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Verify It Yourself
Do not take the claim on trust. It takes about five minutes to try to break.
- In
server.properties, setsimulation-distance=2. This is the trick that makes the test visible: it shrinks what a player loads from several hundred chunks to a handful, so ChunkCarts' own loading is the only thing left moving. - Build a closed loop of powered rail, 32 by 32 is plenty, and put a cart on it.
- Run
/chunkcarts listto see exactly which chunks are held, and for which journeys. - Run
/tick sprint 72000, an hour of game time in a couple of minutes, and watch the held chunk count fall to zero and stay there while the cart is still going round. - Check the log for
SLACK_EXHAUSTED. That is the loop detector firing.
Step 1 is the one people skip, and skipping it is why the test appears to fail. At a normal simulation distance a player standing anywhere near the loop is already holding every chunk the cart passes through, so nothing ChunkCarts does or stops doing changes what is loaded.
- Wind the loop into a figure of eight.
- Make it enormous.
- Use a long there and back shuttle instead of a loop.
- Use a furnace cart, so no redstone is involved at all.
A track shape that keeps chunks loaded indefinitely on default settings is a serious bug. Please open an issue.
A journey is only ever allowed to continue while the cart is making progress away from where it set off. That is the whole design rather than a heuristic bolted on afterwards, which is why the shuttle and the furnace cart end the same way the plain loop does: none of them can keep beating their own furthest distance from the start.
The tolerance for winding track is progress-slack-chunks, covered in
Configuration. Every reason a journey can end is listed in
Journey Outcomes.