Server Performance and Stability is the main goal of MineYourMind, the part we value the most and put most of our time in. While we can take care of the outstanding things, the general usage depends on the setups from players and their understanding of modded minecraft performance. Therefore please take the time to read up on the following guides and do your duty on performance optimization to keep the gaming experience as lag free as possible.
NOTE: If you are inclined to have us take a look at your base or one you find suspicious, please let us know.
Once you get to a big base automating multiple mods it often is not a lot to ask you to split it up even more. Have a single setup for bee automation, one for ore pre processing, one for energy production...
There are only a few things to check to set up those farm correctly. If you don't follow these steps they can drain the performance of the whole server.
- Make sure you have enough power so the Farm can cut down the trees as soon as they spawn. (use Flywheels to store the energy) - Never let the output inventory get filled up else the machine stops working and will still try to cut down trees - Please only use a size you can handle with your machine/energy
Tile entities are blocks being able to do a bit more than just being around (Chest, machine, lamp...). In this case we have to further split it up. There are active and passive tile entities. The active ones are ticking while the passive ones are not. So for example all those machines doing production are active and carpenters blocks inactive.
Mods are adding more and more tile entities, modpacks are getting bigger and bigger, with this the amount of active tile entities is rising to an amount of getting a bottleneck. While those tile entities might perform great on their own, they are causing limits within base Minecraft code. E.g. there is a list storing all those active tile entities. This list gets updated on for example chunk load and unload either adding or removing entries. As the list grows with the age of the server, these tasks take longer and longer ending up causing constant lag and major lag spikes (player login → base load → tile entities being added or teleport → base unload → tile entities being removed..)
The goal is to keep the amount of active tile entities as small as possible.
In Numbers on a medium to big modpack we talk of about 30k active tile entities and 80k inactive with 10 players. At this rate the server impact is at about 30% while the tile entities on their own are only at about 2-5%.
This being quite a difficult topic, lets split it up:
There are Simple/Build/Environment blocks like Sky Blocks, Canvas, Arcane Lamps, Ender IO Lamps.. Those are called tile entities. The first two mainly used as build blocks appear in values of hundreds and thousands in single bases. The lamps not being there so often spawn light tile entities around them. Those tile entities are not visible and only their only job is to give the light. One lamp is spawns around 30-80 tile entities.
Conduits/Cable/pipe/tube are necessary and have a lot of jobs. Nearly all of them are active tile ents. The only inactive one I know are IC2 cables and Applied Energistics. As soon as possible it is recommended to switch to those. Next to this, keep things small and simple. Try to save as many conduits as possible. E.g. use high tier with high throughput, make use of ender-chests and tesseracts for long distances, build your machines compact and switch to Applied Energistics as soon as possible.
Multi-blocks while there are many nice multi-block structures, many of them are active. So consider for yourself if you can use a drum instead of a Railcraft tank with 150 parts/tile entities for example. Machines/Flowers in the end the amount of machines, including things like Botania flowers, Thaumcraft crystals... are so many needed, is it possible to upgrade them in speed, is there a faster one from another mod.. ?