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Multi-chunk Temporal Entropy setups are guaranteed to be unsafe #363

Description

@heav-4

Describe the bug
Entropy nodes will not void their temporal entropy into unloaded chunks, guaranteeing an explosion when a connected Temporal Entropy Sink is inevitably loaded in again.

To Reproduce [Optional]
Steps to reproduce the behavior:

  1. Create a new Superflat world with otherwise default settings. In this case, 'Generate Structures' and doMobSpawning were disabled on generation.
  2. Teleport away from spawn chunks. (I went +1000 in the x direction.)
  3. Turn chunk boundaries on. Create a redstone clock in one chunk.
  4. Create a line of redstone wire and repeaters extending from the redstone clock. (I went +Z.) Mark the chunk in which it stops updating from the clock.
  5. Create a temporal entropy sink and an entropy node in the chunk with the clock.
  6. In the chunk with the redstone line adjacent to the one with the sink, place a chrono harness permanently serviced by a power 64 discharge beam (when ready). Place an entropy node in this chunk too, and link everything together.
  7. Go to the chunk in which the redstone line stops updating and wait for 15-20 seconds.
  8. Return to the temporal entropy sink.

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