Lag reducing measures from a technical perspective

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Leklo375
Date sent: 2020/03/21 15:02:35
Lag is bad, it makes us have to make compromises in how we play the game. so what can we do to reduce lag?

the mantra of many mush co players is "get new host" but I think there is much more we can do

Namely, spawnchunks.

What are spawn chunks? well, they are a 21x21 chunk area centred on the world spawn (where you tp to when you do /spawn). Within this area all chunks are loaded as though a player is present in them, even if not a single person is actually on the server.

So, whats the problem with that? well, the spawn chunks on mush co are currently centred on that little wooden hut where new players appear, which means the immediate area around this point is constantly loaded.

THIS IS NOT GOOD

Think about it for a second, how many builds, entities, villagers, passive mobs, redstone contraptions and other naturally laggy things are within the spawn chunks? well actually, I can answer part of that.

As of writing there are currently more than 300 entities located within the spawn chunks. for comparison the game limits the amount of hostile mobs able to be loaded at a single time to around 70.

I'm sure we can all see the issue here. Minecraft. let alone the server hardware upon which mush co runs, isn't equipped to handle such a large amount of things at once, constantly. which is why (in part) that as soon as mobs are turned on, the server starts chugging.

This is very easily fixed however

Removing this issue is a simple as moving the spawn chunks, which happens to be as easy as typing /setworldspawn in to chat

so where do we move them?

preferably somewhere lacking in entities, the ocean for example.

This is a method that is common practice amongst server operators, even youtube famous servers do this. Hermitcraft and scicraft are two great examples.

"but wouldn't this mean new players would spawn in the middle of the ocean"

yes, but the spawn chunks don't have to be devoid of blocks altogether, I'm sure we could construct a cute little spawn building with a handy button that tps new players to what we currently know as spawn.

Please consider my suggestion and thank you for reading

leklo

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TheRedTato
Date sent: 2020/03/21 15:14:02
+1
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Amer_
Date sent: 2020/03/21 15:46:29
+1
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Luva
Date sent: 2020/03/22 01:38:09
+1
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Rade
Date sent: 2020/03/22 11:44:53
+1
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Ninon
Date sent: 2020/03/23 16:04:50
Luigi would never do that. He SPECIFICALLY went out of his way to find a location good for building around. Making players terraform an ocean around spawn would be, in Luigi's eyes, unthinkable. A much simple solution would be to limit the things that can be built at spawn, which I also see never happening.

So unless tighter rules are added AND enforced, nothing will be done. This also doesn't entirely help our lag issue. The host is garbage, that is a fact, and we absolutely need a new one. The host is the reason mobs can't be on, the reason the render distance is locked at 4. We NEED a new host.
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luigiofthebakery
Moderator
Date sent: 2020/03/26 00:13:18
Or we could just unload the spawn, we have a plugin to do that, it's enabled only for the nether and end currently though. But from experience, I don't think it'll make much difference, because 300 entities is only a fraction of the potential 1400 entities there could be when there are 20 players online, because as you say the mob cap is 70 (per player) - although we have currently reduced it to 35. And it's only an additional 441 chunks. Since spawn is visited a lot, it might be beneficial to keep it loaded in memory to prevent lots of disk accessing whenever someone goes there, which creates lag. That's the reason why the spawn chunks always remain loaded in the first place.
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Mario
Date sent: 2020/06/10 13:20:55
+1, why is my brother such a dumbass.

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