![]() ![]() ![]() * License as published by the Free Software Foundation version 2.1 * modify it under the terms of the GNU Lesser General Public * This library is free software you can redistribute it and/or MinecraftForge/MinecraftForge/blob/1.16.x/src/main/java/net/minecraftforge/event/entity/item/ItemExpireEvent.java /* I’m not sure though whether the client also counts the despawn ticks/recieves them form the server/ignores them, depending on this there might be the need for a client side mod for full potential.Īny thoughts about this? Would this be possible to make? Is there anything i didn’t Forge already has an event for this called ItemExpireEvent. This way the server would have a lot less work to do, and all the client would have to do would be to render the entities as it normally would. If i understand this right, this would make item entities as laggless as normal blocks, since they require just as many calculations = practically none. Couldn’t you just disable the item despawn part and leave all other entities, redstone, etc untouched? Normally each tick the game checks for all kinds of things that happen/could happen in the world. However wouldn’t it be possible to completely exclude the item despawn counter task from the tick count cycle? The tick system of minecraft would of course make it difficult to simply stop items from despawning since after a while there would be tons of item entities all counting down their ticks, and even if the despawn counter would be reset to a certain number after a while, the item’s ticks would still need to be calculated. In many other games they simply stay where they are till you pick them up or something else happens to them. ![]() I’ve always wondered why items in Minecraft despawned after a few minutes. ![]()
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