#Major Physics & Chunk Thread Issues in Modpack

1 messages · Page 1 of 1 (latest)

open pelican
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Finally decided to make a post for this because I just can't figure out a solution and can't isolate anything. I'm running a fabric server with clockwork along with many content and optimization mods and have encountered a repeating odd crash scenario where upwards of 80% of tick time is spent by unsafe.park. These are near minute long freezes that usually result in a watchdog trigger. The issue never completely goes away even when idling with basically 0 physics activity, and is accelerated significantly when lithium is present or when distant horizons distant generation is enabled. I don't suspect that any single mod is the cause here because i've tried temporarily removing all of the critical ones that mess with how threads are used. Any help or info on similar issues would be appreciated. Screenshot unrelated, I just like my friend's contraption.

daring cosmosBOT
open pelican
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no but good try

open pelican
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2.4.6

boreal arrow
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Try on 2.4.7

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Connectivity was causing lag on 2.4.6

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It’s fixed on 2.4.7

open pelican
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even with distant horizons distant generation enabled?

boreal arrow
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What does that have to do with it

open pelican
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because that seems like something that shouldn't overstep the headroom the server has available but it does

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i'm just confused as to why stopping distant generation prolongs the crashes for so long

boreal arrow
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Yeah connectivity on 2.4.6 was mysteriously holding up the server tick

boreal arrow
open pelican
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ok, so it may just be the client sending generation requests regardless of how much the server is already doing

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i'll try out 2.4.7 and compare

open pelican
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it appears that all of my ships are now invisible for some reason and i was unable to move until i teleported a ship next to me but other than that it is working so far