Request Client Lag.

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Regus

New Member
Jul 29, 2019
28
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Hey

I've been having this problem with Feed The Beast where in my machine area (Most of my base), I would get lag.

I'm not on a server, this is on my single player world and I use 3G out of 7G at the most.

Thanks

- Regus.
 
My bad

Pack is Infinity
Version: 1.6.2

and I have been playing for about 1 month.
 
Did you only recently update?

I have a feeling that Mystcraft wasn't updated to the version where profiling was added before 1.6.x.

If that is the case, here is what I suggest you do:
Load the game, open your world, get into a safe place (dig a little hidey hole or something/go into peaceful mode), and afk (open your inventory so you can tab out, if you want to). As long as the game is running, Mystcraft will do its profiling thing, and after about an hour, you should be fine :)

If not, then I would think following rhn's suggestion may be a good start
 
Alrighty, thanks for your help but I usually AFK when my Quarry mines so I do not think Mystcraft is the issue.
Thanks though :)

I will reduce my RAM to 4G.
 
One thing to note as well, the more machines you have in an area, the more resources it takes to load that area. It seems most people build a single base full of machines right on top of each other, causing massive client lag in those chunks as your computer tries to load and process all of it at once.

If you have issues with lag in your base, try to spread the load out more horizontally. Make smaller bases dedicated to specific tasks, and give space between them. The less your system has to process, the better off your client (and likely your server) will be. Take advantage of all the tools a pack like Infinity has to offer (Ender Chest, Ender Tank, Dimensional Transceiver, Tesseract, trains, ME Quantum Bridge etc.) to move the needed components around. Use Mystcraft linking books/portals or RFTools teleportation to cover massive distances instantly. Think big. After all, the world is (nearly) endless. Use some of that space.

Everyone loves the idea of compact all-in-one bases until they build one to the point where they can't even walk inside it. Unfortunately, too many people blame the modpack and not the architect.
 
Everyone loves the idea of compact all-in-one bases until they build one to the point where they can't even walk inside it. Unfortunately, too many people blame the modpack and not the architect.

But the modpack is where the blame lies. The modpack is the thing that includes mods that have a high CPU cost.

There are several ways that Forge / Mods serve builders poorly:

* machines with mechanics that cause them to blow up encourage chunk loaders. Chunk loaders mean that spreading your build out so that unused parts are unloaded and thus don't contribute to CPU load is ineffective.

* Even with Opis, it is very difficult to diagnose which mod is causing performance issues. Once ive been building in a world for a while my game, which normally averages 100fps, will suddenly do about 1-10fps while I am near by base. Until I exit and re-enter. Then it will be fine for a bit. Ive never been able to figure out (using Opis) why it has these sudden chocking fits. The cause, ultimately, are mods developed by amateur developers (no slight on them) who do not know how to profile and optimise production code. These mods are incorporated in bulk into modpacks by mod pack builders who do not themselves have the profiling tools to know which mods perform poorly. And then blocks from these mods are deployed in bulk by players who should not be expected to *know* that, just because block X is implemented as a tile entity, its going to cause performance issues if more than 10s of them are used.

Of course, all the performance issues in the 2nd point could be mitigated were it not for chunkloading.