PirateCraft optimization(s) & Hopper changes
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April 27, 2016 at 3:44 pm #33532
Ahoy! Day 2 of Optimizations.
I guess there are a few pitfalls when using a bleeding edge server, there have been a few console errors, and we had a crash last night even though we had ample resources available.
So I have decided to re-look at all our main config files that run the core of the mechanics to see if we can suck as much performance out as possible.
Hopefully you will not notice any difference in gameplay, I won’t go over all specifics as I want to see if you actually notice any difference, opposed to reading what has changed and assuming there will be issues without actually playing, plus I can tell if anyone’s talking crap because; as I’m the only one that knows exactly what has changed (Nothing PVP related! getting that in before someone thinks about making this thread off topic, I know you pirates are trouble makers).
Remember if you are seeing redstone issues, this will most probably be because we are on very poor performance and TPS drops with this god awful 1.9.2, once TPS drops below 20, that means everything runs slower, this induces redstone.
TLDR, tell me what changed… hoppers changed, but still should work the same.
Hoppers changed, the majority of our issues when moving to 1.9.2 are because there is an issue with the hopper code in the minecraft server software, this is up to mojang to sort out, and then for spigot to optimize. I have taken the first step which was putting us on a bleeding edge server software that allows me to control hoppers.
Before I explain what I changed you have to understand that the server runs on ticks. 20 ticks is 1 second of server time, which makes 1 tick 0.05 seconds (50ms) Hoppers by default do 2 things, they run a check every 8 ticks and they do a transfer every 8 ticks, so every 8 ticks every active hopper is checked and it will move 1 item. That’s a hell of a lot of checks, the more hoppers the more checks. Now I found out I have the option to set the amount of items sent per transfer/check tick rate, so what I am trialling; is making hoppers check & transfer 3 times slower but moving 3 times more items. Hopefully this should give us a bit of breathing room with this insane hopper lag we are having. This will break redstone clocks dependant on hopper time.
So theoretically hoppers should still work the same, they work slower but send more items (fires every 24 ticks), but in the process breaking hopper clocks. This isn’t a permanent solution, but with the amount of lag caused by peoples insane sized farms, its a no brainier to try this out, its untested and we are testing this live, so if you see any other issues that impact gameplay then please do address it in this thread sensibly, anyone that replies with just anger will be removed.
Now lets answer this, because its inevitable someone will star crying.
“But I cant use my machine! This is unfair boohoo“
- This is temporary until Mojang sort it out, cross your fingers for 1.9.3 fixing hoppers & entity lag issues (85% of all resources are entity, 40% of that is hoppers alone!)
- BUT I WANT TO USE MY REDSTONE CLOCK MACHINE! And I want to allow everyone to enjoy the server without lag, this is why I moved us to a dedicated server after all! (I hope it bloody works)
What else?
- You may see more monsters, tell me about the monsters.
- I changed a lot of small core mechanics, grass may grow a tiny bit slower..Shouldn’t break any gameplay?
- Ocelots shouldn’t sit on chests, we were wasting processing power letting every chest check for ocelots all the time.. I don’t think this is a necessary gameplay mechanic to waste CPU is it? Tell me otherwise if it is.
- I turned on an explosions optimizer, I have no idea what this does, its suppose to optimize explosions by using a different algorithm, hopefully the developer didn’t change how they are registered in game, please check to make sure claims can not be damaged, if so report to me asap and ill reward you.
- Turned on queueing light updates, so there is a que system for lighting changes instead of it just taking resources willy nilly, see how much of a difference this makes, it might mean if were running low on resources it takes time for lighting to catch up.
- A bunch of other miscellaneous things I don’t think anyone will notice, do you see issues with something else all of a sudden?
April 27, 2016 at 5:16 pm #33536After much testing on many different types of machines, we are now certain that this change DID NOT break any machine. Your hopper clock still works fine (with mild discrepancies as to the exact amount of tick time). They will still do exactly what they should do. Also, item sorters still work fine. I have multiple item sorters that feed into powered dropper towers, all of which work completely fine. They will move identical items in groups of three, but this does not affect sorting, or how the dropper towers move them.
Remember, the new update just means that it will move UP TO three items. But if theres only one item to move, than it will still move just that one item.
I have tested EVERY machine I can think of and ALL of them work fine. This update did not break anything. SO if your machine is broken, DONT BLAME US! It just means you don’t know how to build a machine. If you have an issue with a semi-auto or auto machine, and you see me online, just message me and ill hop over to you and help you sort it out.
April 27, 2016 at 7:37 pm #33541This might explain why my cocoa bean farm has stopped, its to do with the ticks and bone meal effect and piston timings.
Thanks for the Update- I will adapt my farms 😀
Ice
unban?
April 28, 2016 at 11:34 am #33575What else?
•You may see more monsters, tell me about the monsters.This hasn’t got anything to do with the optimisations, but it’s 1.9 related.
The number of skeleton horsemen spawning is way, way, waaaaaaay to high!! I was swamped by the bloody horsemen like a raging tidal wave in one area. After dealing with them (thank you sunlight!) I decided to collect all the horses in a pit. I gave up after half an hour because there were simply too many…
Can the spawn rates of skeleton horsemen please be manually reduced? Skeleton horses should be rare, but they’re all over the friggin’ place! Or if possible at least let the horses take burn damage in sunlight to cull their numbers. Q_Q
April 28, 2016 at 11:43 am #33576What else? •You may see more monsters, tell me about the monsters. This hasn’t got anything to do with the optimisations, but it’s 1.9 related. The number of skeleton horsemen spawning is way, way, waaaaaaay to high!! I was swamped by the bloody horsemen like a raging tidal wave in one area. After dealing with them (thank you sunlight!) I decided to collect all the horses in a pit. I gave up after half an hour because there were simply too many… Can the spawn rates of skeleton horsemen please be manually reduced? Skeleton horses should be rare, but they’re all over the friggin’ place! Or if possible at least let the horses take burn damage in sunlight to cull their numbers. Q_Q
yeah I know, its out of my control, I cant control individual mobs like this. there is no “skeleton horse” setting. sadly.
This isn’t related to any changes I have made, I started when we moved to 1.9.2.
April 28, 2016 at 3:23 pm #33579Its at the point when I go out with a lava bucket when I’m out an about, the cull their numbers when you inevitably bump into a herd of them.
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