Fixed a crash that would happen when cauldrons gets filled by dripstone.
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.
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