Future packs config suggestion

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Bibble

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Jul 29, 2019
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It definitely takes multiple harvesters to cause lag on any decent computer, several range-upgraded with fertilizers running full time. Seemingly more likely on a server if more people are using harvesters.

I don't know that I would call harvesters set to silent a loss of game experience though. I will agree that it's personal preference, but I think silent mode would be a better default if only for the sake of servers (where lag is more likely to be an issue)
Personally, I'd tend to err on the side of defaults on this. The sounds/no sounds thing is entirely preference, and the lag issue is a special enough case to be assessed on a case-by-case basis.
 

Bibble

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Just one running constantly as a tree farm. It's not a special case if you have players zooming around in power suits (or force armor or thaumic stuff or advanced nano or gravi suits) and they hit a lag wall whenever they get anywhere near a harvester. I'm not sure what "game experience" anyone is really going to lose other than the constant sound of wood and leaves being harvested (and the associated constant shower of particle effects).
My previous point was that there are mixed reports on whether it's one or many.

Personally, I've never seen any other reports of the issue, though.
 

KirinDave

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Just one running constantly as a tree farm. It's not a special case if you have players zooming around in power suits (or force armor or thaumic stuff or advanced nano or gravi suits) and they hit a lag wall whenever they get anywhere near a harvester. I'm not sure what "game experience" anyone is really going to lose other than the constant sound of wood and leaves being harvested (and the associated constant shower of particle effects).


I love how murdering the server with insanely overpowered MPS flight (and thusly ruining everyone's experience) is cool but the noises harvesters make is of critical importance.
 
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Bibble

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I love how murdering the server with insanely overpowered MPS flight (and thusly ruining everyone's experience) is cool but the noises harvesters make is of critical importance.
Eh, most of what's been said here is down to preference. If people want to pursue the matter further, they can, but I don't think it's worth a pack-wide config change.
 

Siro

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I love how murdering the server with insanely overpowered MPS flight (and thusly ruining everyone's experience) is cool but the noises harvesters make is of critical importance.

The insanely overpowered MPS flight doesn't murder the server though (unless its not a very good one). The problem is clientside lag as one quickly approaches an enormous amount of sound/particle events such as an mfr harvester can produce. Piling hundreds of ic2 machines into the same spot has a similar problem with their sounds enabled, but most people keep their ic2 stuff indoors which slows down the player approach (and really does anyone even make hundreds of ic2 machines without GT?). MFR tree farms (especially jungle or fir) are a lot harder to stuff indoors to avoid the problem.
 

KirinDave

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The insanely overpowered MPS flight doesn't murder the server though (unless its not a very good one).

I have a very good server. MPS flight can murder it as you outrun chunk generation. Sort of like when you make a mystcraft age. Minecraft just doesn't handle superfast movement well.
 

Skyqula

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Jul 29, 2019
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I love how murdering the server with insanely overpowered MPS flight (and thusly ruining everyone's experience) is cool but the noises harvesters make is of critical importance.

Its not the noice thats the problem. Its the particals. This gets especially obvious with tall trees and the more harvesters are around. These particals go all the way from where they where created till they hit a block. If 4 simple harvesters can cause a 75% FPS hit then that is not ok in anny situation.

More so these particals cannot be disabled. Not in vanilla MC and not with optifine. More so the option realy shoudnt be called "Disable sounds for the harvester" as thats a side effect of what it does. It changes the way blocks are destroyed so that instead of getting sound and particles you get neither. Because of this the option cannot be client site because it changes the way the harvester functions.

But hey, if you guys like living hundreds of blocks away from eachother and use powersuits to visit eachother then go ahead. Leave it on. I on the otherhand would like to play multiplayer and actually be able to live and build with other people. Something that simply cannot exist if more then 1 person decides to put down a mfr tree farm. Or if you have someone who realy likes MFR make a huge treefarm. Now sure, if it was a 10% or 20% FPS hit it would be fine. But it isnt. Its a 75% fps hit wich cannot be disabled client side, thats huge and cannot be warrented no matter what arguments. (well unless you buy everyone the best computer out there...)


Another very interesting case similar to this is the water dropping particals. For fun and giggles make a 50x50 platform ~70 blocks up in the air and put water ontop of it. Now fly under it and tell me what this does to your FPS. I am sure happy this case can be turned of and it is not depandent on a server site setting. And then there is ofcourse the simple solution of putting another layer under the platform :)

Annyway to restate the problem:
- Breaking a block causes particles
- There particles travel from where they where created to the first block they fall on
- A harvester with the "vanilla block destroying" on causes particles to be created
- The bigger the tree, the more particles, the longer they exist
- The more harvesters, the more particles
- The config option that disables the particles (and sounds) is actually a setting for an alternative block destruction method. As such its server sided.

What fixes it:
- Turning off the "Sounds" setting wich realy is an alternate block destruction method that not only disables sounds but also disables the particles.
 

Bibble

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Its not the noice thats the problem. Its the particals. This gets especially obvious with tall trees and the more harvesters are around. These particals go all the way from where they where created till they hit a block. If 4 simple harvesters can cause a 75% FPS hit then that is not ok in anny situation.

More so these particals cannot be disabled. Not in vanilla MC and not with optifine. More so the option realy shoudnt be called "Disable sounds for the harvester" as thats a side effect of what it does. It changes the way blocks are destroyed so that instead of getting sound and particles you get neither. Because of this the option cannot be client site because it changes the way the harvester functions.

But hey, if you guys like living hundreds of blocks away from eachother and use powersuits to visit eachother then go ahead. Leave it on. I on the otherhand would like to play multiplayer and actually be able to live and build with other people. Something that simply cannot exist if more then 1 person decides to put down a mfr tree farm. Or if you have someone who realy likes MFR make a huge treefarm. Now sure, if it was a 10% or 20% FPS hit it would be fine. But it isnt. Its a 75% fps hit wich cannot be disabled client side, thats huge and cannot be warrented no matter what arguments. (well unless you buy everyone the best computer out there...)


Another very interesting case similar to this is the water dropping particals. For fun and giggles make a 50x50 platform ~70 blocks up in the air and put water ontop of it. Now fly under it and tell me what this does to your FPS. I am sure happy this case can be turned of and it is not depandent on a server site setting. And then there is ofcourse the simple solution of putting another layer under the platform :)

Annyway to restate the problem:
- Breaking a block causes particles
- There particles travel from where they where created to the first block they fall on
- A harvester with the "vanilla block destroying" on causes particles to be created
- The bigger the tree, the more particles, the longer they exist
- The more harvesters, the more particles
- The config option that disables the particles (and sounds) is actually a setting for an alternative block destruction method. As such its server sided.

What fixes it:
- Turning off the "Sounds" setting wich realy is an alternate block destruction method that not only disables sounds but also disables the particles.

I get your point, and I would still say that it's a special enough case that it shouldn't be a pack-wide config thing.

The issue on particles on a large farm, with large trees (again, different to what was said before) would be a special case, in the same way that the MPS flight would be. If you are having issues with it, then I'd advise speaking to your server owner. As far as I can tell, altering the config on server side shouldn't require the same action on client side, so there shouldn't be an issue with distributing configs.
 

Skyqula

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Jul 29, 2019
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I get your point, and I would still say that it's a special enough case that it shouldn't be a pack-wide config thing.

The issue on particles on a large farm, with large trees (again, different to what was said before) would be a special case, in the same way that the MPS flight would be. If you are having issues with it, then I'd advise speaking to your server owner. As far as I can tell, altering the config on server side shouldn't require the same action on client side, so there shouldn't be an issue with distributing configs.

I am sorry, but a config setting that causes lag to everyone to the degree of 75% FPS loss is not a special case.
 

Bibble

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Jul 29, 2019
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I am sorry, but a config setting that causes lag to everyone to the degree of 75% FPS loss is not a special case.

No, but the circumstances under which it comes up ARE. The special case is someone having a large enough tree farm (I've not get any specific number here, but from some of you're arguments, I'm assuming that it'd need to be some above 10x10), using large trees, and being harvested fast enough.

I'm aware that it might be a big deal, and something that is seen often on one server (as these builds tend to spread locally quite quickly), but I'm not convinced that it's an issue for the wider audience. Once again, I'd like to state that this is my opinion, coloured by the arguments I've seen in this thread, and what I've seen in the wider forums (i.e. a total lack of this being mentioned elsewhere).
 
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cynric

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Jul 29, 2019
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Wow, I never even thought about looking for a config option for this, I just assumed it was a bug that would surely be fixed, because the fps drop is really massive for me (above 60 to almost single digits) without even seeing the trees get broken, just hearing it through the ceiling was enough. Good to know, I can just turn it off, as I don't often play on servers.
 

Skyqula

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Jul 29, 2019
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No, but the circumstances under which it comes up ARE. The special case is someone having a large enough tree farm (I've not get any specific number here, but from some of you're arguments, I'm assuming that it'd need to be some above 10x10), using large trees, and being harvested fast enough.

I'm aware that it might be a big deal, and something that is seen often on one server (as these builds tend to spread locally quite quickly), but I'm not convinced that it's an issue for the wider audience. Once again, I'd like to state that this is my opinion, coloured by the arguments I've seen in this thread, and what I've seen in the wider forums (i.e. a total lack of this being mentioned elsewhere).

I like how you are contradicting yourself :) First you say it rarely happens, then you say it happens alot on servers. Gues what, thats the point! More so this cannot be changed client site. So sure keep the client enabeled by default, i dont care i can turn that of myself. But server sided? Should defenitly be off by default.
 

Bibble

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I like how you are contradicting yourself :) First you say it rarely happens, then you say it happens alot on servers. Gues what, thats the point! More so this cannot be changed client site. So sure keep the client enabeled by default, i dont care i can turn that of myself. But server sided? Should defenitly be off by default.

No, what I mentioned was local propagation, i.e. people wander around a server and go "Ah, that's a good idea, I'll do that too", so you end up with lots of the same systems on the same server. I can't comment on the wider population, but as I said, I've not seen it anywhere else.

And, it's a server-side config, so the best way to deal would be to speak to your server admin, not put it into the configs across the entire packs (as far as I know, there is no difference between the server and client configs that are distributed).
 

Siro

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Jul 29, 2019
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No, but the circumstances under which it comes up ARE. The special case is someone having a large enough tree farm (I've not get any specific number here, but from some of you're arguments, I'm assuming that it'd need to be some above 10x10), using large trees, and being harvested fast enough.

I'm aware that it might be a big deal, and something that is seen often on one server (as these builds tend to spread locally quite quickly), but I'm not convinced that it's an issue for the wider audience. Once again, I'd like to state that this is my opinion, coloured by the arguments I've seen in this thread, and what I've seen in the wider forums (i.e. a total lack of this being mentioned elsewhere).

It doesn't take a 10x10 tree farm. It doesn't even take multiple tree farms. One single default sized 3x3 jungle tree farm running at full speed will produce this effect. Even blocking out 8 out of the 9 possible planting spots, leaving a 1x1 tree farm still produces this effect. It's not hard or difficult to do. It's arguably quite a bit easier to do than to set up a single multifarm and much easier to automate and start with than any other option.

The argument for changing the configs is that the defaults should be what works best for servers and the widest possible audience. Otherwise why release a pack at all? Why go to the trouble of obtaining all those permissions to redistribute when everyone is expected to NOT play with anyone else by having configs tailored to the special case of only one individual in a world at a time.


I have a very good server. MPS flight can murder it as you outrun chunk generation. Sort of like when you make a mystcraft age. Minecraft just doesn't handle superfast movement well.

That's basically confusing two different issues. Fast movement across chunks that are already world generated and (chunk/player)loaded is not an issue at all (such as one user flying over to another user's base). Yes outpacing worldgen can cause problems, but that can occur at walking speed regardless of whether or not one even has MPS enabled if the server is overloaded. I'd hope most admins would at least mention in passing that one should not try to outrace worldgen when exploring regardless of the movement method being employed while exploring. This issue has nothing to do with worldgen.
 
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