Done ROTCT Bloodmoon Lag fix

Discussion in 'Other' started by tyler489, Feb 15, 2016.

  1. tyler489

    tyler489 Well-Known Member

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    anytime there is a blood moon the server tps drops to about 2-6 tps this should be fixed by this Cfg
    Code:
    # Configuration file
    
    blocks {
    	B:BloodmoonSensor=true
    	B:DyeingMachine=true
    	B:EnderEnergyDistributor=true
    	B:EnergyDistributor=true
    	B:FertilizedDirt=true
    	B:FluidDisplay=true
    	B:ItemCollector=true
    	B:LapisLamp=true
    	B:MoonSensor=true
    	B:NotificationInterface=false
    	B:OnlineDetector=true
    	B:PlayerInterface=true
    	B:SpectreGlass=true
    	B:WirelessLever=true
    }
    
    
    dungeonloot {
    	I:WhiteStone=6
    }
    
    
    items {
    	B:BiomePainter=true
    	B:BiomeSolution=true
    	B:Bloodstone=true
    	B:CreativeChestGenerator=true
    	B:CreativeGrower=true
    	B:CreativeSword=true
    	B:DropFilter=true
    	B:EnderLetter=true
    	B:Ginto=true
    	B:Imbues=true
    	B:MagneticForce=true
    	B:OpSpectreKey=true
    	B:SoundRecorder=true
    	B:SpectreArmor=true
    	B:SpectreKey=true
    	B:SpectreSword=true
    	B:SpiritBinder=true
    	B:VoidStone=true
    	B:Whitestone=true
    }
    
    
    ##########################################################################################################
    # potionids
    #--------------------------------------------------------------------------------------------------------#
    # Setting these to -1 will auto resolve them. If RandomThings finds a potion at the position of the specified id it will try to find a free one. It will also dynamically increase the size of the potion array if necessary.
    ##########################################################################################################
    
    potionids {
    	I:ImbueExperience=30
    	I:ImbueFire=76
    	I:ImbuePoison=31
    	I:ImbueSpectre=79
    	I:ImbueWeakness=78
    	I:ImbueWither=77
    }
    
    
    settings {
    	# The amount of ticks the biome capsule needs to collect 1 charge
    	I:BiomeChargeTime=20
    
    	# Whether fog will turn black on a Bloodmoon to look better with the red sky
    	B:BloodMoonBlackFog=false
    
    	# The chance of a bloodmoon happening (0=Never;1=Every night;0.05=5% of all nights)
    	D:BloodMoonChance=0.02
    
    	# Whether players are NOT allowed to sleep during a bloodmoon
    	B:BloodMoonNoSleep=false
    
    	# Whether light will be tinted red on a Bloodmoon
    	B:BloodMoonRedLight=false
    
    	# Whether the moon will be red on a Bloodmoon
    	B:BloodMoonRedMoon=true
    
    	# Whether the sky will turn red on a Bloodmoon
    	B:BloodMoonRedSky=false
    
    	# With which number should the default entity limit be multiplicated on a blood moon
    	I:BloodMoonSpawnLimitMult=1
    
    	# How close can enemys spawn next to the player on a bloodmoon in blocks? (Vanilla=24)
    	I:BloodMoonSpawnRange=3
    
    	# How much faster enemys spawn on a bloodmoon (0=Vanilla)
    	I:BloodMoonSpawnSpeed=2
    
    	# Whether players in the overworld should receive a message at the beginning of the bloodmoon
    	B:BloodmoonMessage=true
    
    	# Whether the Bloodmoon should respect the doMobSpawning gamerule
    	B:BloodmoonRespectGamerule=true
    
    	# Should monsters spawned by a bloodmoon vanish at dawn?
    	B:BloodmoonVanish=true
    
    	# Bonemeal particles will appear whenever fertilized dirt boosts the plant
    	B:FertilizedDirtGrowthIndicator=false
    
    	# How often should Fertilize Dirt tick the plant above it when it's ticked itself?
    	I:FertilizedDirtGrowthModifier=3
    
    	# The duration of imbues (in ticks)
    	I:ImbueDuration=6000
    
    	# A random number from 0-thisconfigoption will be added to the decay speed for every Leave. Setting this to 0 will decay leaves rather linear while higher numbers will let the whole thing look more natural
    	I:LeaveDecayFuzz=5
    
    	# The amount of ticks every leave needs to decay (Lower is faster)
    	I:LeaveDecaySpeed=7
    
    	# In ticks (20=1 Second)
    	I:MagneticForceTeleportLength=200
    	B:SpectreDimensionFog=true
    
    	# The Dimension ID of the spectre World. On first run and when you set this setting to -1 RandomThings will try to find a dimensionID itself
    	I:SpectreDimensionID=2
    
    	# The chance of phasing through an attack while being imbued with spectre
    	D:SpectreImbueChance=0.1
    
    	# The chance of a spirit spawning when you don't use a Spectre Sword (0-1)
    	D:SpiritChance=0.02
    
    	# The chance of a spirit spawning when you have a spirit binder in your inventory and kill the entity with a spectre sword. (0-1)
    	D:SpiritChanceSword=0.1
    
    	# The range of a wireless lever in blocks
    	I:WirelessLeverRange=10
    }
    
    
    vanillachanges {
    	# Leaves will decay much faster when no longer connected to a log
    	B:FasterLeaveDecay=true
    
    	# The minimum light will be removed so if there's no light source it's actually going to be completely black
    	B:"Hardcore Darkness"=false
    
    	# Locks the Gamma to 0
    	B:LockedGamma=false
    
    	# The normal dirt background will be replaced with a different block each start
    	B:ModifiedBackgrounds=true
    
    	# When you throw something or shoot an arrow the motion of the player will be added to the motion of the projectile
    	B:ThrowableMotion=false
    
    	# If this is not empty the options background will not be random but the one specified here. This has to be a Resource Location, for more information visit the Curse Forge Page of Custom Backgrounds
    	S:fixedBackground=
    }
    
    
     
    Last edited: Feb 15, 2016
  2. tyler489

    tyler489 Well-Known Member

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    its the randomthings.cfg
     
  3. SirStudMuffin

    SirStudMuffin Well-Known Member

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    yesterday was the first bloodmoon id seeen
     
  4. tyler489

    tyler489 Well-Known Member

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    Its the third i seen but its not about the frequency its about the huge tps drops it causes.
     
  5. Slind

    Slind Founder

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    implemented the config settings from civ. According to a few players it has been working out on there with the adjusted settings. They will take effect with the next restart.
     

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