CraftyMyner

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  1. 6 years ago
    Mon Jun 10 01:16:22 2019
    CraftyMyner posted in Solutions for the lag?.

    @deyahruhd I understand that, I work with threading in C++ all the time. What I'm trying to convey is that this should have been a top priority from the very beginning because shifting a massive codebase from a single threaded serial approach to multithreading is much more difficult then just designing it to be multithreaded in the first place.

    Games like Seed of Andromeda are designed with multithreading in mind, so it gets to enjoy insane water physics and gravel cascading that would be a technical marvel to see in Minecraft. I would put it past Mojang to prioritize performance over adding random things to the game.

    Obviously the problem here is that Mojang doesn't sell Minecraft by making a stable server software, the sell it by releasing new features. Unless something was to make Minecraft run dog slow even on spigot, they will only do enough performance improvements to make up for their new features. It's a sad reality but its true.

  2. Sun Jun 9 11:35:59 2019
    CraftyMyner posted in Solutions for the lag?.

    @Jkeller4000 Hey lets go the opposite because we are not running out of ram.

    "A mob will immediately despawn if there is no player within 128 blocks of it."

    https://minecraft.gamepedia.com/Spawn#Java_Edition_and_Legacy_Console_Edition

    each chunk is 16 blocks. 128 /16 = 8

    setting render distance to some where above 8. would cause all mobs to despawn immediately when a player moves about their base.

    I just like to keep suggesting new things in hopes one might work. I know guessing at solutions it not a very good way to solve problems that i know nothing about.

    However, loading, sending, processing and saving 289 chunks per player is quite a lot more than 121. The real limitation here is CPU.

  3. Sun Jun 9 03:44:16 2019
    CraftyMyner posted in Solutions for the lag?.

    @Xenial_Jesse You mean 1.13.2 or 1.14.2?

    Yeah, 1.14.2, time flies.

  4. Sat Jun 8 19:34:14 2019
    CraftyMyner posted in Solutions for the lag?.

    @Jkeller4000 is the server running out of ram?

    In 1.12 the render distance was only ~5.

    but i complained and i think it was moved to 6?

    would it be worth while to reduce the render distance until the next update?

    i know some times when ram gets mostly used some operating systems start to use the hard drive as extra memory which causes applications to slow down until the application is restarted. which seems to be similar to what is happening in our server?

    No issue with ram, server has 32gb allocated, it's only using 12-15gb, the server has another 32gb to cache files for speed, no swap is being used so no issues there. Render distance got moved back to 5 for 1.14.2 because of the mobs.

  5. Sat Jun 8 07:27:30 2019
    CraftyMyner posted in Solutions for the lag?.

    @humfrydog I was recently online and BRAVO to Crafty its been much better! Clearly Crafty is on the right track.

    Good to hear, thanks!

  6. Fri Jun 7 03:37:52 2019
    CraftyMyner posted in Solutions for the lag?.

    I wonder if it might have to do with who is online as well? Like some players might have bases with more going on?

  7. Thu Jun 6 08:12:14 2019
    CraftyMyner posted in Solutions for the lag?.

    @iDogeTwinkie Ah that doesn't seem much of a problem - or is it? :D
    I mean, at first thought, it sounds simple, but I'm pretty sure it isn't lol.

    It's going to be work on my part as I got to relearn java and the spigot API but it won't be anywhere close too the code I wrote for the panel originally.

  8. Thu Jun 6 08:09:04 2019
    CraftyMyner posted in Solutions for the lag?.

    @iDogeTwinkie From what I see here, you cannot keep . instead of / right?
    Does that mean you got to translate the entire code you made so far?

    If that's so, that is quite a load of shit to do.

    Nah, the code stays the same, I just need to write an interpolator to change the / into something the panel can see.

  9. Thu Jun 6 08:07:29 2019
    CraftyMyner posted in Mob Spawning.

    @Aeristacho Sweet Thanks

    Np!

  10. Thu Jun 6 04:46:39 2019
    CraftyMyner posted in Mob Spawning.

    It’s the distance plus the chunk the player is in, so in our case 13x13 chunks centred on the player.

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