Spawn chunk
Spawn chunks are chunks found around the world spawn point. They are always loaded, unlike normal chunks, which unload when no players are nearby.
Usage
Normally, old chunks beyond the player's chunk loading distance unload. This means the game stops processing those chunks and they are frozen in time. This prevents redstone mechanisms and farms in unloaded chunks from running in the background. Since spawn chunks remain loaded, events occurring in them continue to process, even if no players are nearby. If the world spawn is set to a laggy area using commands, such as an area with many redstone clocks, lag is present wherever the player is in the world.
Behavior
The "spawn chunks" behavior arises from a start ticket that is created for the world spawn chunk. This ticket has a level of 29 with the spawnChunkRadius game rule set to the default value of 2, which flows (i.e. "propagates") to neighboring chunks. Each time the level flows, it increases its level by 1 until the maximum of 44 is reached. This behavior is illustrated by the picture to the right.
Different levels of propagation have different behaviors. These levels are divided into 4 load types.
| Load Type | Level | Properties |
|---|---|---|
| Entity Ticking | 31 and below | In the spawn chunks, this consists of a 3×3 chunk area. All game aspects are active. Note that chunk ticks additionally require a player in range. |
| Ticking | 32 | The margin of the 5×5 area. All game aspects are active except that entities are not processed (do not move) and chunk ticks aren't either. |
| Border | 33 | The margin of the 7×7 area. Only some game aspects are active (redstone and command blocks do not work). Mobs still count towards the mob cap. |
| Inaccessible | 34 and above | No game aspects are active, but world generation still occurs. Mobs no longer count towards the mob cap. |
Limitations
There are some limitations which may affect the behavior of spawn chunks.
- Idle timeout
Each dimension has its own "idle timeout." Without a player or forceloaded chunks in the overworld, this timeout eventually expires. When the timeout expires, some behaviors such as entity processing stop for spawn chunks and the rest of the dimension. The timeout can be reset by frequently sending entities through a portal.
- Entities
- Hostile mobs more than 128 blocks from a player despawn.
- Passive mobs only spawn inside a 240×240 block area around the player.
- Passive mobs present in the spawn chunks count toward the mob cap. This often prevents friendly mobs from naturally spawning elsewhere in the world.
Changing location
A new world spawn point can be set using /setworldspawn. If no coordinates are provided, the block position that the player is currently standing on becomes the spawn point. The chunk where the world spawn is located is then given a start ticket with a level of 22 and the ticket for the old spawn chunks is cleared.
History
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | Pre-release | Added spawn chunks. | |||||
| Java Edition | |||||||
| 1.20.5 | 24w03a | Added gamerule spawnChunkRadius to control the size of the spawn chunks. | |||||
| The default spawn chunk propagation is now 3×3 instead of 19×19. | |||||||
| Legacy Console Edition | |||||||
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| ? | ? | ? | ? | ? | ? | ? | Added spawn chunks. |
Issues
Issues relating to "Spawn chunk" are maintained on the bug tracker. Issues should be reported and viewed there.
| |||||||||||||||||||||||||||||||
|
| |||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||