[KillTheRNG] Made WorldRNG more robust#293
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Fixed a multitude of WorldRNG desyncs by fixing savestates, playback and sorting the PlayerChunkMap.entries list, so that tick updates are always consistent
This mainly adds the seed display to entityitems
This essentially removes Math.random from the code. I will keep this until the client RNG is also fixed
Another possible desync reason. Will be stored in the savestate in the future
Update LCG is a weird additional source of random in World.
Sorts chunks as soon as they are added to the chunk map.