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When manipulating a lot of blocks, it is wiser to make use of a Batch to update all of the chunks at once. There are 3 types of batches: ChunkBatch, AbsoluteBlockBatch, RelativeBlockBatch.
All batches have a similar set of methods to set blocks, however the coordinate systems are not all the same. See the individual batch for specifics.
Batch#setBlockStateId(int /* x */, int /* y */, int /* z */, short /* block id */, Data);
Batch#setCustomBlock(int /* x */, int /* y */, int /* z */, short /* custom block id */, Data);
Batch#setSeparateBlocks(int /* x */, int /* y */, int /* z */, short /* block id */, short /* custom block id */, Data);
Applying a batch can be always done with Batch#apply(Instance, Callback). This will apply the batch in the "default" position (dependent on the batch). See the individual apply variants on each batch for alternative application options.
BatchOption provides some configuration related to how the batch will behave. The options are:
  • Full Chunk: If set, every chunk modified by this batch will assume that the batch is responsible
    for the entire chunk, so any existing blocks will be removed.
  • Calculate Inverse: If set, the apply methods will return an inverse of the batch. See Inverses below.
  • Unsafe Apply: If set, the batch will not wait for itself to be ready when applying. See Inverses below.
Each batch fits a different use case, however it is wise to use the most specific batch possible for the use case. For example, setting a set of blocks all inside one chunk can be done with all 3 batches. It should, however, be done with a ChunkBatch because it is the most efficient of the 3.

Contains changes completely contained within 1 chunk, the changes can be applied to any chunk.
Coordinates are given in relative chunk coordinates (ie 0-15), not world coordinates.
The default apply location is chunk (0, 0), however it may be applied to any chunk.
ChunkBatch#apply(Instance, int /* chunkX */, int /* chunkZ */, ChunkCallback);
ChunkBatch#apply(Instance, Chunk, ChunkCallback);
// For example
// Will apply at chunk 1, 2 (ie block 16, 32)
chunkBatch.apply(instance, 1, 2, null);

Represents a set of block changes relative to the origin (0, 0, 0). All changes will be made to the coordinates given to Batch#set*, thus coordinates are given in world coordinates.
AbsoluteBlockBatch does not have any batch-specific apply options.

Represents a set of block changes with no specified position. Coordinates are given in world coordinates, however they will be translated to any position given to apply.
The default apply location is the instance origin (0, 0, 0), however it may be applied to any position
RelativeBlockBatch#apply(Instance, BlockPosition, Runnable);
RelativeBlockBatch#apply(Instance, int /* x */, int /* y */, int /* z */, Runnable);
RelativeBlockbatch has a significant performance difference from the other two options, and they should be used over RelativeBlockBatch if possible. It is possible to convert a relative batch to an AbsoluteBlockBatch using the following methods. This should be used (and cached) if the batch will be applied several times to the same location.
RelativeBlockBatch#toAbsoluteBatch(int /* x */, int /* y */, int /* z */);

Inverses exist to undo a batch operation after applying it. If Calculate Inverse is set in the BatchOptions, apply will return a new back containing the opposite of every action performed during application.
When an inverse is returned from apply, it will not necessarily be ready for application. If the Unsafe Apply option is set, no checks will be made. Otherwise, apply on the inverse will block the current thread until it is ready.
It is possible to check if a batch is ready and wait for it to be ready regardless of the Unsafe Apply option.
// Returns true if ready
// Block until ready
An inverse will always be ready to apply in the apply callback.
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