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Hey Dymeth, Is the |
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In this issue we are talking about saving chunks, not about unloading. Please read the whole top post |
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Is your feature request related to a problem?
There is currently no any ways to prevent individual chunks from being saved. This applies to both regular automatic incremental saving and API-based saving.
Describe the solution you'd like.
It would be very convenient to have a
ChunkSaveEvent
with the ability to cancel this event, or some other mechanism to control saving of chunks. Note that this event should also be called while unloading worlds too.In addition, a
World#saveChunk(Chunk)
orWorld#saveChunkAsync(Chunk)
method would be useful.At this moment we have
World#unloadChunk()
with thesave
parameter, but it is practically useless because either no chunk is saved or all chunks are saved during the game before unloading.Describe alternatives you've considered.
The only alternative at the moment is to disable chunk saving completely, and unload chunks with the
save
parameter when shutting down the plugin/server.But this is an extremely unsafe approach, because in case of server problems the data of useful chunks will be lost
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