At some point in the development of 1.14, chunk loading was limited to around players (and spawn). This causes many issues on the border of the loaded chunks. One of the worst examples I've tested so far is redstone:
[media]But there are surely many other mechanics that break at the end of loaded chunks. I don't currently have a list of them.
Which mechanics should load chunks, which shouldn't and which can work without fully loading the chunk is a matter of discussion. Examples:
a mob pathfinding into a new chunk
an entity moving into a new chunk
structure blocks loading in structures
pistons pushing blocks into new chunks
executing commands at faraway locations
big explosions (they already work fine across the border of loaded chunks, without actually really loading the faraway chunks)
hoppers transferring items into a new chunk
…
New report for changed behaviour: MC-151049 (That doesn't mean that this one is fixed.)
Here is a video demonstrating the issue (or MC-151049, it's a bit hard to distinguish what the actual root cause is): https://drive.google.com/file/d/1HU4DsxURtYeS81oj1ecxYRhfoHBN-lq9
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Another issue with this chunk loading (or not loading) behaviour:
I created this setup and powered the pistons:
Then I unpowered the pistons again, resulting in a display of what was previously powered:
[media]At some point the pistons do not get powered anymore (might be intended, but probably not) and for some reason they get a single tick pulse when I fly over to them, triggering MC-5726 (which should be reopened BTW). This can also be seen without using bugs by looking at the repeater clock: It pulses instead of being permanently on.
[media]The distance to the beginning is much further than the 2 chunks render distance I used for this test, about 10 or 11 chunks:
[media]I see it in 1.16.1 too.
I think if chunk unload in wrong time, it get stuck in ether on or off. Restart server and it almost get the fixed (not always).
At least the redstone example definitely does not happen in 1.13.2. I made a circuit that checks in every chunk whether the redstone line was ever active, then turned the lever on and off again before walking forwards. Even 7 chunks away from the lever the redstone was active (with render distance 2).