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[1.16.5] tile entity tick performance


J3ramy

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Hey guys,

I don't have a problem, but I want to know if using the tick method in the tile entity affects the game's performance.

Of course it depends on what you do in the method but I want to know it in general and if I can use a lot of blocks then.

 

Additionally, I update the block state in a special tick interval. And I dont't know if this is an efficient solution to execute things after some amount of ticks.

It looks like that:

Spoiler
int ticks = 0;
    int interval = 5;
    @Override
    public void tick() {
        if(this.isOn){
            if(this.ticks == this.interval){
                this.world.setBlockState(pos, this.world.getBlockState(this.pos).with(BlockStateProperties.ENABLED, !this.world.getBlockState(pos).get(BlockStateProperties.ENABLED)));
                ticks = 0;
            }

            this.ticks++;
        }
    }

 

 

Thanks for the feedback!

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4 hours ago, J3ramy said:

I don't have a problem, but I want to know if using the tick method in the tile entity affects the game's performance.

Of course it depends on what you do in the method but I want to know it in general and if I can use a lot of blocks then.

it depends on what you are doing in the tick method and what depends on the action. For example if you simply update a value or updating a progress of a recipe this will have little or no impact on performance. If you place/remove/update hundreds of Blocks each tick this will have a huge impact of the performance. Note the impact also depends on the power of your Computer 

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