MineColonies

MineColonies

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Performance issue with stuttering, perhaps related to collision calculations

Closed this issue ยท 16 comments

commented

Is there an existing issue for this?

  • I have searched the existing issues.

Are you using the latest MineColonies Version?

  • I am running the latest beta/release version of MineColonies for my Minecraft version.
    I am also running the latest versions of other mods that are part of my problem.

Did you check on the Wiki? or ask on Discord?

  • I checked the MineColonies Wiki and made sure my issue is not covered there. Or I was sent from discord to open an issue here.

What were you playing at the time? Were you able to reproduce it in both settings?

  • Single Player
  • Multi Player

Minecraft Version

1.20

MineColonies Version

1.1.924

Structurize Version

1.0.773

Related Mods and their Versions

No response

Current Behavior

After updating to 924 in 1.20.1, multiple persons reported stuttery behavior in the colony (player movement stuttering). I took spark/observable profiles. MotionlessTrain believes there may be some minecolonies involvement (see https://discord.com/channels/139070364159311872/1125094832143077456/1387850562997063851 )

Expected Behavior

No stuttering/perf issue

Reproduction Steps

Update server to minecolonies 924. Go to a colony that is reasonable size (average level 4 ish, with all crafters and most herders/plant generation huts (I think; I didn't go through their whole colony)). One player was Underwater style and one High Elven.
Just walk around the colony a bit.

I will ask the impacted players if they will add comments.

Logs

https://gist.github.com/Shadizar/6e4806df6da4b3ed607d8cd944ba7cef

Anything else?

I don't have solid info yet so this is more of an "FYI in case anyone finds it handy"
On our server when we updated to build 924 we started getting some severe stuttery lag in certain colonies too.
Observable and spark didn't have obvious news.
I'll be updating again soon ish perhaps and keep an eye on things but I do think something's gone a bit sideways
Server https://spark.lucko.me/53yfstqvbg
Client https://spark.lucko.me/ftCEO0Ngw5
Observable https://observable.tas.sh/p/izcVQ
Mind you I'm pretty novice for these sorts of things

Comment from MotionlessTrain https://discord.com/channels/139070364159311872/1125094832143077456/1387850562997063851
"I can see something that has to do with citizens moving around, which is high on the server list. It seems that that has to do with calculating collisions
"

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commented

I'm the player with the High Elven colony; it has been increasingly stuttery for a long while - it also predates the underwater colony in question by several months I believe. The worst area for lag is around the Town Hall building, which does support the idea that it's Minecolonies struggling to process things that is causing the issue.

This style is also EXTREMELY heavy on D.O. blocks from Level One onwards, so maybe that's also a problem? Most builds in the style are very large and seem to consist at least 85% of D.O. blocks.

commented

If it's a client side think it's very obviously

Image

This mod. Idk which one it is, it seems to be by serilium.

commented

It queries all the tileentities in an area and performes computation on them, so a lot of DO blocks in an area and it goes wild

commented

any idea why updating minecolonies related mods resulted in the sudden triggering it? I don't think I have something called serilium but I updated very little...mostly mcol and dependencies

commented

am looking at serilium mods in the pack to see what I've got , alas curseforge doesn't make it simple

commented

geez they've got a lot of mods

commented

you could try a spark report with "ticks over x" to only get ticks that cause stuttering. Otherwise it could be a coincidence as well, just around the time townhall upgrade got finished and there were enough do blocks around or so

commented

do you think it could be similar to this?

Serilum/.issue-tracker#1418

commented

obv not the same since it was fixed before but perhaps a recurrence

commented

just confirmed...my last update didn't update any of serilium mods. So it could be the coincidence you mention
I'm not sure how to proceed really, I'll consider my options after some rest haha

Thanks for taking a look in any case

commented

do you think it could be similar to this?

Serilum/.issue-tracker#1418

Yes, this could be it. See if disabling it, or maybe significantly reducing the range helps.

commented

Collective is their library mod, the client stuttering is for sure caused by it when its taking 50% of the client tick in that spark, make a bug report to them about the "Collective" mod showing them the spark link

commented

btw found which of their mods is causing it, its the area names mod.
If you find the "area_names.json" config file and put the "radiusAroundPlayerToCheckForSigns" setting to 0 it should probably work
(or just delete the area names mod)

commented

I'm hesitant to delete the mod outright as I worry about impact. I will adjust the config and test that first ( might not take it totally to 0 but experiment a bit)

thanks

commented

setting to 0 did not help. I will download a copy of the server world and test removal of Areas
I won't report back very soon. It's.....a large download

commented

I downloaded my world, confirmed the bug still repro'd locally.

I removed Areas and the issue is fully fixed.

I will note this in the Tricks channel on the discord so that Areas can be added to incompat