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Posted

ty but, that is the same as counting the ticks on each update. I'm looking to see if there is another way that simply tells minecraft not even to think of updating the tileEntity til x time has passed. I'm trying to get it so the entire tileEntity will not update a single part of itself time x time has passed. counting ticks would cause an if statement in almost every part of my code to insure it everything is timed.

 

Posted

ty but, that is the same as counting the ticks on each update. I'm looking to see if there is another way that simply tells minecraft not even to think of updating the tileEntity til x time has passed. I'm trying to get it so the entire tileEntity will not update a single part of itself time x time has passed. counting ticks would cause an if statement in almost every part of my code to insure it everything is timed.

No such way, you either always tick, or never tick.

Posted

ty but, that is the same as counting the ticks on each update. I'm looking to see if there is another way that simply tells minecraft not even to think of updating the tileEntity til x time has passed. I'm trying to get it so the entire tileEntity will not update a single part of itself time x time has passed. counting ticks would cause an if statement in almost every part of my code to insure it everything is timed.

 

Why do you have to do this? Won't using that if-statement solve the problem?

Posted

ty but, that is the same as counting the ticks on each update. I'm looking to see if there is another way that simply tells minecraft not even to think of updating the tileEntity til x time has passed. I'm trying to get it so the entire tileEntity will not update a single part of itself time x time has passed. counting ticks would cause an if statement in almost every part of my code to insure it everything is timed.

 

Why do you have to do this? Won't using that if-statement solve the problem?

Yes it will just looking for a better way to improve preformance of the tileEntity

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