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Mobs falls off from large physics objects when the object unloads before the mob does #1462

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@bpj6g5c5ts-ops

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The default behavior of sable physics object is that when the furthest part of it goes beyond the simulation distance, the entire object unloads, this not only causes large ship to disappear even when you're still right next to it, but also causes all the mobs on the ship to fall to their death. This basically makes animal farms, pets, and villager trading halls on airships impossible.
There is a mod that partially fixes this issue: https://modrinth.com/mod/sable-far-and-wide , which makes sable physics objects unload only after the nearest part is out of simulation distance, meaning the mobs on it will unload first before the ship unloads, but mobs still falls off the ship when starting the game, and objects only load back in when the center of the object is within simulation distance. Plus for whatever reason it stopped working after a while, perhaps some incompatibilities with other mods in my modpack.
The correct behavior should be the object unloads when the closest part is outside the simulation distance, and loads when the closest part is inside, and physics objects should always load in before the mobs on them loads.

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