#At start of server world gen, constant string of ship ids with mass of 0, causes unplayable tick lag
1 messages · Page 1 of 1 (latest)
i also used spark to confrim valkiryien skies is causing the lag
ive tried reinstalling the jar files for vs and all dependencies from the server and running it then reinstalling
was an unusuall server transfer to start, was transfering from an essenstials self hosted world to shockbyte, botched the transfer a bit
I'm working on getting a new spark report
56% of the tick is taken by mob ai
not saying the 20% taken up by VS2 logging isn’t insane
but it’s more insane that VS2’s shitty logging does less of a number on the server than vanilla mc mobs
plug-in?
server side mod
no
or any other shitty plug-in mod hybrid server
ok good
all of them are coded like shit
i don’t know why
they just are
this is just normal forge on a shockbyte server
any suggestions for these problems?
it appears the mob ai lag was caused by a mod that added to vanilla mod behavior
new spark report minus angry mobs
uninstalled clockwork and create interactive and tried to launch server, server now fails to launch with vs at all
even with clockwork and create interactive re installed
removing vs and all dependencies fixes the problem
deleted the airship data in the world folder, seems like it might be fixed
new profile
random crashing is occuring
am getting a too many physics frame in queue error beforehand, with no ships assembled
other errors
deleted empty entity files and removed create interact, crashing improved
new spark report
crashing maybe improved?
memory leak maybe?
Did you get any resolution to this. I'm getting spammed constantly with the mass of 0.0 which seems to over time build up more and more ship IDs. /vs delete @v to delete all the ships will stop it temporarily but they just come back.
interactive tends to do it a lot
a lot of people recommend not touching it until it's or the poor logging is fixed
I can't, it's clearly leading to lag and brokenness
Oh you mean literally don't use interactive? 😛
im still crashing
even without interactive
that spark report is still current
i can make new ones though
the crashes seems random rn
sometimes it takes awhile
sometimes it doesnt
might be world gen problems
im getting errors for them
but it seems to be a memory leak
delete the vs ship data file in your world data folder
thatll fix the mass of 0.0 issue
Yah I can't find any such file. What exactly is it called? O.o;
the /vs delete @v command does stop it temporarily but it'll come back inevitably xD
the vs_ship_data.dat
itll be in the data folder
in the world folder
Freaking Shweet! is the name of my world folder
it might not resolve all your problems, im still having issues
when i remove clockwork server crashes at start of world gen
im gonna delete ship data again
Ah I see it, thanks 🙂
ofc!
server is launching again for me after deleting ship data again
current log
spark as well
@cunning quail while i do agree that clockwork and create interactive are probably a bit to buggy to use in certain use cause, i would prefer to talk in here and not dms
As I said, sorry for the unsolicited. I was just trying to make it a side comment that didn't necessarily need to be said here.
Apologies
all good, let me know if you have more issues, im still having problems
Wilco
any memory leaks VS2 has got fixed a while ago
except maybe for whatever the fuck is going on in interactive
either way, I’ve ram clockwork servers before
back when it was even more unstable
ok, thank you for your help with the vs 2 stuff
and for pointing out the mob ai problem
are you sure?
i tried running my server with just vs2 and clockwork, vs2 clockwork and create interactive, and none of the three and ONLY on the one without all three did i stop having memory leaks
create interactive
has issues
big not VS2
can I ask, did you use the Flat checkbox when viewing spark?
If possible, and the problem is still not solved, you can first try to spawn mobs in the cave close to the ore from vs / clockwork and watch for tps, and secondly you can try to remove all ores from vs / clockwork from the world, generate a world with vs and clockwork, remove them -> enter the world, then bring back and enter again (hope i explain well)
And one last question, tps drops when you ride -> off something? A horse, or in general anything you can get on and off of.
Considering wanderlite can be triggered from a mob simply walking on it, I wouldn’t be surprised if this was part of the issue.
incorrect
mobs cant trigger it
only players
they specifically made an effort to make it only players in a recent update
I wonder why some wanderlite ores were previously triggered without me interacting with them
Probably an older version
Potentially. I was on an older version when I first encountered it. I’ll keep an eye out and see if it happens again
It was changed in versions past 0.1.10
My version was 0.1.13 there was probably a reason for it being triggered.
Would this spam in the log increase saving times? I’ve noticed when exiting the world it takes a long time to save
Good god my log folder is 1.35gb. That’s bigger than the world I’m playing on.
In fact after removing the logs, it’s still bigger than my modpack folder
That is definitely why it’s taking ages to save. Is there any way to make Minecraft not output those logs?
meomory