How did you move the mob ticking into cWorld? The mobs are owned by the chunk that they belong to, I have rewritten it to be so for various reasons, so ticking the mobs makes sense only in the chunk's tick method. The distance to players could simply be made a less "stringent": for example, precalculated and stored within the mob's datastructure and updated only once every N ticks (or when a player joins / leaves), since it is not required to be perfectly exact.
The "inside a block" warning is due to us not having a proper collision detection implemented yet, it should be safe to ignore it for now and commit your work without handling it.
IA: is that supposed to be artificial intelligence? Usually that's abbreviated to AI; I don't know anything that would be called IA in this context. Our AI is terrible, really, and any attempts to improve on it have only led to people becoming fed up with the project and leaving. The last such victim is Keyboard, he said he'd try to make something out of it, but we haven't heard from him for some time now.
As for the random - what are you using in the end? I still think that using the cNoise class with a counter would have been the best option here, it's both thread-safe enough and performant enough.
The "inside a block" warning is due to us not having a proper collision detection implemented yet, it should be safe to ignore it for now and commit your work without handling it.
IA: is that supposed to be artificial intelligence? Usually that's abbreviated to AI; I don't know anything that would be called IA in this context. Our AI is terrible, really, and any attempts to improve on it have only led to people becoming fed up with the project and leaving. The last such victim is Keyboard, he said he'd try to make something out of it, but we haven't heard from him for some time now.
As for the random - what are you using in the end? I still think that using the cNoise class with a counter would have been the best option here, it's both thread-safe enough and performant enough.