[Zz] Refine hopper limit to "open" hoppers

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[Zz] Refine hopper limit to "open" hoppers

Postby hypehuman » Sun Jun 25, 2017 12:22 am

I've heard there is a limit of 20 hoppers per chunk. But according to this source https://community.gophersvids.com/topic ... -solution/ , hoppers do not cause significant lag if they are covered with an inventory item. How about refining the rule to only allow 20 hoppers to be actively looking for entity items to suck down, rather than limiting the total number of hoppers?
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Re: Refine hopper limit to "open" hoppers

Postby Zedwick » Sun Jun 25, 2017 12:28 am

Thanks for the idea! That's certainly an idea worth considering, however may not be quite as simple to implement as the current limit.
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Re: Refine hopper limit to "open" hoppers

Postby Forseth » Sun Jun 25, 2017 10:10 am

Huh, interesting. I've heard about this before but this is the first time I see the proof of it. I shall be covering all my hoppers with furnaces now.

Also, the hopper per chunk limit is new to me. haven't heard about that before.
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Re: Refine hopper limit to "open" hoppers

Postby Zedwick » Sun Jun 25, 2017 11:00 pm

Thanks, Forseth.

There is a plugin on Zz which limits the number of hoppers that can be placed in a single chunk. I'll edit the title to reflect that this is about Zurvival.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby Forseth » Mon Jun 26, 2017 8:30 am

Aha, I see.

Also, I figured you can use this idea on hopper chains that go vertical as well. Just switch every other hopper with a furnace or chest. It will cause the remaining hoppers to cause less lag.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby Mellorian » Mon Jun 26, 2017 11:34 am

I don't believe a furnace would work in a vertical scenario, as hoppers going into a furnace from above feed the input slot, whereas hoppers from below only retrieve from the output (processed) slot. A chest would work fine though.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby Dax23333 » Mon Jun 26, 2017 1:39 pm

I was under the impression that a hopper above a hopper counted as an inventory, preventing the lower hopper from looking for item entities above it which if I remember corrcetly is what causes the extra load on the server.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby Forseth » Mon Jun 26, 2017 11:01 pm

I assume you are correct Dax. Didn't think that one through. Oh well, save a bunch of hoppers that way.

And yes Mellori. Furnaces are picky on where they input and output items, so they wouldn't work. Neither would Brewing stations.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby Mellorian » Sun Jul 02, 2017 4:31 pm

Sorry to reopen an 'old' topic, but I thought I'd do some testing to see the difference between hoppers that are searching for an inventory, and hoppers that aren't.
First, I created a superflat world of one layer of hoppers:


40 fps average - a third of my norm.

Then I tried with a layer of furnaces above the hoppers:


120 fps average - normal for me.

Then, just to check, I tried a layer of stone above the hoppers:


40 fps average, again.

From this, I gather that having an inventory above a hopper completely eliminates practically all lag.
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Re: [Zz] Refine hopper limit to "open" hoppers

Postby The1Shaw » Sun Jul 02, 2017 10:36 pm

Great testing, thank you Mell.
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