
Remote chunk loaders using glitched arrows Īrrows continuously check the location of the block they are in, and this fact can be used to load chunks. This does require additional chunk loading to make the villager's chunk entity processing. This allows for doors to remotely load chunks as long as the villager(s) that detect the doors are loaded. It is the only design that works in Minecraft 1.14+.ĭoors will tick themselves as long as they are part of a village. Using this mechanic it is possible to create machines that send items one way and the other to permanently load the chunks. When an entity enters a nether portal, it will load a 5x5 area of chunks having the chunk containing the portal in the middle. It is possible to use the method described above to create a grid of 5x5 loaded chunks.Ĭhunk loader designs Remote chunk loaders using nether portals For a chunk to become an entity processing chunk, it needs to be in the center of a 5x5 grid of loaded chunks. If a single chunk is loaded in a world, it will not process any entities and will only handle block updates and things like terrain population. Lazy chunks and Entity processing chunks. 2.3 Remote chunk loaders using glitched arrows.2.1 Remote chunk loaders using nether portals.1 Lazy chunks and Entity processing chunks.Also, unless a wood farm and an Iron Golem farm (Note that there are iron farm designs, which have to be loaded at all times.) exist in the world or on the server where chunks are to be loaded, it can be very hard to gather resources for such operation. This way of chunk loading has some very clear flaws: First, it's very tedious to link up the spawn chunks with every single chunk on the way to the destination, that can be thousands of blocks away. It notices it is not loaded, and loads the chunk. This way, the game sees the hopper and checks the other chunk to check if there is a container. The hopper must face towards the chunk that needs to be loaded. The most common methods of making sure that chunks outside of the Spawn Chunks are loaded, is moving an entity (usually an Item) through a Nether portal, or using hoppers on the chunk border between the spawn chunks or any other chunk that is always loaded and an unloaded chunk. That is a simple concept of Chunk Loading. If during the 60-second period an entity moves through a Nether portal, all loaded chunks will continue to be loaded for another 60 seconds. Then, all chunks, including redstone, entities, and game mechanics will stop working until a player logs back on. When a player logs out or travels to another dimension, all loaded chunks will keep being loaded for 60 seconds prior to 1.9 or 10 seconds in 1.9 and above. However only the center 12x12 (or 13x13 chunks, in case the Spawnpoint of the world is in the exact center of a chunk) will process entities, the chunks at the border will only handle block updates. The Spawn Chunks are special because they are always loaded in memory, unlike regular chunks which are only loaded when a player is nearby. Centered around the world spawn point is a 16x16 grid of chunks (or 17x17 if the Spawnpoint of the world is in the exact center of a chunk) that are referred to as the Spawn Chunks. The term "subchunk" is used to refer to a group of 16 x 16 x 16 blocks that are stacked on top of each other to make up a chunk. A chunk is a column of 16 x 256 x 16 blocks. Minecraft processes the world in groups of blocks known as "chunks". More recent information about chunk loading needs to be included. sizes) only apply to older minecraft versions. Attention: The content below is partially outdated and some aspects (e.g.
