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Temporary blocks tile entity or separate handler


matthew123
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The server is placing many (thousands of) blocks for an ability. I need to remove those blocks after a certain number of ticks. Which would be less resource intensive:

• making those blocks tile entities, with an internal counter, and have them remove themselves when the counter reaches the threshold

• add the block positions to a persistent world capability, with a HashMap of position and number of ticks, and on every server tick (or every 10, or more, to save performance), iterate trough the hashmap, check every counter, and if it has reached the threshold, remove the block at position, else increment the counter. How do I tell if the block at the block position wasn't replaced?

p.s the block in question is dirt. For #1, I would be creating a tile entity with it's texture. Also, the interval does not have to be very accurate (it would be about one minute or so, about 60*20 ticks)

 

Is there an even better way then the ones above?

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3 hours ago, matthew123 said:

Second option then. But #1 is easy to implement. What is the performance impact of a few thousand function calls and integer writes for the tile entities? Is implementing #2 even worth it? 

TileEntities have a large overhead. Thousands of them would grind the server to a hault.
#2 is a huge pain in the ass to implement, so don't.
Use random ticks as D7 suggested (look at crops).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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