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RUINSTRIGGER scans the global te tick list
sfPlayer1 opened this issue ยท 4 comments
This scans the world's list, which isn't a great idea from a performance POV, and happens to conflict with Fastcraft avoiding to tick non-tickable tile entities. I could of course work around this, but the code should really scan the chunk's te map instead.
While the code is triggered by the player entering a chunk, it isn't exclusive to the chunk being entered. The set distance of 64 is multiple chunks across, so the chunk te map won't be enough. I could of course do something elaborate and have it scan the relevant adjacent chunks ...
Like this 4c134ef
Ah I didn't look too closely, but this looks good. Scanning 81 chunks may potentially cause issues with heavy microblock/chisel users though.