
Expulsion Pylons keep the chunks loaded after removal
vadcx opened this issue ยท 2 comments
- Modpack: ATM8 1.0.15
- Mod version: 1.19.2-3.1.0
What happened:
I was experimenting with the player pylon, placed it, changed settings, had my friend enter the chunk and be teleported to bed. At the end I broke the pylon.
Expected: The chunk with the pylon unloads when I leave
Actual: The chunk was kept loaded (and I was wondering why). I had to move to another chunk nearby that unloaded properly.
Please verify.
I don't at all understand why this mod needs forced chunks? Even with the 5x5 expulsion range, Minecraft's default minimum view-distance of 4 should still be a valid compromise of losing out on 1 chunk of range in the edge case, yet without the forced loading.
Expulsion pylons do not force load chunks at all. The linked code is used for the infusion pylon:
Are you using crash utilities to see the loaded chunks, or something else? Which ticket and load level are you getting, if you have that information?
Hm I missed that (didn't load in IDE), sorry.
This was on a public server so my options were very limited. The two chunks where we placed the pylons had CC: Tweaked computers that I expected to unload together with the chunks for testing. To figure out the point of unloads I let the computers write current os time to a monitor at reboot and output a redstone signal through a wireless transmitter/receiver pair (I was watching on the other end). Neither computer was getting unloaded after 10-20 minutes so I assumed it was the pylons...
I will close for now and check later on a fresh instance.