/forceload

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For the Bedrock Edition equivalent, see Commands/tickingarea.
This feature is exclusive to Java Edition.
 
/forceload
Permission level
required

2

Restrictions

None

Force chunks to load constantly or not, or lists/queries forceloaded chunks.

Usage

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See also: Chunk

Forced chunks get load ticket with load level of 31, the same level as the ticket caused by a player, which means that the said chunks process all aspects of the game, while adjacent chunks get activated by the load level's spreading. But since it increases its load level per chunk when spreading, adjacent chunks don't process every aspect of the game as well.

As of version 1.21.5, crops do grow in forceloaded chunks even without a nearby player. Blocks in forceloaded chunks receive random ticks (see chunk ticks) and process all updates except for mob spawning, lightning strikes, and fire spreading (unless game rule allowFireTicksAwayFromPlayer is set to true).

Coordinates are actually block coordinates. In order to forceload chunks 0,0 to 1,2, the player should use commands like /forceload add 0 0 31 47, which loads chunks 0,0 to 1,2 (1,2 inclusive, 2×3 chunks). When using /forceload add 0 0 10 30 chunks 0,0 to 0,1 are actually loaded (one chunk equals 16×16 blocks on x/z axis).

Similarly, /forceload query uses block coordinates as well.

Syntax

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forceload add <from> [<to>]

Forces the chunk at the <from> block position (through the <to> block position, if set) in the dimension of the command's execution to be loaded constantly.

forceload remove <from> [<to>]

Unforces the chunk at the <from> block position (through the <to> block position, if set) in the dimension of the command's execution to be loaded constantly.

forceload remove all

Unforces all chunks in the dimension of the command's execution to be loaded constantly.

forceload query [<pos>]

If block coordinates are given, displays the specified chunk in the dimension of the command's execution is force loaded; otherwise, lists which chunks in the dimension of the command's execution are force loaded.

Arguments

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<from>: column_pos and <to>: column_pos

Specifies the targeted chunks based on block position.
Must be a column coordinates composed of <X> and <Z>, each of which must be an integer or tilde notation.

<pos>: column_pos

Specifies a chunk to query based on block position.
Must be a column coordinates composed of <X> and <Z>, each of which must be an integer or tilde notation.

Result

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CommandTriggerJava Edition
AnyThe command is incomplete, or any argument is not specified correctly. Unparseable
/forceload add ...More than 256 chunks are specified. Failed
There's a specified chunk that is out of the world.
/forceload add ...All specified chunks have already been forced to be loaded.
/forceload remove <from> [<to>]None of specified chunks have been forced to be loaded.
/forceload query <pos>The specified chunk hasn't been forced to be loaded.
AnyOtherwiseSuccessful

Output

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CommandEditionSituationSuccess Count/execute store success .../execute store result ...
AnyJava EditionOn fail000
/forceload add ...On success11the number of forceloaded chunks that is newly added.
/forceload remove <from> [<to>]On success11the number of forceloaded chunks that is successfully removed.
/forceload remove allOn success110
/forceload queryOn success11The number of forceloaded chunks in the current dimension.
/forceload query <pos>On success111

History

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Java Edition
1.13.118w31aAdded /chunk.
pre1Renamed /chunk to /forceload.
1.14.4pre4/forceload is now available up to permission level 2.
1.1720w45aChunks are now loaded asynchronously, so chunks selected by /forceload are no longer guaranteed to be loaded on the same tick that the command is run.[1]
1.21.525w06aAny block loaded by a source of chunk loading (including /forceload) may now receive random ticks, instead of just 8 chunks around players.

References

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  1. MC-227930 — resolved as "Works As Intended".
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