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Unloaded Activity

Unloaded Activity

by Moono • Downloads: 0 • Followers: 0
Description
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Versions

Available on GitHub

What does this mod do?

In Minecraft, when you go far away from chunks, they'll stop being simulated. Later when you return, stuff like crops will not have grown at all, baby animals will still be babies, and the items you were cooking will still be cooking.

This mod changes that by simulating blocks and entities once they get within simulation distance to catch up after being unloaded for a period of time. It'll be as if they've always been simulated!

This also works when you're skipping the night. Instead of waiting for your iron to cook, or for your crops to grow, you can skip the night to speed up the process!

How exactly does it work?

Every time a chunk, entity, or block entity gets ticked, it will save the current time, and also check how long it's been since it was last ticked. If the difference is large enough, my mod will start simulating it to make it catch up.

But wont that lag the game if it has to simulate all that missed time?

Not if you're smart! Instead of repeatedly running the tick function for every tick that was missed, Unloaded Activity will instead directly calculate the state of the block given the amount of ticks missed. So if a block missed 24000 ticks (1 Minecraft day), instead of trying to tick it 24000 times, it will do a little bit of math and be done.

This is way faster, but comes at the cost of needing to re-implement the tick logic in this new way. This is why some modded crops may grow incorrectly, or not at all. If you find a modded block that simulates incorrectly, you can blacklist that block from the mod, but also please create a bug report!

What about random/precipitation ticks?

Blocks with random/precipitation ticks have randomness to them. To simulate these blocks, the mod will sample a random number from a binomial distribution and then use that to update the state of the block. However, sometimes the probability of success changes. Then we need to sample random numbers from a negative binomial distribution to simulate the duration of each success.

Unsupported blocks and entities

Not everything in vanilla Minecraft is supported. Here's which ones are unsupported and the reason for it:

  • Every redstone related block\ Redstone logic is too complicated for me, and even if I were to try to support it, I would most likely break a lot of existing redstone contraptions.

  • Brewing stands\ Brewing stands only has 1 ingredient slot. Because of this, Unloaded Activity would only be able to simulate 1 ingredient before having to stop, and I think brewing stands are quick enough to not need to be supported. Unless you immediately fly away with an elytra or sleep after turning on a brewing stand, you wouldn't really notice the lack of support.

  • Campfires\ Same reason as brewing stands.

  • Dropped items despawning\ I feel like this would ruin the game. If you die far away from your base you'd have no way of retrieving your items, even if you knew exactly where they were.

  • Beehives\ This block is unlike any other blocks that's supported, since this block requires entities (bees) to do their own stuff to work. I also haven't looked into it too much yet, so it might get supported in the future.

  • Sniffer egg\ Sniffer eggs makes use of scheduled ticks to hatch. Because of how scheduled ticks work, it would be hard to accurately replicate its behavior. It would be easier for me to add a setting to make Sniffer eggs work with random ticks instead of scheduled ticks, and then support it that way.

  • Dried ghast\ Same reason as sniffer eggs.

For any other blocks or entities that aren't supported and that aren't listed here, I've simply just forgotten about. So please let me know if I've forgotten anything!

Supported mods

Farmer's Delight

Every crop in Farmer's Delight is supported, but ONLY the crops. Anything else in the mod will not be simulated by Unloaded Activity.

Farmer's Delight Refabricated should work as well since they only do minor changes to make it work for Fabric. However, [Deprecated] Farmer's Delight [Fabric] is not compatible with Unloaded Activity and will crash upon joining a world.

Supplementaries

Only the flax is supported in Supplementaries. Anything else in the mod is unsupported and will not be simulated by Unloaded Activity.

No Man's Land

Supports the tap, budding quartzite, and fruit leaves from No Man's Land. This support is only preset on the 1.21.1 version on Unloaded Activity. If No Man's Land decides to update to a newer Minecraft version, or if there's an unofficial port to a newer version, Unloaded Activity will not simulate its things.

Immersive Engineering

Only the hemp is supported in Immersive Engineering. Anything else in the mod is unsupported and will not be simulated by Unloaded Activity.

Biomes O' Plenty

Only the high grass is supported in Biomes O' Plenty. Anything else in the mod is unsupported and will not be simulated by Unloaded Activity.

Neapolitan

Every crop in Neapolitan is fully supported, except for one. For the vanilla vine, Unloaded Activity only supports it growing upwards and downwards. It does not simulate the vanilla vine growing sideways.

Inspiration

I got this idea from a video by DigiDigger where he talks about how Terraria handles all of its tiles. Even though the video isn't really accurate to how Terraria actually works, he did bring up an optimization which I feel like could be implemented in Minecraft. The timestamp where he talks about this optimization is at 5:11.

Feedback / Suggestions

If you got any feedback or suggestions for this mod, feel free to join my discord server!

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
26.3
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Forge Neoforge Quilt
2d ago 1
1.19.2
Fabric Forge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Forge Neoforge Quilt
2d ago 1
1.19.4
Fabric Forge Quilt
2d ago 1
1.19.2
Fabric Forge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
26.2
Fabric Neoforge Quilt
2d ago 1
26.1.x
Fabric Neoforge Quilt
2d ago 1
1.21.11
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.5
Fabric Neoforge Quilt
2d ago 1
1.21.4
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.2
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Forge Neoforge Quilt
2d ago 1
1.19.4
Fabric Forge Quilt
2d ago 1
1.19.2
Fabric Forge Quilt
2d ago 1
26.2
Fabric Neoforge Quilt
2d ago 1
26.1.x
Fabric Neoforge Quilt
2d ago 1
26.1.x
Fabric Neoforge Quilt
2d ago 1
1.21.11
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.5
Fabric Neoforge Quilt
2d ago 1
1.21.4
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.5
Fabric Neoforge Quilt
2d ago 1
1.21.4
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.4
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21.x
Fabric Neoforge Quilt
2d ago 1
1.21
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.2
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Forge Neoforge Quilt
2d ago 1
1.19.4
Fabric Forge Quilt
2d ago 1
1.19.2
Fabric Forge Quilt
2d ago 1
1.21
Fabric Neoforge Quilt
2d ago 1
1.21
Fabric Neoforge Quilt
2d ago 1
1.21
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Neoforge Quilt
2d ago 1
1.20.2
Fabric Neoforge Quilt
2d ago 1
1.20.x
Fabric Forge Neoforge Quilt
2d ago 1
1.19.4
Fabric Forge Quilt
2d ago 1
1.19.2
Fabric Forge Quilt
2d ago 1
1.20.x
Fabric Quilt
2d ago 1
1.20.2
Fabric Quilt
2d ago 1
1.20.x
Fabric Quilt
2d ago 1
1.19.4
Fabric Quilt
2d ago 1
1.19.2
Fabric Quilt
2d ago 1
1.20.4
Fabric
2d ago 1
1.20.2
Fabric
2d ago 1
1.20.x
Fabric
2d ago 1
1.19.4
Fabric
2d ago 1
1.19.3
Fabric Quilt
2d ago 1
1.19.2
Fabric
2d ago 1
1.20.4
Fabric Quilt
2d ago 1
1.20.2
Fabric Quilt
2d ago 1
1.20.2
Fabric Quilt
2d ago 1
1.20.x
Fabric Quilt
2d ago 1
1.19.4
Fabric Quilt
2d ago 1
1.19.3
Fabric Quilt
2d ago 1
1.19.2
Fabric Quilt
2d ago 1
1.20.x
Fabric
2d ago 1
1.20.1
Fabric
2d ago 1
1.20
Fabric
2d ago 1
1.19.4
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
1.19.2
Fabric
2d ago 1
1.20.1
Fabric
2d ago 1
1.20
Fabric
2d ago 1
1.20
Fabric
2d ago 1
1.19.4
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
1.19.2
Fabric
2d ago 1
1.19.4
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
1.19.2
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
1.19.3
Fabric
2d ago 1
  • Support for 26.3
  • Support Neapolitan crops
  • Fix crash with dripstone_fluid_lib (included in Create and other mods)
  • Fix crash with Vital Herbs (Simulations wont get applied to their crops)
  • Support for 26.3
  • Support Neapolitan crops
  • Fix crash with dripstone_fluid_lib (included in Create and other mods)
  • Fix crash with Vital Herbs (Simulations wont get applied to their crops)
  • Support for 26.3
  • Support Neapolitan crops
  • Fix crash with dripstone_fluid_lib (included in Create and other mods)
  • Fix crash with Vital Herbs (Simulations wont get applied to their crops)
  • Support for 26.3
  • Support Neapolitan crops
  • Fix crash with dripstone_fluid_lib (included in Create and other mods)
  • Fix crash with Vital Herbs (Simulations wont get applied to their crops)
Fixed a crash when playing on fabric and growing flax from Supplementaries
Fixed a crash when playing on fabric and growing flax from Supplementaries
Fixed a crash when playing on fabric and growing flax from Supplementaries
Fixed a crash when playing on fabric and growing flax from Supplementaries
Fix crash when using Jade and looking at a furnace.
Fix crash when using Jade and looking at a furnace.
(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

(Changes since v0.6.10)

## Additions:
  • Support for a few mods. See "Mod support" section of the changelog

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Added blacklistedBlocks config option\
This is to prevent certain blocks from being simulated. It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

  • Added "fallbackToOverworldTime" config option for mc 26.1 or greater\
If it will use the overworld time in any dimension that doesn't have its own clock. By default it's set to true. On versions below mc 26.1, it would already default to the overworld time.

  • Added "useSystemTime" config option\
If this is set to true, it will use the system time instead of the game time. As a side effect, it will now also simulate if you have the game paused, or if the server is closed, but skipping the night will no longer simulates things if this is turned on.

  • Added "unloadedSimulationSpeed" config option\
Changes the speed of which things are simulated. So if you wanted your crops to grow at a slower rate when unloaded, you could change "unloadedSimulationSpeed" to 0.5.

### Mod support
  • Support for all Farmers Delight crops\
Only the crops are supported. Anything else will not be simulated.

  • Support for Supplementaries flax

  • Support for No Man's Land\
Specifically, this mod adds proper simulations for the tap, budding quartzite, and fruit leaves.

  • Support for Immersive Engineering hemp

  • Fixed Biomes O' Plenty high grass growing way too high

## Changes:

  • Removed config menu\
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings\
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.\
Renamed:
maxChunkUpdates -> maxChunksIndexedPerTick\
maxKnownChunkUpdates -> maxChunkUpdatesPerTick\
enableRandomTicks -> enableSimulatingRandomTicks\
enablePrecipitationTicks -> enableSimulatingPrecipitationTicks\
enableBlockEntities -> enableSimulatingBlockEntities\
enableEntities -> enableSimulatingEntities\
updateFurnace -> simulateFurnaceSmelting\
ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing

## Technical changes & additions:

  • Added grouped simulations\
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:\
maxGroupUpdatesPerTick -> How many groups to simulate per tick.\
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.\
maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.\
maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.\
maxGroupTickIterations -> How many iterations group simulations can do per group.\
minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.\
groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.\
maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Made most things data-driven\
You now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand\
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity

  • Updated to 26.2.x
  • Rework the datapack stuff to (hopefully) make it more easier to add mod support in the future
  • Rename the package from lol.zanspace.unloadedactivity to dev.moono.unloadedactivity
Fixed a crash that would happen when cauldrons gets filled by dripstone.
## Additions:
  • Added grouped simulations
Ability for certain blocks to be simulated together instead of individually. This fixes stuff like ice being simulated incorrectly, where now it only forms the ice around the edges of the body of water and growing inwards.
This also comes with a few config options:

maxGroupUpdatesPerTick -> How many groups to simulate per tick.
groupTickDifferenceThreshold -> The time difference between now and its last tick needed to simulate a group.

maxGroupTickDeviationScale -> How different the time difference can be between chunks to be simulated together.

maxForcedChunkLoads -> If a group of blocks are reaching into unloaded chunks, this is how many chunks are allowed to be loaded.

maxGroupTickIterations -> How many iterations group simulations can do per group.

minGroupTickIterations -> Minimum amount of iterations to perform per group. This can improve simulation accuracy a little bit.

groupTickUpdateStrength -> How big the iteration steps should be. Smaller steps are more accurate but can reduce performance.

maxGroupTickSize -> How big (in blocks) a simulation group can be.

Grouped simulations are pretty performance intensive, so if there's lag, consider reducing maxGroupTickSize or maxGroupTickIterations using /unloadedactivity config or in config/unloadedactivity.json.

  • Support for dirt growing grass/mycelium

  • Support for nether warts growing

  • Support for sheep eating grass and growing wool

  • Support for the golden dandelion stopping ageing

  • Support for growing cactus flowers on cactuses

  • Optimized chunk indexing

  • Add blacklistedBlocks config option to prevent certain blocks from being simulated
It can be changed ingame using the /unloadedactivity config or in config/unloadedactivity.json.

## Changes:
  • Made most things data-driven
You can now use datapacks to change the simulation behavior of blocks, such as probabilities, conditions, what's being simulated, etc. The API is still not final though and will be changed for the full release of v0.7.0 along with the docs.

  • Index chunks over time instead of on demand
Previously when it was time for a chunk to be simulated, it would check if the chunk was indexed and had all the simulateable blocks positions saved. If not, it would loop through the whole chunk. But now, chunks gets indexed over time while they're loaded in the world.

  • Remove options menu
Because this mods functionality is entirely server-sided, it felt a bit weird to have a client-sided config menu. You can still change the options through /unloadedactivity config in game if you are in a single-player world.

  • Renamed config file from unloaded-activity.json to unloadedactivity.json

  • Renamed/removed a bunch of settings
Removed all settings related to enabling/disabling certain blocks. This is replaced by the blacklistedBlocks setting.

Renamed:

maxChunkUpdates -> maxChunksIndexedPerTick

maxKnownChunkUpdates -> maxChunkUpdatesPerTick

enableRandomTicks -> enableSimulatingRandomTicks

enablePrecipitationTicks -> enableSimulatingPrecipitationTicks

enableBlockEntities -> enableSimulatingBlockEntities

enableEntities -> enableSimulatingEntities

updateFurnace -> simulateFurnaceSmelting

ageEntities -> simulateEntitiesAgeing

  • Improved accuracy of copper oxidizing

  • Improved accuracy of water freezing
  • Support for 1.21.11
  • Support for 1.21.9-1.21.10 and all of the new copper blocks
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