension to reduce lag as lots of separate loaded chunks may cause an issue.
They would be nameable.
They would have an off/on function.
they would need recharging over time.
Something like this would be greatly beneficial for minecarts and perhaps oversized crop fields.
I agree it should have limits to prevent lag also, this obviously does need to happen to maintain good performance.
One solution I've thought about is this. What it could do is in the perma loaded chunk sectors, they only stay permanently loaded if an item has a tag, be it a minecart or some other item that was in an area? if too many items have tags then they end up in a queue so the CPU only works on a set number of loaded items until they are finished, if a minecart has reached the end of its destination and has stopped, the chunk no longer needs to be loaded no matter how far from the player, and then resources could be freed up to process other tasks.
This new setting could be called Chunk loading overdrive.
This would allow some items to exceed the normal tick radius but some of those items will have to wait until a randomly selected number of tasks had been completed, be it crop fields growing or pistons etc. This could mean minecarts outside the normal tick radius may have to wait until a wheat field has finished growing in an area a tagged item is in.
Also how this could work is the closest items get the highest priority, while tagged items furthest away from the player get the lowest priority.
This would encourage naming animals that are in an agriculture sector of the players map, since tagging them would keep those chunks loaded if the game has determined that there is enough performance headroom left to do so.