#Delete Entity in unloaded chunk

26 messages · Page 1 of 1 (latest)

jagged vine
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Conceptually, you should be loading the chunk it is in

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It'll unload immediately after if you don't explicitly give it a reason to stay loaded with a ticket

jagged vine
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World#getChunk

supple yew
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or just wait till that chunk is loaded by something else and remove the entity then, without loading chunks for nothing

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(ServerChunkEvents#CHUNK_LOAD)

supple yew
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why no?

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it's way better than loading chunks randomly

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?

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your code will not constanly run

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and do you think it is better to load up to 200 chunk to remove them?

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and?

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you check if you have something for that chunk and do your cleanup

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it will be way faster then what will happen when you load a chunk

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because loading chunks is not something cheap

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the two things are not on the same scale

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because that's cheap

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loading a chunk is not

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you have what mc is doing while loading a chunk + whatever every loaded mod will do when a chunk is loaded

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compare that to a map lookup

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and you will see

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it's your mod.

jagged vine
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if it's just one time then you can just run a fixup script on the world files, no mod necessary

glacial torrent
jagged vine
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This doesn't seem particularly difficult from an idea standpoint

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List all files in directory, load each one using an NBT parser, iterate over entities in list, delete ones matching two fields, then save

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I suggest you try out one of the suggested approaches rather than focusing on whether one approach would be marginally better or worse than another