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12 minutes ago, D0XY said:

For obvious reasons, this method and robot.delay() freezes your Minecraft. Is there an efficient way to do this without lagging?

Count ticks in a tick event, ie ClientTickEvent

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4 minutes ago, V0idWa1k3r said:

The robot class in java exists to simulate mouse/keyboard input. The server doesn't care. It doesn't even listen to any input.

On a dedicated server, or on the client when in LAN mode, you have access to the server console commands (though in the latter you still have ClientTickEvent anyway).  I just wasn't sure from the OP's post whether he was talking about typing something in *on the client* or typing something in *on the server*, since it wasn't specified.  Or am I missing your point?  By "server" do you mean a certain part of the server that we have access to, or the entirety of the server, including the command console?

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7 minutes ago, Laike_Endaril said:

On a dedicated server, or on the client when in LAN mode, you have access to the server console commands

7 minutes ago, Laike_Endaril said:

Or am I missing your point?  By "server" do you mean a certain part of the server that we have access to, or the entirety of the server, including the command console?

Well you could type into the console with a robot, sure, I guess.

There is no console on an integrated server though, only the dedicated. Chat messages are typed on a client, then sent to a server. I meant the logical server. 

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13 minutes ago, D0XY said:

How can I resume a loop after it reaches the needed ticks?

I assume have a counter, increment that counter every tick, and only act if the delay has been reached

(pseudocode)

private static int counter = 0;
//inside tick event
{
	counter++;
	if((counter % interval) == 0) {
		//do stuff
	}
}

or to add pseudocode for @V0idWa1k3r's answer

private static final int DELAY = 1 * 20; //1 second;
private static int delayCounter = DELAY;
//inside tick event
{
	delayCounter--;
	if(delayCounter == 0) {
		delayCounter = DELAY;
		//do stuff
	}
}
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