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It's still significant, but few times less significant than some other MC admin discussions lead me to believe, where they were failing to differentiate between server implementations.
#Lag switch minecraft code#
1.8.* changed their hopper code significantly enough to remove their previous non-Vanilla behavior at 1.8.3 (the work-around code that gave the hopper tick config variable they removed), then being something like 4 times as efficient at calculating empty hopper ticks, and Spigot also changed hoppers so that they are more efficient in uncovered state. They get built for a purpose and then left behind to tick away at nothing. I still wouldn't take from that demonstration that hoppers are insignificant across the lifetime of a server. Glad you found the video, cuz I felt like we'd either have to test it ourselves or assume that Spigot referenced Vanilla for what lead to that quirk in Vanilla. That extra TPS loss in Spigot 1.8.* for covering (what was that, 250,000?) hoppers with an inventory block is surprising. Hopper lag is still present (with a much higher ceiling on hopper count) in large Spigot servers, and the Internets hath lead me astray on the furnace thing for Spigot. can't remember why I had it set so high, if that's the default or suggestion I picked up but if that's default and Xelphos didn't change it then it's way higher than suggested values.
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I took a quick peek at my config for Stivarstead and apparently I had it set to 1000. I don't know our current settings in spigot.yml but I already had in mind taking interest in max-tick-time setting.
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At the same time it shows that hoppers even in their active state should not be significant culprits in lag situation. If what's shown here (it's for 1.8 version of Minecraft) then placing furnaces might actually be counter productive. They're attacking the problem by forking Spigot, and in May claimed to have a performance improvement fix that replaces their need for use-hopper-check.īasically the same information as before, but aimed at PaperMC. Wiki author is unaware that ticks-per hopper-check isn't in play, or they're running a <= 1.8.2 server, or they're using PaperMC with use-hopper-check set true. Our view-distance is at 10 (I think), and that's already too low for preference, so maybe that's the big lag we just live with.Įntity-activation-range is already fairly low low enough to break most mob farming attempts. Yet, Minion Land is already effectively a build-only server, so assuming that in a BungeeCord setup you have separate config for each linked server, just let Minion Land (the big laggy one) have that, and let Far Lands be the riskier map. I know item-despawn-rate is higher than 1 minute, and agree that setting that aggressively low will also require keep-inventory to be on (therefore lowering risk and difficulty). Some thoughts as I read it:įeels like Xel already lowered merge-radius. Thusly-covered hoppers are essentially lag-free because they are rarely activated. Covering a hopper with an inventory-slot block deactivates the hopper until an item is in the neighbor block's inventory. Gamepedia Minecraft Wiki has another review of the problem, showing that "activated hoppers" are the problem, and if you understand what "activated" means in this context, it matches with the rest. Make it a rule to put "inventory slot" blocks on top of hopper chains, and discourage uncovered hopper machines instead. If you feed the server's region files into the blockfinder tool, looking for hoppers, you'll probably find much of the ongoing lag problem: instances of uncovered hoppers, increasing over time. The player placing items into a sorter or furnace "input" chest is the same as the player toggling an on/off switch. A single-hopper chicken egg machine is probably creating more lag per-machine than any item sorter would do (if all of the item sorter hoppers are covered properly), because the sorter is effectively the same structure as an auto-furnace, and its redstone circuit is nearly always emitting no signal. Simply place furnaces on top of the hoppers on the top row, and the entire mechanism will be relatively lag-free. Furthermore, one of the most common reasons to build a long hopper chain is not creating significant hopper lag:Ī hopper-driven inventory sorter creates hopper lag only on its top row of hoppers, and that can be fixed with inventory slot blocks, per Accidental Gaming's demonstration.
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