Forced Chunkloading leading to console spam and heavy lag
mindforger opened this issue ยท 4 comments
http://puu.sh/ny8eA/2cd6b1cf87.png
you see that area in the middle, those are chunks loaded via dense me wires
you seem to have adapted the old problem of wires keeping themself loaded that blu had in the past, can you have a look into that ?
maybe @malte0811 can help you there :D
you got a huge load of world.getTileEntity calls not covered with "is chunk loaded" all those will cause a force chunkload and result in serverlag
you started using TileUtils.getTileEntity but only a few
and you should drop a chunkIsLoaded check in there
Um, I can't really reproduce this. What version of IE are you using? (I am using latest master, BluSunrize/ImmersiveEngineering@ab82aef) I have a system consisting of a controller, a drive and a terminal on one side, then a connection via dense me wire over 3 chunks and a small system there (terminal+drive). The chunks in between unload correctly when I teleport away. What setup are you using? Also, dedicated server only or in singleplayer as well?
dedicated tested only ...
the java 1.8 compiled IE version still ... update in progress ...
latest II version as far as i've seen ...
ae2 rv3 beta 5 ...
throw in enderIO and connect some me conduits on one or both sides to see what happens ... also make sure to install a controller, i can make screens of the setup this evening
and additionally, try to chunkload one side of the system to see if it's extending the chunkloaded area probably .. there is a high possibility of a mod in the pack chunkloading a par tof the net resulting ind all depending chunks beeing loaded
http://puu.sh/nzmnt/2c8a1979c4.jpg
http://puu.sh/nzmn6/841df3a481.jpg
ignore the me conduit at the wall, this is the current workaround and was not present before
the transformer sits firmly on top of the two controllers and on the second base ther was only 2 terminals and 1 import bus with a drop off chest