Done Lag...

Discussion in 'The Ferret Business' started by busi, Sep 17, 2015.

  1. busi

    busi New Member

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    Something needs to be done against the lag.
    Players, mods blame AE then disable AE if it really destorys the server.
    Others blames huge setups / setups wired together in a stupid way that creates loops or similar but doesn't seems like mods / admins are enforcing anti lag rules.
    Take like the little "outpost" i found 49 spawners, ME system, mekanism power gen in 1 chunk

    Server starts to struggle when more than 20 players are on - put a player limit on and setup a node more. donator spots? limit them to like 5 slots or something.

    the server restarts run fine for like 10-15 min and then its taking a dump and goes down to 3-5 tps and everyone starts to blame AE again

    Mods are telling you have tools to find the lag but doesn't seems like they are being used.

    My idea would be to run the server thru warm roast from a reboot to a reboot and analyze the data. on the go since that will surely tell you what is going on and what mod is killing the server.
     
  2. LucidTheStick

    LucidTheStick Well-Known Member

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    Hello,
    Thanks for taking the time to make this post. While I understand your frustrations, I disagree with your assumptions/assessments. The Staff as a whole has been doing everything we can to reduce lag. I see constant staff running profiles, helping bad setups, banning/removing items that are poorly coded, etc. Pretending the staff isn't dedicated to trying to fix poorly coded multiplayer mods and attacking them makes the volunteers that dedicate their time to the players feel like no one cares.

    Also you showed me the setup. The spawners were off and the chunks had an extremely low tick time, there was no lag generation there. I waypointed it and made a note to follow up with the claim owner to see what it's like when it's on.

    I don't know if you have ever run a high population modded minecraft server through warmroast or any other java profiler, but saying it's easy to understand is an understatement by leaps and bounds. We do run servers through java profilers, we do profiles in game, we do help with setups, we do write guides on our wiki to help players, and will continue to combat server performances issues. But let's work together instead of attacking a group of volunteers who are only trying to help.
     
    Darkcrafter92 likes this.
  3. busi

    busi New Member

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    I ran one of the biggest DW20 servers for a few years, some years ago so i do know to all of the problems with running servers, i do know about running servers with volunteers.

    Bu take one of the volunteer sitting on right after a restarts and say "AE don't generate lag, he just checked" when the server just rebooted and the tps is stable and good. and then the blame went on to skellys.
     
  4. LucidTheStick

    LucidTheStick Well-Known Member

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    Again we are taking an isolated incident and making a mountain out of a molehill. There is positive ways to approach a problem, and negative. Every new modpack takes time to "settle" while we troubleshoot the issues, fix buggy/broken mods, and stabilize the server. I suggest checking out our array of other modpacks that have already been stabilized if the server performance is unbearable. Always nice to take a break away from what aggravates us. =)
     
  5. tyler489

    tyler489 Well-Known Member

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    for instance the enderio gas pipe that caused the server to break. they fixed that :)
    just give them time and everything will be better. I remember crundee at the launch for the first week if we had more then 5 tps we were doing good.
     

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