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While working on our mod, I noticed that our custom Entity would be constantly re-read during chunk load via readEntityFromNBT, even while little activity was occurring.
After further analysis, I discovered that the same chunks were being constantly re-loaded - every frame, but never unloaded. Chunks loaded with ChunkIOExecutor.syncChunkLoad are not added to the ChunkProviderServer's loadedChunkHashMap, which can cause them to be loaded repeatedly (with a ChunkEvent.Load each time) and never trigger a ChunkEvent.Unload.
This is silent behavior, so there is nothing useful in logs.
It is more likely to be triggered by logic that looks at blocks near edges of the loaded world (e.g, an Entity AI task that looks at nearby blocks when an entity is at the edge of the loaded world).
It seems that the chunk should be cached for a short while, or at least for the remainder of the frame.
The text was updated successfully, but these errors were encountered:
Only post issues if you have reproduced it on the LASTEST Forge. As in many cases it has already been fixed.
And please, if you can, provide a simple mod to illustrate your issue. Especially if it is one of these background issues.
While working on our mod, I noticed that our custom Entity would be constantly re-read during chunk load via readEntityFromNBT, even while little activity was occurring.
After further analysis, I discovered that the same chunks were being constantly re-loaded - every frame, but never unloaded. Chunks loaded with ChunkIOExecutor.syncChunkLoad are not added to the ChunkProviderServer's loadedChunkHashMap, which can cause them to be loaded repeatedly (with a ChunkEvent.Load each time) and never trigger a ChunkEvent.Unload.
This is silent behavior, so there is nothing useful in logs.
It is more likely to be triggered by logic that looks at blocks near edges of the loaded world (e.g, an Entity AI task that looks at nearby blocks when an entity is at the edge of the loaded world).
It seems that the chunk should be cached for a short while, or at least for the remainder of the frame.
The text was updated successfully, but these errors were encountered: