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FAQ
No. Server side only. Clients can join without it.
If simulation-distance is high and your rail lines are short, players already load the whole route
and ChunkCarts has nothing to add. It still tracks journeys, but every chunk it would hold is one a
player is holding anyway, and those are free, so they do not count against the travel budget either.
ChunkCarts is for long routes on servers with a modest simulation distance. This is also why
Verify It Yourself starts by setting simulation-distance=2.
Untested. It watches minecart entities and does not modify rail behaviour, so it should coexist, but no claim is being made.
No, and this is deliberate. See What ChunkCarts Will Not Do.
No. Paper or a Paper fork. The mod refuses rather than running badly. The reason is on Platform Support.
On Fabric, yes, and it is a hard dependency. On NeoForge, Forge and Paper, no dependencies at all.
No. Nothing is added to the game. It changes only which chunks stay loaded while a cart is moving.
No.
Only through the admin commands. There is no player facing UI, and the one optional player facing feature, messaging the last person who touched a stranded cart, is off by default.
Journeys are polled every 10 ticks by default, and there is a min-tps floor of 18.0 below which the
mod stands down. max-concurrent-journeys defaults to 16. All three are on
Configuration.
No. The cart stays exactly where it stopped with its contents intact. Every reason a journey can end is listed on Journey Outcomes.
Yes. In flight journeys are persisted and resume.
Yes, public or private, free or paid, without asking. See Licensing and Redistribution.
enforcement: PERMISSIVE. Understand what it costs first: minecarts on your server can then be used
as chunk loaders by anyone able to build a loop of powered rail. See Configuration.