Fyrst_Igor Posted August 29, 2013 Posted August 29, 2013 So me and a few friends got this server, just a local one im running from home, and we have started to build more and more automated machines, and the lagg is going more and more up. So i was wondering if there is any way to see what machines that cause most lagg ? Quote
weirleader Posted August 29, 2013 Posted August 29, 2013 someone in a different thread mentioned Tickprofiler. You drop the .jar file into your server's 'mods' folder and then put the lua program from this page onto one of your in-game computers and run it. I've set it up but not yet obtained useful info, but I admit I haven't tried hard. So no promises, but it might do the trick. Quote
Fyrst_Igor Posted August 30, 2013 Author Posted August 30, 2013 So i looked at the mod, but cant seem to find much info on it. Mb u can help me? Do u know if this mod checks all the world or only the chunk it is in? And the example program they have u know if that works or must i program one my self? Quote
Fyrst_Igor Posted August 30, 2013 Author Posted August 30, 2013 So i think i got it working, but its hard to tell what it finds is what. But from what i can see does floodlight use a lot ticks, but so does genericpipe (what ever that is) and conduits. But from what i see the most lag is cause by the stuff u just need to have a system. Quote
weirleader Posted August 30, 2013 Posted August 30, 2013 sorry I'm not much help with it -- I just installed it on my new 1.1.8 world and my development has been very slow (which means no complex systems yet and no lag issues to really test against). when I get around to putting it on my 1.0.6 world I'll have a better understanding of the numbers you're seeing (because I have lots of pipes and an AE network); but at the moment you are probably more of an expert than me. Quote
CharlieChop Posted August 31, 2013 Posted August 31, 2013 sorry I'm not much help with it -- I just installed it on my new 1.1.8 world and my development has been very slow (which means no complex systems yet and no lag issues to really test against). when I get around to putting it on my 1.0.6 world I'll have a better understanding of the numbers you're seeing (because I have lots of pipes and an AE network); but at the moment you are probably more of an expert than me. our server suffers some bad lagg spikes. mostly when I AM online. my bet is on the massive ammount of ME cabling ive used. ( over 1000 units, give or take a couple hundred buses). im planing on using a dim pocket to place my entire ME system, branching out into dozens of interdiemtional gates. that would eliminate like 90% of that cabling. Quote
Flextt Posted September 18, 2013 Posted September 18, 2013 The pattern seems to be: - Every transport system which has a visual representation of its filling grade is detrimental to your FPS. Arguably liquiducts are being advertised as performance-efficient, whatever that means. ==> avoid BC pipes whenever possible. Especially avoid piping huge amounts of items or at least stack them beforehand. For item transport, avoid networks by using clever TE machinations or ME networks, if you can afford them. - Every transport system has to calculate its content and its dynamic along its whole way or at its destination points, which can easily cover a number of additional chunks. Which means, huge networks put a huge stress on CPU and memory. Even TE and ME can do nothing about that. Use e.g. Tesseracts, economic designs, spread the load into other dimensions if you can so they load up on demand. You can also migitate the effect by adding logic to your network, although I do not think this will improve as much as the first two advices. - Running, automated plants (number of machines in succession) are a huge lag-factor, because you likely have to implement the first two points on top of running machinery with additional graphic effects. Try to put them into unloaded pocket-dimensions or otherwise unloaded chunks. This is more time-intensive, as you have to be there for it to be running, but will significantly ease your performance issue. - Derived from the previous advice: Spread your machinery. Ore-processing, different auto-manufactures and your fission reactor in the same chunk on different y-levels will kill your performance in no time. Spread out your base into different, possibly unloaded chunks or dimensions. This was an especially severe mistake in Tekkit / Technic / Tekkit Lite. - Avoid having several computercraft terminals, that wait for events to happen, e.g. passworded doors. Like it is a nice gimmick, CC / RedNet should be used for complex logical operations, e.g. combined ICs. - Avoid using huge amounts of Redstone. Redstone currently has 15 different visual representations & corresponding signal strength. Large amounts of redstone will kill your performance as well, because each of these has to load up with their specific signal strength. Use RedNet cable instead. I do not know, how you can see the culprit in your case, but I doubt it is going to change much, if you do not rework parts of your base as a whole. What mod would you deactivate for example? With my tips you will be able to avoid worsening the issue. Minecraft is a mess, code- and performance-wise. That is not going to change, because Notch likes Java and nobody else in the world likes Java for a good reason. Quote
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