Quark Oddities

Quark Oddities

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Frog Spawner limit?

InsaneTD opened this issue · 13 comments

commented

I was playing All The Mods 3: Lite today when I came across a Frog Spawner that had spawned almost 4000 frogs. Was causing considerable Tick lag (avg of 10tps, 4 if I got within a chunk).

Btw, think the frogs are awesome and enjoying the mod. Awesome work.

commented

Is a version with this fix released yet? The latest I see on curseforge is 177 from 10 August.

commented
commented

This issue does still exist in Quark-r1.6-177. I saw high CPU usage (via VisualVM) in the server thread due to Quark's frogs. Running /cofh killall frog instantly increased TPS from ~12 TPS to ~20 TPS.

commented

I set a script serverside to clear all non-named frogs every 30 minutes, but I've not noticed it finding many targets.

I will disable the script and see if I can replicate the issue, and report back when I have findings.

commented
commented

Speaking personally, this seems to have been resolved. I'm not having overspawning in singleplayer worlds, and on my server even with the frog-removing script disabled, we only have 14 of them atm according to /forge entity list.

Edit 10/20/19 8am: Up to 31 now.

commented

2020-01-10_18 13 15
Not resolved. I've found a multitude of caves (at least 5) in the spawn chunks of a modded multiplayer server filled with frogs just like this. They don't seem to have a spawn limit and it's ridiculous. I'm considering disabling frogs due to the lag from the limitless frog spawning, but everyone really likes them so I'm conflicted. When I do /kill @e[type=quark:frog,r=64] my chat fills completely with "Killed Frog". I'm using Quark-r1.6-177.jar in Minecraft 1.12.2.

commented

If you want a workaround in the meantime, you have some options:

  • You could use another mod like InControl to define custom spawn rules/set spawn limits for them.

  • You could schedule a recurring kill command, either via your host/panel, or using something like WorldPrimer. I have something similar for the Rats mod on my server - it leaves all rats with nametags untouched. I can get it for you if you want.

  • You could disable frog spawning entirely, and let players buy spawn eggs (assuming you have a server shop).

Obviously having the mod fixed would be the best option, but in the meantime, these are some of the solutions I have tried for spawning issues.

commented

Another thing to note is that I see an interesting correlation between these frog-infested caves and the stonelings spawning. In every one of these frog-infested caves, I've found 3-5 stonelings. Thus I suspect the same issue exists for stonelings but at a slower rate.

commented

@GrantGryczan They are related! He mentions it here: #1504 (comment)

commented

I second this. After extreme lags on our FTB Revelation server i used the Spark profiler to find frogs causing 30% of CPU usage.
After a quick /kill @e[quark:frog] our tps doubled.

Something is wrong with the frogs.

Here is the sample created by spark: https://sparkprofiler.github.io/#cER3GRpO60
(use MCP 1.12.2)

commented
commented

If you don't mind my asking - are they respecting the config? I want to know if I should set their spawn rate back up to default (currently set to 4) when the new version drops.