lag - primarily on entities in Keeps
Zygus42 opened this issue ยท 7 comments
ancientwarfare-1.12.2-2.5.103
I've been building a new modpack, and have been using a new profiling tool called LagGoggles. The entities in the Keeps (vikings etc) cause quite a bit of lag, as do some of the torque transferring blocks. Would be great if you could have a look at the causes of said lag.
So I finally got to this one. What kind of lag are you actually seeing? (some logs with numbers you can provide?)
Entities are always going to require a bit more processing time as they need to "update" every tick, but I don't seem to be seeing any significant lag coming out of these. (at least 20 micro seconds to process entity during tick on a crappy laptop doesn't seem like a bad lag to me)
To compare:
Vanilla Villager in normal situation 4 to 5
Minecolonies villagers 4 to 6
Vampirism vampire hunters 4 to 8
Millenaire villager 7 to 8, sometimes ramping up to 30 depending on what it's doing
Keep of AncientWarfare2 (ancientwarfare-1.12.2-2.5.103) pirates 25 to 65
So, to put it in perspective, a keep of 20 pirates is producing around the same as a pen of 233 chickens, while an equivalent amount of villagers are equal to pen of 27 chickens. Not necessarily server destroying, but definitely noticeable.
Try LagGoggles if you haven't already - great new profiling tool.
New version on curseforge fixes at least some lag for NPCs. I haven't seen anything special for torque stuff but I will leave this open for now.
The lag was one of the prime reasons in 1.7.10 that it was planned to convert all entities that spawn with structures into spawner blocks that only activate when a player comes within a certain range. This has the effect of only putting into the world the NPC's that the players might immediately make contact with. it has a secondary benefit that NPC's spawned as a player passes by, especially if world building in creative mode, wont spawn and wander off and get lost/killed before a player has had time to encounter them.
Yep - that system worked pretty well in chocolate craft (or better dungeons) way back when, which I liked a lot.
Closing this as I have done some changes as part of another issue (#808) and can't see anything else other than just shear numbers o entities that exist in the world causing performance issues.