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How to find a block in a world client-side?


DimChig
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My goal is to every tick scan for a "diamond block" for example in loaded chunks from client-side. I already did something like looping all surrounding blocks in a radius, and taking a block by 

world.getBlockState(new BlockPos(x, y, z)).getBlock() == Blocks.diamond_block

and my loop is like this:

int range = 100;
for (int xi = -range; xi < range; xi++) {
	for (int yi = -3; yi < 3; yi++) {
		for (int zi = -range; zi < range; zi++) {
			double x = Math.floor(xi + player.posX);
			double y = Math.floor(yi + player.posY);
			double z = Math.floor(zi + player.posZ);

			if (world.getBlockState(new BlockPos(x, y, z)).getBlock() == Blocks.diamond_block) {
				//do something
			}
		}
	}
}

It is working, BUT. It is lagging so much (i use it every tick, and i need to use it so often). My fps drops from 200 to 50. I need a faster way of doing this, please help!

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Posted (edited)
4 minutes ago, Luis_ST said:

what did you try to achieve, since this code is terrible you should not call it each tick

and btw you loop through round about 120k Blocks each tick

Yea, I know, that's why it is lagging. I need it for my custom minimap. I want to show specific blocks on it, but I need to loop through all of them to find them. Also, blocks can be destroyed, so I need to scan them frequently. I was wondering if forge has some methods for finding blocks in rendered world

Edited by DimChig
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 You don't need to update a minimap every 0.05 seconds. I'm pretty sure you are writing an x-ray.🙂

Anyway have a look at BlockPos.findClosestMatch() or one of the other static methods like betweenClosed().

Their main optimisation I guess is using MutableBlockPos instead of creating 120,000 new BlockPos() like you are.

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  • 2 weeks later...
On 7/12/2022 at 11:52 PM, warjort said:

 You don't need to update a minimap every 0.05 seconds. I'm pretty sure you are writing an x-ray.🙂

Anyway have a look at BlockPos.findClosestMatch() or one of the other static methods like betweenClosed().

Their main optimisation I guess is using MutableBlockPos instead of creating 120,000 new BlockPos() like you are.

Okay, i solved it. So i just splitted my "scan zone" into small zones, and scan each zone every tick. So in 1-3 seconds it scans 60 small zones, and i have no lag. So after i find my block in "small scan zone" i add it to an array (and save new Date().getTime()) so than each tick i clear all my blocks from array that have time diffrence more that 3 seconds. And minimap reaction time is fine, around 3 seconds.

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