Azukaar's Fair Difficulty Overhaul

Azukaar's Fair Difficulty Overhaul

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Server Issues

Closed this issue ยท 4 comments

commented

Can't keep up! Is the server overloaded? Running 21196ms or 423 ticks behind

there's a potential issue with the zombies from this mod causing horrible server lag via some sort of "goal" they have spamming the server log. Removed the mod and the issue was fixed.

I believe what may have been happening was there were like 12 MCA Reborn villagers in my house and I left the server on over night. and the zombies ai/goal system was tweaking out/lagging the server trying to get to the villagers.

If you are still going to maintain this mod and bug fix I can replicate the bug and send the server log.

Severely under rated mod btw.

commented

TBH I wasn't sure if people were playing with the mod, but if you provide some logs I'd be happy to investigate when I have time

PS: And thanks, glad you're enjoying it!

commented

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I am not able to reproduce any lags no matter how many villager / zombies. Are you sure it couldnt have been caused by a different mod and the lags disappeared simply because you restarted the server?

commented

Hey, can confirm Eclipse isn't crazy, this is causing immense server optimization issues. Would've been able to pinpoint it a lot sooner if this issue wasn't prematurely closed.

I've attached one of my dedicated server's logs, as well as some screenshots of the 'spark' profiler mod, showing that this mod's raised zombies are eating up just about as many server resources as they can, often leading to unplayable tickrates.

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latest.log

NeoForge 1.21.1, 21.1.172. Was playing on 'Expert' server difficulty, and can only fear what tickrates would occur on higher server difficulties. Will try to post a follow-up soon showing what performance is like without any additional mods, just to double-check for potential incompatibilities.

commented

OK thanks for reviving this.
I have pushed an update that fixes it.
The issue was that if you have many zombies AND many chests specifcally, then that's where numbers start being crazy. So I did two things

  • limit the number of check per tick globally. So 1 zombie or 100 zombies, only 2 path finding checks can happen per tick (that's the most expensive check)
  • be smarter about when zombie want to check paths. They do not try to trigger it anymore unless some conditions have been met (like for example if they moved more than 16 blocks away from their previous scanning location)

With those fixes, the resulting behaviour is quite close to the current one, but with very much lower performance impact. This is a spark screenshot, within ATM 10:

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The zombie take 2.27% of the tick, while the wolves who are quite passive take 1.13% so I think the overhead is fairly low now. But happy to keep the ticket opened for you @mario1287 while you are conducting further testing
With no other mods, the overhead is even lower (that second screenshot was taken with apocalypse diff, during the night, few manually spawned zombies and 3 chests placed):

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