Pylons

Pylons

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Expulsion Pylons keep the chunks loaded after removal

vadcx opened this issue ยท 2 comments

commented
  • 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.

commented

Expulsion pylons do not force load chunks at all. The linked code is used for the infusion pylon:

ChunkManager.loadChunk(owner, (ServerLevel) level, getBlockPos());

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?

commented

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.