Info Regrowth - heavy lag spikes

Discussion in 'Server Info' started by Slind, Apr 22, 2015.

  1. Slind

    Slind Founder

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    Hey everyone,

    unfortunately we have it a currently non solve-able issue on regrowth. Here is a quick explanation:
    1. TileEntity e.g. buildcraft pipe interacting with a neighbor chunk
    2. neighbor chunk gets loaded
    3. chunk load initiates mekanism energy net recalculation of this chunk <- this takes a very very long time and causes those lag spikes
    We are in a bad spot with this issue.
    1. can't update mekanism due to recipe changes (doesn't work with newer version)
    2. no alternative energy cables/conduits
    3. essential to the game
     
    Last edited: Apr 22, 2015
    LucidTheStick likes this.
  2. MaelstromPhoenix

    MaelstromPhoenix Well-Known Member

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    Would the Mekanism energy conduits not be a solution?
     
  3. Slind

    Slind Founder

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    that is what is causing it. (the buildcraft pipe was just an example of a tileEnt which initiates neighbor chunk load)
     
  4. MaelstromPhoenix

    MaelstromPhoenix Well-Known Member

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    Hmm. After playing the pack, IMO power generation isn't the most important thing. One option would be to change the passive energy produced by the heat generator to something really high and just hook up machines straight to those generators.
     
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  5. Zxirl

    Zxirl Well-Known Member

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    Buildcraft Kinetic pipes are an alternative, they are pretty lousy though.
     
  6. Docpo

    Docpo Well-Known Member

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    I know this won't solve the problem but would FastCraft help a little bit for the server? I currently have it installed for my client so I can have decent frames if I decide to roam outside my base.

    WTB Thermal Expansion.
     
  7. BookerTheGeek

    BookerTheGeek Patron Tier 3

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    Not really compatible with mekinism power generator
     
  8. Ralph_Anthony

    Ralph_Anthony Well-Known Member

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    Is there anything as players we can do to help reduce lag?

    Such as not having pipes cross chunk boundaries.
     
  9. Slind

    Slind Founder

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    there are too many tile ents which do neighbor chunk loads as that it could be solved unless building everything in one chunk..
     
  10. Xfel11

    Xfel11 Consultant

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    Actually even that is not enough, a lot of them will load the neighbor chunk to look for a cnnection even if there is no connectable element over there (how should it know). So you'd actually have to spare the blocks directly adjacent to the chunk border too.
     
  11. Hamnetz

    Hamnetz ~YOU~ARE~THE~REASON~

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    would it be possible to remove it from the mod and add a different pipe that works in the same way just doesn't mess anything up?
     
  12. Slind

    Slind Founder

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    we want to stay official launcher compatible, else we would add another mod like ender io and only enable the conduits with mekanism recipes
     
  13. Hamnetz

    Hamnetz ~YOU~ARE~THE~REASON~

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    would a server roll back solve to problem?
     
  14. Slind

    Slind Founder

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    nope. the only solution I could think of would be to live without mekanism cables until modTweaker updates and then the modpack includes this update.
     
    Last edited: Apr 22, 2015
  15. Hamnetz

    Hamnetz ~YOU~ARE~THE~REASON~

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    agreed, rather that than a roll back or reset. Hopefully it will update soon.
     
  16. jackripper0987

    jackripper0987 New Member

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    Not much that can be done :/

    I will try to make sure everything is withing 1 chunk to help
     

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