Why not have a global tick counter (which eventually overflows and stores the number of overflows it's had) and have the entities compare to that? kind of like a virtual Date data type, Compare that asyncronously as the player walks around the chunk, limiting only to a certain number of simulations of "keeping up" per frame to keep it from lagging the game. Note: as far as I'm concerned, the issue happens in pocket edition and PC too.
Why not have a global tick counter (which eventually overflows and stores the number of overflows it's had) and have the entities compare to that? kind of like a virtual Date data type,
Compare that asyncronously as the player walks around the chunk, limiting only to a certain number of simulations of "keeping up" per frame to keep it from lagging the game.
Note: as far as I'm concerned, the issue happens in pocket edition and PC too.