Is your feature request related to a problem?
I'm working with our admins to keep projectile counts low (specifically using the max-arrow-despawn-invulnerability config), but also to allow an option for a player to have a small number of live arrows for looting farms and warden switches.
Describe the solution you'd like.
I would like to extend the maxArrowDespawnInvulnerability code to check how many projectiles are owned by the player, and then tick the arrow despawn timer only if there are more than N (configurable) projectiles belonging to that player
Describe alternatives you've considered.
Before #13452 the workaround was to just use a piston instead of a bubble column, but #13452 specifically fixed that loophole.
Other
I'm happy to build/test/document the change, I just want to have the conversation first before getting started. Specifically the implementation detail of finding all the arrows that belong to a player. Or is it better to give each player a quota of projectiles and just insta-destroy any new ones over the quota? I'm open to ideas here as long as it gives my admins a way to block bad actors spamming entities while also allowing normal players to make warden switches.
Is your feature request related to a problem?
I'm working with our admins to keep projectile counts low (specifically using the max-arrow-despawn-invulnerability config), but also to allow an option for a player to have a small number of live arrows for looting farms and warden switches.
Describe the solution you'd like.
I would like to extend the maxArrowDespawnInvulnerability code to check how many projectiles are owned by the player, and then tick the arrow despawn timer only if there are more than N (configurable) projectiles belonging to that player
Describe alternatives you've considered.
Before #13452 the workaround was to just use a piston instead of a bubble column, but #13452 specifically fixed that loophole.
Other
I'm happy to build/test/document the change, I just want to have the conversation first before getting started. Specifically the implementation detail of finding all the arrows that belong to a player. Or is it better to give each player a quota of projectiles and just insta-destroy any new ones over the quota? I'm open to ideas here as long as it gives my admins a way to block bad actors spamming entities while also allowing normal players to make warden switches.