Alternative Chunkloading
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🔍 Analysis
- 👍 0.3% endorsement rate
- 🏆 #263 of 401 forge mods in this game by downloads
📋 About This Mod
# Alternative Chunkloading A forge mod for Minecraft 1.7.10 that stops so called "ghost loading" or "cascade loading" of chunks. ## Technical background It make use of a vanilla toggle on each `ChunkProviderServer` instance to stop automatic chunkloading whenever a block or entity is requested. Those chunks can then only be loaded explicitely. Two experimental options for loading chunks on request has been added. This can be used to prevent Mods (and core Minecraft itself) from loading chunks whenever a block is requested there. This also means "ghost loading" or "cascade loading" chunks. However, this will help with performance just slightly. It hightly depends on what other mods you use and how you use the mods. Basically for a Mod, if it needs a Block at Position XYZ, it calls `getBlock()` or `getTileEntity()` or `getEntity`. By default, this methods will load the chunk where the block or entity is loaced in. Often this is not expected and in some cases can cause lags. G.g. AE2 or Ender IO Conduits or any other multiblock structure can be a cause for such a behavior. Even Minecraft's Grass block that wants to extend its Grass to nearby dirt blocks. There is one configruation field in the `ChunkProviderServer` class called `loadChunkOnProvideRequest` that is true by default. Setting this to false on each instance on `WorldEvent.Load` event only loads chunks when explicitely loaded via e.g. `loadChunk(x, y, z)`. ## Configuration If `disableChunkLoadingOnRequest` is `true` (default is `true`) then the mod sets the vanilla toggle (see above) to `false`. Think about switching (https://github.com/Pilzinsel64/ChickenChunks/). I added a fix to (https://github.com/LITW-Refined-New-Stories/ChickenChunks/commit/f0b54095567591b799a90fc2bade1ba5ad5e3c96) (that's how it should be done in general). Also set `autoLoadChunksOnTicketCreation` to `true` (default ist `true`) if you don't know what you do! This continues functionality of chunk loading tickers. So anytime whenever a chunk loading ticket is created by a Mod, the chunks will be also loaded (Forge itself doesn't that automatically). ## Compatibility Basically all mods should work like before. I'm using this since over a year now now without bad side-effects. The general performance is slightly better while the TPS may increase slightly when loading/unloading many chunks at the same time (like when flying into one direction). ### Patched mods Mods that has been patched directly or via mixin. The most fixes does even have benefit without Alternative Chunkloading installed as they now use the generally prefered way. - Flood Lights https://github.com/GTNewHorizons/FloodLights/pull/8 - Minecraft *(Mixin: load chunk before generating a nether portal)* ### Known problematic mods - Dimensional Doors *(can be blacklisted as workaround)* ### Note for mods that relay on the vanilla behavior Remember that this way mods or players usages that relay on the feature to automatically load a chunk when just requesting a block (like technic mods that allows you very long pipelines for example) will not work anymore. You now need to ensure that each chunk wich contains relevant things to be chunkloaded. ### Chunkloaders Mods, like FTB Utilities or Server Utilities should work like before. But all chunkloaders that uses a block will probably need a fix in the code. Think about using (https://github.com/Pilzinsel64/ChickenChunks/).
# Alternative Chunkloading
A forge mod for Minecraft 1. 7. 10 that stops so called "ghost loading" or "cascade loading" of chunks.
## Technical background
It make use of a vanilla toggle on each `ChunkProviderServer` instance to stop automatic chunkloading whenever a block or entity is requested. Those chunks can then only be loaded explicitely.
Two experimental options for loading chunks on request has been added. This can be used to prevent Mods (and core Minecraft itself) from loading chunks whenever a block is requested there. This also means "ghost loading" or "cascade loading" chunks. However, this will help with performance just slightly. It hightly depends on what other mods you use and how you use the mods.
Basically for a Mod, if it needs a Block at Position XYZ, it calls `getBlock()` or `getTileEntity()` or `getEntity`. By default, this methods will load the chunk where the block or entity is loaced in. Often this is not expected and in some cases can cause lags. G.g. AE2 or Ender IO Conduits or any other multiblock structure can be a cause for such a behavior. Even Minecraft's Grass block that wants to extend its Grass to nearby dirt blocks. There is one configruation field in the `ChunkProviderServer` class called `loadChunkOnProvideRequest` that is true by default. Setting this to false on each instance on `WorldEvent. Load` event only loads chunks when explicitely loaded via e.g. `loadChunk(x, y, z)`.
## Configuration
If `disableChunkLoadingOnRequest` is `true` (default is `true`) then the mod sets the vanilla toggle (see above) to `false`. Think about switching (https://github.com/Pilzinsel64/ChickenChunks/). I added a fix to (https://github.com/LITW-Refined-New-Stories/ChickenChunks/commit/f0b54095567591b799a90fc2bade1ba5ad5e3c96) (that's how it should be done in general).
Also set `autoLoadChunksOnTicketCreation` to `true` (default ist `true`) if you don't know what you do! This continues functionality of chunk loading tickers. So anytime whenever a chunk loading ticket is created by a Mod, the chunks will be also loaded (Forge itself doesn't that automatically).
## Compatibility
Basically all mods should work like before. I'm using this since over a year now now without bad side-effects. The general performance is slightly better while the TPS may increase slightly when loading/unloading many chunks at the same time (like when flying into one direction).
### Patched mods
Mods that has been patched directly or via mixin. The most fixes does even have benefit without Alternative Chunkloading installed as they now use the generally prefered way.
- Flood Lights https://github.com/GTNewHorizons/FloodLights/pull/8
- Minecraft (Mixin: load chunk before generating a nether portal)
### Known problematic mods
- Dimensional Doors (can be blacklisted as workaround)
### Note for mods that relay on the vanilla behavior
Remember that this way mods or players usages that relay on the feature to automatically load a chunk when just requesting a block (like technic mods that allows you very long pipelines for example) will not work anymore. You now need to ensure that each chunk wich contains relevant things to be chunkloaded.
### Chunkloaders
Mods, like FTB Utilities or Server Utilities should work like before. But all chunkloaders that uses a block will probably need a fix in the code. Think about using (https://github.com/Pilzinsel64/ChickenChunks/).
📊 Mod Details
- Game
- Minecraft Mods
- Author
- Pilzinsel64
- Version
- 1.4.5
- Downloads
- 1,760
- Endorsements
- 5
- Category
- forge
- Created
- 5/11/2025
- Updated
- 3/5/2026
- Game Versions
- 1.7.10
- Tags
- optimization
🔧 How to Install Minecraft Mods Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
📖 Full step-by-step install guide for Minecraft Mods →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Mods commands, item IDs, and more.
❓ Frequently Asked Questions
Which Minecraft Mods versions does Alternative Chunkloading support?
The author lists 1.7.10. Other versions may work but are untested by the author.
What is the latest version of Alternative Chunkloading?
Version 1.4.5, published 2026-03-05 with 1,760 downloads recorded at the source.
Keep browsing — more Minecraft Mods mods await