Not sure if this is the right place for this but here goes. I am currently working on some minigame code that would like to be able to paste .schem files into the minecraft world automatically without introducing lag. I have already written my own libraries for handling the .schem format which have been working well for several other minigames I have written, but having run into the problem of large schematics stalling out the main Minecraft thread before I am now strongly considering writing a library scheduler to manage these synchronous tasks in such a way that will not exceed the allotted 50ish ms per game tick. My idea to do this would be some form of SyncRunnable interface similar to Spigot's existing Runnable interface that has a bool run() method that is intended to run small (1-2ms) steps of the task before returning a taskComplete (true) or taskIncomplete(false) result that a scheduler can use to decide if there is enough time left in the current tick to allow the task to run again or if it should wait until the following tick to run. My question would be if there is already a better way to handle dynamic schematic pasting within Spigot (think generating or cleaning up arenas on the fly). I know FastAsyncWorldEdit is a thing but I have been trying to avoid creating a dependency upon it when it has often been slow to keep up with the latest Minecraft version. If such a thing does not exist, I am also curious as to if Spigot has some way of finding out how much time is left in the given tick to execute tasks and if such a SyncRunnable interface would be something that should be added to the Spigot scheduler itself rather than my building a separate runner just included in my own personal library.