Clean Bill is a lightweight server-side item cleaner and does not need to be on the client. Item cleaning is performed at intervals with alerts and cleared items are stored in a special storage for retrieval.
Admins can configure clean up through a plugin style vanilla chest UI opened with /cb config or a config file depending on preference. You should find it easy to navigate with tooltip descriptions if you use the UI.
Alerts can appear in chat or as a short action-bar message. On every text alert, the mod can play a note-block or experience sound. Each alert provides clickable chat buttons to either Clean Now or Clean Later.
Alert, countdown, and cleanup-result messages are editable in-game. Formatting supports familiar & color/style codes as well as hex colors such as <#A27BB5>. More clickable chat buttons let an operator preview the current message, placement, and sound without changing the timer or deleting anything.
Action bar alerts is for use with mods that hide chat like AutoHUD. This can be toggled to chat only or no alerts at all.
A special storage where instead of permanently destroying cleared items, Clean Bill can collect them in a plugin style chest UI where they remain persistent.
/cb itempond. Command works even if Item Pond is disabled.Only operators can use destructive Pond Wash controls by default.
/cb or /cb help — show the command guide/cb status — broadcast the current timer and Item Pond status/cb clean — start a cleanup immediately/cb cancel — restart the cleanup timer and clean later/cb pause and /cb resume — control the schedule/cb config — open the configuration menus/cb itempond — open the Item PondCommand and clickable-button permissions are configurable where appropriate and possible. Status command is available to everyone. Configuration and administrative controls remain operator-protected.
Clean Bill never force-loads chunks to try clear unloaded items. Instead, dropped items receive a persistent timestamp. If an eligible item misses a cleanup because its chunk was unloaded, it is caught when that chunk naturally loads again and the item gets cleared immediately without affecting performance.
Large cleanups are also spread across ticks, with no more than 200 item entities processed per tick. This avoids deleting a large backlog in one sudden burst which became an issue on my server when over five thousand items was cleared in one tick and crashed.
Cleanup and Pond-wash timers are stored with the world and resume after a server restart. Item timestamps, Item Pond contents, and filtered storage are persistent as well. Offline time does not count down while the server is stopped.