Get done after test: - global autosave queue - game time / day time tick comparison (== is now invalid due to desync of global / region tick) - scoreboards - vanish api - watchdog stuff - Spectator teleporting / camera - Conversable... - sync load info - net.minecraft.commands.Commands - are the race conditions in the weather tick (advanceWeatherCycle) ok? - make scheduler load chunks better? this requires additional work to: -> reduce scheduler overhead (i.e at 5000 regions, on 16 threads -> overhead is 10%) -> unsure how to reduce scheduler overhead, may need to rewrite it so that the queues are per tick thread and thus it increases parallelism -> reduce chunk system overhead (i.e at 20 workers, ~100 unique concurrent regions, overhead -> 10-30% on both workers AND tick threads (at tick threads ->8) -> the only way out of the chunk system overhead is to make the scheduling more parallel - it requires scheduling lock and ticket lock - redstone wire accross regions Delayed and hopefully will not forget: - api for really a lot of shit - needs: true async events (i.e fire then complete later) - needs: region determination, craft scheduler per region, craft scheduler per entity - needs: world creation/unload (good god) - needs: more??? - Projectile#getOwner ... Ideas: Issues: To check: