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I doubt it is easy, as you need to modify tiles and all tile-specific functions to serve multi-world stackpos. For example, you have an 3 energy fields, which are generated by 3 scripts. Later, you might want to clear one of them. Current functions cant even hold 3 energy fields at one tile.
I know this might seem easy as you write it, but it isnt.
I'm not sure how tiles are handling fields but with some editing it would work.
Anyway, my method is just way better performance-wise. At least if there would be more players. Creating and deleting that amount of tiles can be costly.
I'm not sure how tiles are handling fields but with some editing it would work.
Anyway, my method is just way better performance-wise. At least if there would be more players. Creating and deleting that amount of tiles can be costly.
your solution is also costly, you just dont see it yet. editing an item will edit it on all instances, so you have to clone it. How to clone them? By processing all tiles!
i tested my method, it takes 300ms for copying 500x500, 1-8z area. I may decrease lag by dividing it into chunks.