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By eah
#192665
Using the debug screen, there's a field labeled E which tells the number of rendered entities and the number of total entities the client is tracking. IIRC, the server sends to the client all entities within 48 blocks.

This number varies as mobs spawn and despawn. At spawn, this number hovers around 100. As I walk north, the number steadily increases. At about the line of beacons, it goes up to more than 600. At this point, the number of entity updates can't fit through my connection of .5 Mbps at the rate they're actually happening. Everything lags. If I waited long enough, I'd probably get updates an hour behind without timing out.

I'd like to know what exactly the entities are and some way to reduce them.
By Bu1ld0g
#192669
Did my own testing on this and found 5/100 at spawn & 25/120 entities showing between 10-15 blocks away from spawn and the line of beacons. This number increased to 65/350 upon passing the two Aequitas plots and looking directly at the Arcane shop plots. And the same looking at CharredMonkey's plot. Something tells me you have trapped mobs on your plot.

I didn't experience any lag and I'm in Aus.
Time to upgrade your potato Eah.


Side note: Slimes are spawning on the hollowed out plots owned by VVolfpack so that's most likely where the mob/entity buildup is.
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By monkeychunks
#192670
There is an insane amount of mob spawning. I can't do a single thing without mobs spawning all around me. It is definitely not normal.
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By Rokkrwolf
#192675
Bu1ld0g wrote:Did my own testing on this and found 5/100 at spawn & 25/120 entities showing between 10-15 blocks away from spawn and the line of beacons. This number increased to 65/350 upon passing the two Aequitas plots and looking directly at the Arcane shop plots. And the same looking at CharredMonkey's plot. Something tells me you have trapped mobs on your plot.

I didn't experience any lag and I'm in Aus.
Time to upgrade your potato Eah.


Side note: Slimes are spawning on the hollowed out plots owned by VVolfpack so that's most likely where the mob/entity buildup is.
The mob buildup is happening everywhere not just localized locations. I've already spoken with Teejay regarding syntax's plot with the beacons cause if you do walk in the direction of syntax and eah's plots the fps drops dramatically so I can see why players are complain there. But it's not just spawn I've sat in a dark room and watched the numbers just frantically for mobs, there was points where I had over 200 mobs in front of me then the server tick updated removed them all and they were back within 10 seconds sometimes instantly.

The plot next to eah's I forgot who owns it, but there are tons of mobs spawning there cause it's so dark over there, on syntaxs they are spawning above in the crevasses. But as me and Teejay also found underneath there is rough areas so 1x1 holes in some spots and the mobs are falling in those and staying trapped causing buildups as well. As for the slimes again it's not just that area from what I've been told/understand and watched slimes aren't despawning in this version so they are building up in the areas where people have slime farms. The mob protection on friendly mobs is a bit iffy as well, I don't think there's to much issue with them but I get why eah made the suggestion but IMO the hostile mobs are the biggest issue currently. There is way to many and they are spawning so fast killing them is like they multiply.

Either way the lag at spawn is more than a number of issues, from mob buildup to the redstone devices at spawn like eah's auto shop and sorters and syntax's farm that he has directly under his plot. But let's focus on the hostile mobs first and see if Intelli can do something about it.
By Bu1ld0g
#192682
Rokkrwolf312 wrote:I've already spoken with Teejay regarding syntax's plot with the beacons cause if you do walk in the direction of syntax and eah's plots the fps drops dramatically so I can see why players are complain there.
I wouldn't say dramatically, no more so than looking in any direction of spawn, but it's always been like that as there are so many player builds your system is trying to render.

But yes the mob spawning is an issue and it is by no means isolated to one particular spot as eah is insinuating.
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By Tee
#192683
There's no question that the beacons on Synta's and Puged's plots do cause some additional render load which may cause an FPS drop on slower machines, but it's relatively minimal compared to the redstone lag further out from spawn.

In any case the beacons will be coming out after New Year's Day. They were just a display of colour for the festive season :)
By eah
#192688
I wasn't insinuating anything. Just using the beacons as a reference point for where it maxes out at around 600. For me, it's too risky to walk any further as I can't protect myself from monsters. I'm concerned because I can't get to the auto shop to look in chests / refill unless the mob cap is reached.

At first I thought someone might have had a gold farm or a slime farm where the slimes aren't getting killed. Turns out there are no farms, but there's a whole lot of spawning and not enough despawning.
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By Rokkrwolf
#192689
Bu1ld0g wrote:
Rokkrwolf312 wrote:I've already spoken with Teejay regarding syntax's plot with the beacons cause if you do walk in the direction of syntax and eah's plots the fps drops dramatically so I can see why players are complain there.
I wouldn't say dramatically, no more so than looking in any direction of spawn, but it's always been like that as there are so many player builds your system is trying to render.

But yes the mob spawning is an issue and it is by no means isolated to one particular spot as eah is insinuating.
Guess it depends on who you are talking too. I myself dropped from 60 fps to 15 fps (sometimes even below that) which is a dramatic drop and for me it's mostly in that direction. I can only imagine lower end pcs. The other directions aren't as bad though.
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By Intelli
#192709
Updating the server should fix the mob issues. I'll hopefully get around to that in a few days.
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