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Sable: Everything Everywhere All at Once (Aeronautics Addon)
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Loads every Sable Sub-level everywhere all at once!
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Runs entirely on the server. Also works in singleplayer.
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Sable: Everything Everywhere All at Once
Sable: EEAAO is a lightweight modification to Sable's sub-level loading system, intending to simplify forceloading sub-levels. It's designed to be used with a further render distance mod like Distant Horizons or voxy, and SSRD
Without the mod, Sable only keeps sub-levels loaded while the chunks around it are loaded, and when the chunks are un-loaded, the sub-levels get frozen and stored on disk.
EEAAO does two things differently;
1. It keeps all sub-levels loaded. This could be your airship, a car, or even the single block you first made with a handle on it. It loads all of them, always.
2. When installed, any existing sub-levels will be "woken", and un-frozen. This includes ones in parts of the world no player has ever visited.
Configuration
You can toggle the mod on or off with /gamerule forceloadAllSublevels true/false (Default: true)
The command will take a few seconds to finish depending on world size, as it reads through Sable's saved sub-level data on disk to find every sub-level in the world. The average seems to be about 5-10 seconds.
Setting the gamerule to false will put any sub-levels in chunks that aren't being loaded by anything but themselves back to sleep.
Important
Now you may be thinking, "hey, wouldn't that be bad for performance?" Yes, but only if you have many complicated sub-levels scattered around your world, or just a ton of them everywhere. This mod assumes you have a very beefy computer or server, and even then I would recommend keeping the sub-level count to a minimum to preserve performance.
Technical details
EEAAO uses only Sable's public API with no mixins so it should keep working across Sable updates.
The mod gives every sub-level a persistent loading ticket on creation, and also scans Sable's own region storage (<dimension>/sublevels/) to locate sub-levels that aren't being loaded (including ones that have never been loaded), and force-loading their chunks so Sable wakes them through its normal path. That scan is throttled across ticks rather than done all at once, which is why it takes a few seconds instead of entirely freezing the server. You're welcome
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