simicats 2 Posted August 27 (edited) Hi there, I've been working on tickable TileEntities which operate on inventories of neighboring blocks. To reduce the occupied tick-time it would be fantastic to have the observer only update whenever the inventory had been changed. I've heard that filled Hoppers attached to large inventories with no remaining space can cause quite an impact, therefore I wondered if there was common practice in the world of Forge for listening to another TEs' IItemHandler efficiently. Example: Some detector circuit similar to a Comparator emitting a signal when the contents of a chest next to it match a number of conditions. The conditions would only have to be checked whenever the contents changed. Thanks for your time! Edited August 27 by simicats Grammar Quote Share this post Link to post Share on other sites
diesieben07 6671 Posted August 27 onNeighborChange(BlockState, IWorldReader, BlockPos, BlockPos) (onNeighborChange(IBlockAccess, BlockPos, BlockPos) for 1.12.2) will be called on your Block when a neighboring tile entity changes (that includes inventories). You can then re-check the corresponding position. 1 Quote Share this post Link to post Share on other sites