This is done by returning the center location of the chunk at the height
of the input location when the target chunk isn't loaded already which
is exact enough for most use cases and will get more precise once the
player is close enough for the chunk being loaded anyways.
As this might lead to less precise locations a config option to enable
the sync loading of the chunks is provided.
Previously setting the soft despawn distance above the default
value of 32 would mean that an entity outside of the 32 range
would still count ticksFarFromPlayer up every tick without
resetting it which might lead to the entity (almost) instantly
despawning once it went outside of the configured distance
instead of waiting 600 ticks.
This adds config options to specify the tick rate for sensors
and behaviors of different entity types as well as timings
for those in order to be able to have some metrics as to which
ones might need tweaking.
It does not make a lot of sense to damage players if they get crammed,
especially as the usecase of teleporting lots of players to the same
location isn't too uncommon and killing all those players isn't
really what one would expect to happen.
For those who really want it a config option is provided.