#PDimm in need of rollback (Chunk revert)

14 messages · Page 1 of 1 (latest)

cosmic terrace
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Hello, so one of my group members logged into our Pdimm earlier (247) and saw that a chunk was reverted. The chunks coordinates are from (-31, 15) to (-17,0). I believe we lost a few multiblocks (mainly the laser engraver multi and some large sifters) along with a few other things. We had this problem before and this time we're fairly sure we chunkloaded the base compared to the last time. Is it possible that too many machines were in one chunk? Thanks!

placid stump
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Hi, you most likely don’t have it properly chunkloaded

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To restore it, we need to have a “good date and time” to restore the entire PDIM.
This means if you make any progress now that that is lost.
Please let know

cosmic terrace
magic idol
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In a group, you will unfortunately need one loader per person everywhere to be safe or whoever the chunkloaders do not belong to needs to visit every loader when they log in alone.

whole wing
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That’s a good idea that were not doing

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We’ll start doing it today!

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But on the topic of server performance, do vertical bases have any downsides from like a ton of tile entities in a chunk? Moving into multi spam it’s probably a good idea to get wider right?

placid stump
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i requested the rollback. I, or the person that will person it, will revert back to you once done.

cosmic terrace
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Thank you!

magic idol
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There is no real difference between high and wide anymore. NBT overload in a chunk isnt a thing anymore after the size limit got increased.

junior isle
# whole wing But on the topic of server performance, do vertical bases have any downsides fro...

it's an urban legend that wider bases = better perfs. First of all, why would a machine perform better in a chunk rather than another? Also, if you spread your stuff, you need more logistics to pipe in/out your stuff, so more tile entities to exist for the same result. The only thing that could be problematic was the amount of data stored by chunks, before if you would receive a data packet bigger than 2MB, you'd disconnect. Now this is fixed in NH. The only real impact vertical bases have are for clients. If the server ticks the machine the same way, the client needs to perform rendering. Since more stuff to render means less time allowed for the renderer to render each machin in order to maintain stable FPS, it's possible dense bases suffer from FPS issues in it. And even then, Angelica did marvelous things to improve this a lot.

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One of the reasons a server admin could tell you that wider base = less lag is because they aren't capable of hunting down the lag, all they can see is that some chunks are heavier than others, so if you spread the server load between machines, the average load per chunk decreases, but sum all of the chunk loads and you'll see that not only you have reached the same server load, but you also have a bigger load caused by the logistics

whole wing
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Alright got it! That makes a lot of sense, thank you