WorldGuard

WorldGuard

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Make /stoplag 'intensive' entities configurable / ignore entities with NoAI/NoGravity

LadyCailinBot opened this issue ยท 2 comments

commented

WORLDGUARD-3899 - Reported by Schuwi

Related to WORLDGUARD-2470 but different reasons and solutions.

As entities have become more customizable in recent Minecraft updates they are becoming more popular and useful in the Minecraft building community. NBT Tags like NoAI and NoGravity can turn entities into static decoration for Minecraft Maps.
The problem arising here is that WorldGuard isn't up to date on respecting static entities and as such doesn't have any options for preventing entities being removed when using the /stoplag command. The command is required to temporarily disable physics when building.

I propose introducing a config entry to specify which entites are considered intensive and thus are removed when stoplag is active and/or ignoring entities with the NoAI(LivingEntity) / NoGravity(Entity) tags as they do not require pathfinding and movement calculations and thus don't weigh as heavy on the Server TPS.

commented

Comment by wizjany

stoplag isn't meant to be configurable, it's meant to be a nuke.
if you are using it for other things like disabling physics, you are using it wrong and we won't support your use cases.

commented

Comment by Schuwi

Well, maybe it's meant to be that but it is also used for other reasons and it's not just us who are using it that way. You can deny that or ignore that but in my opinion, it isn't really a good practice to not support the use cases of your users just because your product isn't meant to do that.
Of course, this is not a commercial product or anything and you are probably doing this stuff in your free time but that doesn't mean you have to ignore possible improvements that could be useful to many users just because it wasn't meant to be. (I would probably even have created a PR for this so it wouldn't even be much work on your side.)
Obviously, this is just my opinion and I can't force you to implement this feature but maybe you could just give it a second thought :)