I'll probably just add an update method that retrieves the population of a specified world and have that method called when any of the "Set" buttons are clicked. With an automatic updater, I would run into the problem of updating those worlds where a timer had already been started. If, for example, the population of a world drops from 1905 to 1895 after the ore has been mined, i.e., after a timer has been created, how should the timer be altered, if at all? If nothing else, I'll just have the updater exclude any worlds that already have a timer. I am also going to try to have any worlds with a timer automatically placed at the top of the list, so that one need not scroll to find their worlds. I guess the program is in essence a timer, though it does have the benefit of calculating the amount of time until the next respawn for you. I'll see what I can implement, as I am not great with Java, but nonetheless, thank you for the suggestions. I could probably do this, though having all of the worlds with timers being placed at the top of the list would prevent scrolling once the worlds had been selected once, so I'm not sure whether the selection mechanism you described would still be necessary. Any world that previously had a timer would also appear at the top of the list. Still, I would appreciate an opinion as to whether only this method of sorting worlds would be sufficient. UPDATE: The newest version of the program at http://drop.io/runerespawn now automatically updates all of the world populations, except for those worlds with an active timer, before creating a new timer. An update button, to update the world populations manually, has also been added, and tool tips have been added to all of the buttons. Finally, whenever a world has a timer created, that world is moved to the top of the list. Any world that has had a timer created will also remain at the top of the scroll pane for easy access. As always, comments and suggestions are appreciated. Enjoy! : UPDATE2: In the last update, I accidentally broke something such that the program would not update the world populations for worlds with active timers when the timers were reset -.-, so made the program update the populations for all worlds, including those with timers, when the update function is called. However, the respawn calculation for the timer is not called again unless the corresponding set button is pressed. Hopefully this will work correctly...