Professional maps make use of the permanently-loaded chunks that surround the world spawn in order to condense command mechanisms into one area that will work no matter where the player is in the overworld. Ideally mechanisms should be organized within the spawn chunks rather than scattered in the playable area.
The world download provides a world with the spawn chunks marked and several gamerules and options set for improved performance. The schematic will only supply the marking.
There are many methods to locate your spawn chunks, though the surest way to find them is to simply die and respawn at the world spawn. Setting the "spawnRadius" gamerule to 0 will cause you to spawn directly at the world spawn coordinates:
/gamerule spawnRadius 0
If you have an individual spawnpoint set that is interfering with respawning, you can set your spawnpoint to an invalid location. For example, stand on top of solid ground and run the following command before dying:
/spawnpoint @p ~ ~-1 ~
Another method is to drop items on the ground, leave the area for over 5 minutes, and return. If the items despawned, they are in the spawn chunks. Do not go into the Nether or End while attempting this, as entities will not be sent update ticks while there are no players in the overworld.
The spawn chunks will always surround the default world spawn coordinates. The "/setworldspawn" command is able to change where this location is since it modifies the world spawn coordinates:
/setworldspawn 200 4 200
You may need to exit the world and re-enter before the spawn chunks move to their new location.
Size
The image above represents different sections of the spawn chunks, assuming the world spawn coordinates point to the center of a chunk. Each colored square is an entire chunk (16x16 blocks), while the white square in the middle represents the chunk that the world spawn coordinates reside within.
The RED area, 13x13 chunks, represents where entities will be processed. This is where, for example, items would despawn or where mobs would be affected by physics. Tile entities are also processed.
The BLUE area, 17x17 chunks, represents where tile entities are processed, such as command blocks. Regular entities are not processed.
The GREEN area, 25x25 chunks, represents extra chunks that are created though nothing will function within them. They are essentially not a part of spawn chunks.
Therefore, the maximum size is 17x17 chunks, while the maximum effective size (processing both entities and tile entities) is 13x13 chunks.
To obtain the maximum number of working spawn chunks, the world spawn coordinates should point to the center of a chunk. For example, in the image above, the bedrock represents where the world spawn is in relation to chunk boundaries.
Spawn chunks "unloading"
After 15 seconds of no players being in the overworld, entities and tile entities within the spawn chunks will no longer be sent update ticks. To clarify: the spawn chunks are still loaded.
This affects all entities. For example, items will no longer despawn and mobs will no longer be affected by physics.
But not all tile entities rely on update ticks to function. For example, a hopper will stop functioning because it needs an update tick to change its transfer cooldown, but a command block does not rely on such ticks and will continue functioning as though nothing happened.
The following is a list of tile entities that will continue functioning:
The 15-second timer is reset when any entity travels to or from the overworld. As such, you can toss an entity into a nether portal with commands every now and then before the 15-second timer expires. You should only do this if you need entities or tile entities to continue being ticked when no players are in the overworld. If your spawn chunks contain only command blocks, you do not need to do this.
Most people don't immediately get the difference between item entities and items in containers. It might be worth specifically mentioning that while item entities don't get processed in the blue section, "items" in containers (like hoppers) still get processed/moved/etc. (right?)
Most people don't immediately get the difference between item entities and items in containers. It might be worth specifically mentioning that while item entities don't get processed in the blue section, "items" in containers (like hoppers) still get processed/moved/etc. (right?)
Correct, and good idea; I've updated the OP to go into more depth about what is loaded in each section. Hopefully I haven't made it too confusing.
I have a question about this that hopefully someone can answer.
From what I understand the command /setworldspawn moves the perma-loaded chunk too right?
So technically if I have my spawn chunk initially set to x=1000/z=1000, I myself is standing on x=2000/z=2000 and do the command /setworldspawn 3000 4 3000 followed by a setblock to those coordinates it should spawn a block right?
Although it does not.
I've found that when I do /setworldspawn for a chunk that is not loaded i.e. 3000 4 3000 while standing in 2000 4 2000 it does not work. However if I run the command while standing in the chunk it effects, (3000 4 3000) it does. What also seems wierd is that I can create multiple loaded chunks using this method. If I stand in 1000 4 1000 while doing /setworldspawn, go to 3000 4 3000 do the same command then go back to 2000 4 2000 I can summon blocks at both 1000 and 3000 just fine, until I log out that is.
Sorry for going on a tangent and writing a lot. What I am actually after is a way me to be standing in point A (2000/2000) have a spawnchunk in point B (1000/1000) and then summon a block at point C (3000/3000) without having to teleport there myself and running the command at setting the world spawn.
I can confirm that this is a bug, present in both singleplayer and multiplayer. I've found a bug report on the tracker, so unfortunately we'll have to wait for this to be fixed: https://bugs.mojang.com/browse/MC-42270
The OP has been rewritten due to changes to the spawn chunks in 1.7. New download links have been provided, as well as an updated video.
Oh, this is useful, and very nice documentation.
Do you still have a copy of the 164 rules / how they differ from the 17 rules? I need to fix our current 164 server world so that the permaloaded chunks are not around our base (there is no "great" place near the base to put spawn, and the "good" places ... well, perma-loading would cause issues with any machine not 100% perfectly automated, and besides, I don't want our base to be "Active" when no one is playing.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Do you still have a copy of the 164 rules / how they differ from the 17 rules? I need to fix our current 164 server world so that the permaloaded chunks are not around our base (there is no "great" place near the base to put spawn, and the "good" places ... well, perma-loading would cause issues with any machine not 100% perfectly automated, and besides, I don't want our base to be "Active" when no one is playing.)
I'm unsure how accurate this is for 1.6.4, since testing for entity chunks isn't as precise as it is now, but should be what you're looking for:
The light colored chunks are the redstone-loaded chunks (12x12), and the dark are the entity-loaded (16x16). The black square is the center of the spawn chunks; note that it is offset in the north-west direction, thus there are fewer spawn chunks available to the north and west than there are to the south and east.
Just in the interest of making the thread as professional as possible, there is a very minor grammar error (don't mean to be picky. Thought you would like to know)
Replace the word: "laying" with the word, "lying"
In the sentence: "The items laying freely on the ground."
I'm not trying to be picky or rude. It's a fantastic post! Im just trying to help out!
Rollback Post to RevisionRollBack
Check out innovative redstone and command block concepts with The Redstone Scientist!
Just in the interest of making the thread as professional as possible, there is a very minor grammar error (don't mean to be picky. Thought you would like to know)
Replace the word: "laying" with the word, "lying"
In the sentence: "The items laying freely on the ground."
I'm not trying to be picky or rude. It's a fantastic post! Im just trying to help out!
haii, i have a question about the setworldspawn command
in a map im working on, it utalises the compass, i set the world spawn to custom islands, making the player have to sail to the islands following the direction of the compass
what iv done, is made the player press a button, the world spawn changes to where they must go, then 4 ticks afterwards a command block will delete a bunch of barriers on the island the player needs to get to. in theory, it should work. the setworldspawn is close to the barriers, so when i delete them from affar, they should dissapear in theory,
however, they do not.
is there a reason for this? and how can i get it to work?
(i think its something to do with actually MOVING the world spawn multiple times)
oh yea, btw the islands are about 400 - 500 blocks apart, so the worldspawn is set quite far away.
haii, i have a question about the setworldspawn command
in a map im working on, it utalises the compass, i set the world spawn to custom islands, making the player have to sail to the islands following the direction of the compass
what iv done, is made the player press a button, the world spawn changes to where they must go, then 4 ticks afterwards a command block will delete a bunch of barriers on the island the player needs to get to. in theory, it should work. the setworldspawn is close to the barriers, so when i delete them from affar, they should dissapear in theory,
however, they do not.
is there a reason for this? and how can i get it to work?
(i think its something to do with actually MOVING the world spawn multiple times)
oh yea, btw the islands are about 400 - 500 blocks apart, so the worldspawn is set quite far away.
It's due to a couple things. When you move the world spawn, the spawn chunks move with it. Any mechanisms you had in the original spawn chunks are unloaded, thus won't work. If you have mechanisms at the new world spawn location that fulfills the barrier removal instead, then you'll run into the problem with this bug: https://bugs.mojang.com/browse/MC-42270
Essentially when the world spawn is moved, the spawn chunks are completely missing until the world is reloaded or the chunks at the new location is manually loaded.
In terms of overcoming your issue, the /spreadplayers command can force chunks to become loaded temporarily, which is how players are spread without dumping them into lava or such. You can use this command on a custom entity to teleport an anchor mob to your island and then remove the barrier, all without having to move the spawn chunks.
An example, summoning the anchor mob within entity-loading spawn chunks:
And using the /spreadplayers command to move it into the same chunk the barrier is at (note that only this single chunk will be loaded) (the mob will be spawned at X/Z1000, at the highest Y, though it won't matter since the whole chunk is loaded):
You'll then run all of your commands that removes the barrier, and follow up by removing the squid (which will need to be done ASAP before the chunk unloads due to a lack of a player loading it):
/tp @e[type=Squid,name=ANCHOR] ~ -64 ~
But unfortunately this won't help with pointing the compass. It doesn't appear that you'll be able to do this without some horribly complex system that teleports all the working mechanisms into the same chunk the player is in at all times.
EDIT:
Just a bit more info: when the anchor entity is moved to the new location while the spawn chunks are also new as that location, the central chunk will then be loaded. Surprisingly you can use the /setblock command at the edge of the chunk to push what's loaded further and further, but only one block at a time.
You can also use the /clone command (but not /fill) at this edge to greatly expand the loaded chunks; enough so that mechanisms within the chunk are loaded, and you can set the world spawn back to its original location using the anchor method, and then /cloning large areas to reload your mechanisms. The cloning mechanisms would have to be stored within the target location for new spawn chunks. Obviously this gets fairly complex, and I'm not sure how stable this would end up in the long run.
thanks a tonne! thankfully this map im making doesnt have clocks, i want it to be simple, basic, old school, but at the same time, complex. i think i understand enough to make it work.
um hi again, i was wondering. There are no redsone mechanisms that need to load, all i need to do is delete a bunch of stuff in a small ish area
so, im wondering, would it still work if i just set the world spawn, summoned a bunch of mobs, deleted the barriers, then killed the mobs?
OMG IT WORKS! WOW! i didnt think it would!!!
just summoning a buttload of mobs around, modifying the area, then teleporting them 100 blocks underground, works well
thanks a lot for the help! i couldnt do half the things i do without you ^-^
So the chunk my spawnpoint is in, is the center of the 25x25 spawn chunks?
The default world spawn, yes. Individual spawnpoints (such as beds or the /spawnpoint command) are unrelated to spawn chunks, and don't load any chunks themselves. Since the world spawning area can overlap several chunks, you can use a compass to find the exact center of the spawning area, and the chunk that point is in will be the central chunk.
The BLUE glass represents the respawning area in multiplayer, restricted to a 10x10-block area.
Multiplayer world spawn size is actually governed by the spawn protection setting in server.properties. With a value of 0, the size is 10x10. Higher values increase the size.
It may be worth noting in OP that a server set to gamemode 2, in server.properties, will spawn players at the exact postion of world spawn, including the y value.
Multiplayer world spawn size is actually governed by the spawn protection setting in server.properties. With a value of 0, the size is 10x10. Higher values increase the size.
It may be worth noting in OP that a server set to gamemode 2, in server.properties, will spawn players at the exact postion of world spawn, including the y value.
This is only true if /setworldspawn is set to the center of a chunk. If set to an edge, the area is 24x24.
I had no idea that spawn protection determined that! Never thought to look there; I always kept it at 0 and never bothered with it. And while I did know about the adventure mode tidbit, I have to say I'm surprised at myself for not having added it to the OP. I've gone ahead and made the changes.
1. Description
2. Download
3. Explanation
Description
Professional maps make use of the permanently-loaded chunks that surround the world spawn in order to condense command mechanisms into one area that will work no matter where the player is in the overworld. Ideally mechanisms should be organized within the spawn chunks rather than scattered in the playable area.
The world download provides a world with the spawn chunks marked and several gamerules and options set for improved performance. The schematic will only supply the marking.
Download
1. World download
2. MCEedit Schematic
Explanation
Finding & moving spawn chunks
There are many methods to locate your spawn chunks, though the surest way to find them is to simply die and respawn at the world spawn. Setting the "spawnRadius" gamerule to 0 will cause you to spawn directly at the world spawn coordinates:
If you have an individual spawnpoint set that is interfering with respawning, you can set your spawnpoint to an invalid location. For example, stand on top of solid ground and run the following command before dying:
Another method is to drop items on the ground, leave the area for over 5 minutes, and return. If the items despawned, they are in the spawn chunks. Do not go into the Nether or End while attempting this, as entities will not be sent update ticks while there are no players in the overworld.
The spawn chunks will always surround the default world spawn coordinates. The "/setworldspawn" command is able to change where this location is since it modifies the world spawn coordinates:
You may need to exit the world and re-enter before the spawn chunks move to their new location.
Size
The image above represents different sections of the spawn chunks, assuming the world spawn coordinates point to the center of a chunk. Each colored square is an entire chunk (16x16 blocks), while the white square in the middle represents the chunk that the world spawn coordinates reside within.
The RED area, 13x13 chunks, represents where entities will be processed. This is where, for example, items would despawn or where mobs would be affected by physics. Tile entities are also processed.
The BLUE area, 17x17 chunks, represents where tile entities are processed, such as command blocks. Regular entities are not processed.
The GREEN area, 25x25 chunks, represents extra chunks that are created though nothing will function within them. They are essentially not a part of spawn chunks.
Therefore, the maximum size is 17x17 chunks, while the maximum effective size (processing both entities and tile entities) is 13x13 chunks.
To obtain the maximum number of working spawn chunks, the world spawn coordinates should point to the center of a chunk. For example, in the image above, the bedrock represents where the world spawn is in relation to chunk boundaries.
Spawn chunks "unloading"
After 15 seconds of no players being in the overworld, entities and tile entities within the spawn chunks will no longer be sent update ticks. To clarify: the spawn chunks are still loaded.
This affects all entities. For example, items will no longer despawn and mobs will no longer be affected by physics.
But not all tile entities rely on update ticks to function. For example, a hopper will stop functioning because it needs an update tick to change its transfer cooldown, but a command block does not rely on such ticks and will continue functioning as though nothing happened.
The following is a list of tile entities that will continue functioning:
1. Dispensers
2. Droppers
3. Comparators
4. Banners
5. Structure blocks
6. Signs
7. Noteblocks
8. Flower pots
9. End portals
10. Command blocks
11. Jukeboxes
The following tile entities will stop functioning:
1. Chests
2. Daylight detectors
3. Furnaces
4. End gateways
5. Ender chests
6. Enchantment tables
7. Mob spawners
8. Hoppers
9. Skulls
10. Pistons
11. Brewing stands
12. Beacons
The 15-second timer is reset when any entity travels to or from the overworld. As such, you can toss an entity into a nether portal with commands every now and then before the 15-second timer expires. You should only do this if you need entities or tile entities to continue being ticked when no players are in the overworld. If your spawn chunks contain only command blocks, you do not need to do this.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
The thread has been rewritten to include more accurate information.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Correct, and good idea; I've updated the OP to go into more depth about what is loaded in each section. Hopefully I haven't made it too confusing.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
I can confirm that this is a bug, present in both singleplayer and multiplayer. I've found a bug report on the tracker, so unfortunately we'll have to wait for this to be fixed: https://bugs.mojang.com/browse/MC-42270
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Oh, this is useful, and very nice documentation.
Do you still have a copy of the 164 rules / how they differ from the 17 rules? I need to fix our current 164 server world so that the permaloaded chunks are not around our base (there is no "great" place near the base to put spawn, and the "good" places ... well, perma-loading would cause issues with any machine not 100% perfectly automated, and besides, I don't want our base to be "Active" when no one is playing.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm unsure how accurate this is for 1.6.4, since testing for entity chunks isn't as precise as it is now, but should be what you're looking for:
The light colored chunks are the redstone-loaded chunks (12x12), and the dark are the entity-loaded (16x16). The black square is the center of the spawn chunks; note that it is offset in the north-west direction, thus there are fewer spawn chunks available to the north and west than there are to the south and east.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Very useful!
Just in the interest of making the thread as professional as possible, there is a very minor grammar error (don't mean to be picky. Thought you would like to know)
Replace the word: "laying" with the word, "lying"
In the sentence: "The items laying freely on the ground."
I'm not trying to be picky or rude. It's a fantastic post! Im just trying to help out!
Check out innovative redstone and command block concepts with The Redstone Scientist!
Fixed, thank you!
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Link Removed
Link Removed
in a map im working on, it utalises the compass, i set the world spawn to custom islands, making the player have to sail to the islands following the direction of the compass
what iv done, is made the player press a button, the world spawn changes to where they must go, then 4 ticks afterwards a command block will delete a bunch of barriers on the island the player needs to get to. in theory, it should work. the setworldspawn is close to the barriers, so when i delete them from affar, they should dissapear in theory,
however, they do not.
is there a reason for this? and how can i get it to work?
(i think its something to do with actually MOVING the world spawn multiple times)
oh yea, btw the islands are about 400 - 500 blocks apart, so the worldspawn is set quite far away.
It's due to a couple things. When you move the world spawn, the spawn chunks move with it. Any mechanisms you had in the original spawn chunks are unloaded, thus won't work. If you have mechanisms at the new world spawn location that fulfills the barrier removal instead, then you'll run into the problem with this bug: https://bugs.mojang.com/browse/MC-42270
Essentially when the world spawn is moved, the spawn chunks are completely missing until the world is reloaded or the chunks at the new location is manually loaded.
In terms of overcoming your issue, the /spreadplayers command can force chunks to become loaded temporarily, which is how players are spread without dumping them into lava or such. You can use this command on a custom entity to teleport an anchor mob to your island and then remove the barrier, all without having to move the spawn chunks.
An example, summoning the anchor mob within entity-loading spawn chunks:
And using the /spreadplayers command to move it into the same chunk the barrier is at (note that only this single chunk will be loaded) (the mob will be spawned at X/Z1000, at the highest Y, though it won't matter since the whole chunk is loaded):
You'll then run all of your commands that removes the barrier, and follow up by removing the squid (which will need to be done ASAP before the chunk unloads due to a lack of a player loading it):
But unfortunately this won't help with pointing the compass. It doesn't appear that you'll be able to do this without some horribly complex system that teleports all the working mechanisms into the same chunk the player is in at all times.
EDIT:
Just a bit more info: when the anchor entity is moved to the new location while the spawn chunks are also new as that location, the central chunk will then be loaded. Surprisingly you can use the /setblock command at the edge of the chunk to push what's loaded further and further, but only one block at a time.
You can also use the /clone command (but not /fill) at this edge to greatly expand the loaded chunks; enough so that mechanisms within the chunk are loaded, and you can set the world spawn back to its original location using the anchor method, and then /cloning large areas to reload your mechanisms. The cloning mechanisms would have to be stored within the target location for new spawn chunks. Obviously this gets fairly complex, and I'm not sure how stable this would end up in the long run.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
My Minecraft Maps: coldfusionmaps.com
thanks ^-^
so, im wondering, would it still work if i just set the world spawn, summoned a bunch of mobs, deleted the barriers, then killed the mobs?
OMG IT WORKS! WOW! i didnt think it would!!!
just summoning a buttload of mobs around, modifying the area, then teleporting them 100 blocks underground, works well
thanks a lot for the help! i couldnt do half the things i do without you ^-^
The default world spawn, yes. Individual spawnpoints (such as beds or the /spawnpoint command) are unrelated to spawn chunks, and don't load any chunks themselves. Since the world spawning area can overlap several chunks, you can use a compass to find the exact center of the spawning area, and the chunk that point is in will be the central chunk.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/
Multiplayer world spawn size is actually governed by the spawn protection setting in server.properties. With a value of 0, the size is 10x10. Higher values increase the size.
It may be worth noting in OP that a server set to gamemode 2, in server.properties, will spawn players at the exact postion of world spawn, including the y value.
This is only true if /setworldspawn is set to the center of a chunk. If set to an edge, the area is 24x24.
I had no idea that spawn protection determined that! Never thought to look there; I always kept it at 0 and never bothered with it. And while I did know about the adventure mode tidbit, I have to say I'm surprised at myself for not having added it to the OP. I've gone ahead and made the changes.
Minecraft-things: http://skylinerw.com
More Minecraft-things: https://sourceblock.net
Guides for command-related features (eventually moving to Source Block): https://github.com/skylinerw/guides
I primarily hang out in the /r/MinecraftCommands discord, where there's a lot of people that help with commands: https://discord.gg/QAFXFtZ
Their corresponding subreddit: https://www.reddit.com/r/MinecraftCommands/