Description: Upon attempting a ballistic missile in Aeronautics with the Propulsion mod, I encountered an issue where new chunks were not being generated by the powerloader on a Sable sublevel.
While initial troubleshooting went around Andesite/Brass powerloaders, I loaded up a superflat world and created two Sable sublevels, both with Brass powerloaders. One had a sticky honey block as its fuselage to increase friction to surface. One had ice as its fuselage, removing friction and allowing greater speeds.
All three had a command block adding counts at 3 second intervals to a scoreboard to see if the structure was loaded or put in storage.
Render distance was set to 12 while simulation distance was set to 15.
The expected behavior is for both sublevels to load their chunks no matter their velocity. They were expected to continue moving until encountering some obstruction, while the command blocks were expected to continue outputting to a scoreboard every three seconds.
Upon testing, the ice sublevel went much faster than the honey sublevel, and upon reaching about 297 blocks out (around the simulation distance) it was placed into Sable's storage. This was a consistent result, so long as the vessel was moving in one direction fast enough. However, the honey sublevel kept on moving forwards until 3000 blocks, when it rammed into a tree. The command block on the ice sublevel froze once put into storage, while the honey sublevel's command block kept ticking. It would move until encountering some other obstruction that prevents further movement..
The recording of the video failed to upload, but I have it saved. Maybe the filesize is too large.
Many additional mods were active during this test, and I may run it again with just Aero, Sable, and Powerloader to prevent other mods from interfering.
Environment: Minecraft 1.21.1 Neoforge 21.1.230. Create Power Loader version 2.0.5-mc1.21.1. Sable Version 1.2.2.
Description: Upon attempting a ballistic missile in Aeronautics with the Propulsion mod, I encountered an issue where new chunks were not being generated by the powerloader on a Sable sublevel.
While initial troubleshooting went around Andesite/Brass powerloaders, I loaded up a superflat world and created two Sable sublevels, both with Brass powerloaders. One had a sticky honey block as its fuselage to increase friction to surface. One had ice as its fuselage, removing friction and allowing greater speeds.
All three had a command block adding counts at 3 second intervals to a scoreboard to see if the structure was loaded or put in storage.
Render distance was set to 12 while simulation distance was set to 15.
The expected behavior is for both sublevels to load their chunks no matter their velocity. They were expected to continue moving until encountering some obstruction, while the command blocks were expected to continue outputting to a scoreboard every three seconds.
Upon testing, the ice sublevel went much faster than the honey sublevel, and upon reaching about 297 blocks out (around the simulation distance) it was placed into Sable's storage. This was a consistent result, so long as the vessel was moving in one direction fast enough. However, the honey sublevel kept on moving forwards until 3000 blocks, when it rammed into a tree. The command block on the ice sublevel froze once put into storage, while the honey sublevel's command block kept ticking. It would move until encountering some other obstruction that prevents further movement..
The recording of the video failed to upload, but I have it saved. Maybe the filesize is too large.
Many additional mods were active during this test, and I may run it again with just Aero, Sable, and Powerloader to prevent other mods from interfering.
Environment: Minecraft 1.21.1 Neoforge 21.1.230. Create Power Loader version 2.0.5-mc1.21.1. Sable Version 1.2.2.