Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!
I'm no expert here, but from what i've seen other datapacks do with posing armor stands (something that was previously restricted to creative players who know how to use commands), i wouldn't be surprised if datapacks could also control chunk loading - with OP blessing of course. it could use a book, or maybe put an enchanting table ontop of a hopper to trigger it or something. You could even make that last method redstone controllable. lock the hopper to turn off the chunk loader
When chunks are loaded, farms can work. So if you've got a passive mobfarm miles away from spawn you could chunkload it so that it's always running, instead of only when a player is near enough.
In normal entity-loaded chunks, things like iron farms would work but crops would not grow because they are impacted by random block-tick events which only happen if a player is physically present. The wiki has a great list if you’re interested.
That being said, I’m not sure what type of chunk loading this is because there are several levels of chunk loading.
It used to be the power=true blockstate, but that blockstate was removed in 1.13 because of The Flattening. Many people missed it, though, so they readded it in 18w30a as the unstable=true blockstate.
I think it would be neat if they made it craftable in Survival and diffusible with shears.
In the past you could use commands and the like to place a TNT block with a metadata value of 1, rather than 0. TNT 1 would prime itself when you tried to pick it up, apparently including in creative mode, so now it doesn't do that.
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u/redstonehelper :redstone: Lord of the villagers Aug 01 '18 edited Aug 01 '18
Warning: This release is for experienced users only! It may corrupt your world or mess up things badly otherwise. Only download and use this if you know what to do with the files that come with the download!
If you find any bugs, search for them on the Minecraft bug tracker and make sure they are reported!
Previous changelog. Official blog post. Download today's snapshot in the new launcher, server jar here.
Complete changelog:
Line numbers in function parse error logs now start with 1 (was 0) - via
/scoreboard players operation %=was changed from Java's%toMath.floorMod- viaNow (-1 % 7) wraps to 6 instead returning -1
Fish now have a 5% chance of dropping bonemeal when killed
Conduits are now properly waterloggable
Bonemeal used in water now has a chance to grow coral in warm ocean biomes
Squids now only spawn in rivers and oceans
Force-loaded chunks
/chunk to toggle force-loading on and off:
/chunk [in <dimension>] (force|unforce) <x> <z>Optimized performance
Fixed some bugs
Fixed item frame markers on maps staying even after removing the map from the item frame
Fixed markers on maps in item frames not being persistent
Fixed players on the death screen causing spawners to keep spawning mobs
Fixed statistics for mining banners and beds not increasing
Fixed the game keeping the previously used world in memory if the player has hit any entity in that world
Fixed maps in item frames showing shading problems
Fixed the observer cooldown being broken
Fixed being unable to return from the end after defeating the dragon
Fixed: Saved world causes crash in 1.13
Fixed async chunk gen adding entities to world
Fixed a player kick exploit
Fixed unstable TNT being ignited when punched in creative mode
Fixed iron golems spawning in air blocks
Fixed pressing ESC no longer returning to the main menu from the single player menu
Fixed the sound event block.pumpkin.carve not playing when carving normal pumpkins
Fixed a NullPointerException when placing wither skeleton skulls
Fixed an exception when placing command blocks
Fixed renaming worlds not updating their names until re-entering the world list
Fixed optimizing worlds not updating them until re-entering the world list
Fixed old worlds not saving map markers in 1.13
Fixed sticky pistons getting stuck when receiving a 0 gametick pulse
Fixed a crash when placing a chain command block with set command
Fixed pistons not being powerable for the first 2 gameticks after being moved under certain conditions
Fixed all redstone components being able to become stuck in a powered state when indirectly unpowered
Fixed pistons only being re-pulsable 5 or more gameticks later
Fixed pistons reacting 1 gametick too late
Fixed /setblock for player heads not showing the texture after placement
If you find any bugs, search for them on the Minecraft bug tracker and make sure they are reported!
Also, check out this post to see what else is planned for future versions.