Canvas Tile Entities
Sir-Will opened this issue ยท 8 comments
hey,
would it be possible to change the Canvas to be no tile ent or at least to a not ticking tile ent?
If there are huge buildings out of canvas it causes performance issues.
Sorry, but no:
- MC 1.7 was no concept on non-ticking TileEntities
- TE is needed for storing canvas data - it's way more bigger that 4 metadata bits
Please note, that even tough they are TEs, they are rendering only as block - so they should have smaller footprint then vanilla chests. So I'm not sure canvas block are your real problem.
The amount is the issue. It causes lag spikes if a chunk get loaded or unloaded with many tile ents in it.
Well will keep them banned then. Had hoped there will be a way to allow them again.
Oh well. Nothing I can do. But you might as well ban chests, carpenter blocks, anvils, warded blocks or anything other with TE.
The issue is the pure amount. There is a difference between active and inactive tile ents. On every chunk load/unload the arralist containing the active/ticking ones gets called with adding or removing some. Now if the array list has +8k entries this takes quite some long (especially the removeAll which is being called). Due to the amount of canvas this is insane.
Carpenters, chest... those are all "inactive" tile ents, they don't tick and are therefor not within this array list. I'm sure @sfPlayer1 (fastcraft dev) can explain this in more detail.
Hmm, looks like TileEntity.canUpdate
already exists in 1.7.10. My bad. Well, at least there is something I can change.