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sickmate

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  1. I know, I've already tested that. As I mentioned above it gets triggered way too often, not just on a chunk load and even periodically when the player is doing absolutely nothing. So making use of ChunkEvent.Load and storing the data myself should be more efficient.
  2. Thanks. So I can get the chunk NBT by subscribing to ChunkDataEvent.Load, however this seems to be triggered all the time, even if a player isn't moving. And I can't see a way to get the NBT directly from a Chunk object. So my thinking is this: - Store the chunk load player info separately (in WorldSavedData or something else) - On ChunkEvent.Load, check to see whether it's been loaded before - If not, find nearest player to the chunk with and save them. Thanks for the help.
  3. I want to reward players for exploration. I'll be keeping track of what chunks have previously been loaded at some point so ultimately I'm trying to work out the best way of deciding who should be rewarded for the loading of a previously 'unseen' chunk.
  4. Is it possible to find out the player that caused a ChunkEvent.Load event? The only solution I've thought of so far is to register a tick handler or scheduled handler that gets the closest player for each recently loaded chunk. I'm curious if there's a better way to do it.

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