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Posted

Okay, so rather than Ninja the "/Lag, RAM and TPS" thread I decided to make my own, following some recent issues I've been having on my own server with chunk corruption, general slowness and lower than expected TPS. We have recently moved worlds, the current world is about a week old, which is why I was so concerned when it crashed unexpectedly and did a 2hr rollback for no apparent reason.

The setup:

Hardware

CreeperHost VPS Skeleton

- 3 Processor Cores

- 30GB HDD

- 4GB RAM

Software

CentOS

CraftBukkit++ build #75

Tekkit Mod pack with patched EE Tools

Timings file:

When I started looking down this route I was following this post: https://clientarea.minecraftlayer.com/knowledgebase.php?action=displayarticle&id=33

I was expecting maybe 1 or 2 things to jump out... but looking at this almost all my plugins are averaging very high usage.

Any help with this would be much appreciated! Thanks!

Posted

3 cores mean nothing, minecraft can use 1, ( a fev plugins can use more ), so an old cpu wont do mutch

start disabling your plugins 1 by 1 and you will see whats lagging,

my tps falls usually caused by dynmap render booster, take the almost constant 20 to 3-4

so try dynmap pause all and wait a while

also consider deleting redundant plugin, essentials protect/lwc( wont do mutch since for example a block breaker can scoop your chest up even if its protected )

oh and the 2 h rollback, make a scheudle on your admin page, to /save-all in every 10-15 mins, so even if you crash you wont loose a sh**ad of work

Posted

# How many tiles on update queue before accelerate render interval

renderacceleratethreshold: 60

# How often to render tiles when backlog is above renderacceleratethreshold

renderaccelerateinterval: 0.2

# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)

tiles-rendered-at-once: 2

this.

my treshold is 20000 so i will not ever reach it, and 0.2 means its starts rendering like hell, try to set the intervall to a bigger number, or treshold to a huge on ( assuming your lag caused by this )

but first try dynmap pause all, when lag spikes, to see if its dynmap,

basically your setup say that after 60 tile update (a fev player can reach it easely) it's start to render 5 tiles in 1 sec

also you can check update que with dynmap stats, but you should read the manual for commands

Posted

ahh okay thanks, well made those changes now :-)

Dynmap isn't really used much, expect by admins we haven't given out its custom port/address to any of the playerbase.

Posted

Well... still getting random crashes with no errors on the console or server log... but they only happen every 12-14hrs or so and no reported rollbacks so not a huge deal. Would be nice to get those fixed though...

Theres also the thing that keeps bugging me, no matter what kind of processing power or how much RAM I throw at this, my TPS always dips really low (like 8 or 9) with 15 people online and chunk loaders blocked)

UPDATE:

Just had another crash this morning, and apparently there was a 1hr 30min rollback.

Posted

Don't use CraftBukkit++, I have no idea why people do this, its not meant to be ran with tekkit. It is the reason your crashing, trust me. Grab the old jar from a fresh download off technicpack.com and you should be set. Also, not sure if you are but, don't use TekkitRestrict Plugin, the newer versions have a new chunk loader "editor" (for lack of a better word) that with out Fine tuning, just crashes the server. Use TekkitCustomizer, if you want to follow my advice. Btw, im not just talking here, I own a server that gets 30+ players online average, im speaking from my experience, and the mistakes I have made in the past.

Posted

How is it not men't to be run with Tekkit might I ask? All tekkit is is a bunch of mods run on a bukkit server, how is it different?

(As it happens, we do use TekkitCustomizer :P I find it much more "user friendly" than the rather unhelpful TekkitRestrict)

Posted

tekkit restrict is a must, but use 0.96 the v1.0 is laggy as hell,

also how many entitis are in your world?

just 1 failnob factory can spit out tousands of item, and make your cpu fall into coma :D

*you can use tekkitrestrict to teleport to a pos where x or more item is lying around

Posted

tekkit restrict is a must, but use 0.96 the v1.0 is laggy as hell,

also how many entitis are in your world?

just 1 failnob factory can spit out tousands of item, and make your cpu fall into coma :D

*you can use tekkitrestrict to teleport to a pos where x or more item is lying around

Why is Tekkit Restrict a must? (As far as plugins go, it's probably among my most disliked)

Entities... with CB++ approx 300-500

without CB++ approx 4000 to 5000

It's pretty much the same regardless, with or without a world change.

Posted

Why is Tekkit Restrict a must? (As far as plugins go, it's probably among my most disliked)

Entities... with CB++ approx 300-500

without CB++ approx 4000 to 5000

It's pretty much the same regardless, with or without a world change.

I take my statement back, for some reason I was getting confused on the topic, if you use the correct version of CB++ FML (Build 75 as you know) it runs like a champ. Anyway, do as he says, TekkitRestrict stops almost (if not all) dupe bugs with EE, including the infamous RM Furnace Glitch and Transmutation Tablet Glitch. DO NOT GET VERSION 1.0! Stick with "TekkitRestrict 0.95 Release-2 [stable]" I would post a link, but im not 100% sure if its against the rules. :P (Use TekkitCustomizer to Ban Items, it can scan inventories :D)

Posted

I don't think it's an entity issue...

And I would for sure use TekkitRestrict to block the dupe bugs... if it didn't have that horrendous default ban list, meaning that from the moment I load it up, it starts deleting stuff from my world and player inventories etc...

Posted

I don't think it's an entity issue...

And I would for sure use TekkitRestrict to block the dupe bugs... if it didn't have that horrendous default ban list, meaning that from the moment I load it up, it starts deleting stuff from my world and player inventories etc...

Don't allow players online, Start the server, clear config, reload, allow players back online.

It will only delete Online player inventories

Posted

tekkit restrict do not ban any item by default, and even if it is you juts need to delete like 5 lines, just change - itemid to [], i also use the chunk unloader, witch change the loaded chunk to 2/3

Posted

I really do not like the Chunk Unloader. It was on my server when I updated TR and the new config generated, and it would only load the chunk I was actually in. I do not know if this is intended or if it wasnt working right though :P

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