one thing that always kills my mood to playing

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Blue

New Member
Jul 29, 2019
223
0
0
its after a while maybe a month of building on a private server with friends everything runs fine and then the longer the server runs the more it degrades. and chugs

i cant even log into my area any more or the TPS drops to 8 and i for the life of me cant find what the cause is (opis is no help...it barely has ever been helpful)

this happens every time i have done a private server with friends seems half way through play the game just doesn't want to run smooth any more.

bukkit never had this problem had a server running for months (4-5)smoothly with 60+ plugins

whats the longest you had a modded server running?

me 1.4.7 direwolf 20 over 2 months and only stopped because we updated to 1.5.X 1.4.7 seemed to have been the most stable version of all

1.5.2 stopped after 2 months because my base failed to load (empty sky)
1.6.X stoped 1 and half months since TPS dropped to 8 when i run around my base
 

krugle

New Member
Jul 29, 2019
54
0
0
I ran one for 8 months, it went through a couple revamps. It was nice TPS never dropped below 19 we even tried to crash the server by detonating 120 nukes but it recovered from the hang after 25 seconds.
 

Mevansuto

New Member
Jul 29, 2019
1,739
1
0
Try out OPIS to seem what's causing the TICK lag. Also check out several of the JVM argument threads like the one above.
 

kaovalin

New Member
Jul 29, 2019
782
0
0
If you dont throttle your inputs, sometimes you can kill your server. It happens when items dont have a place to go and repeatedly recheck for a location in the network. Over time and increases in scale this can become a real problem. Some methods dont scale well even though you think it doesnt make a difference. It can also depend on the collection of mods you have (either too many or not well coded mods).

Also mods are way more intensive than plugins. I ran a bukkit server for 2 years before doing my own custom mod pack for the last year and a half. Short of massive live worldedits, plugins arent that heavy on a server.

I can't stress enough the importance of long term archival backups. I can go back days even weeks if need be. You should never have to lose a world save.
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
Then you're using it wrong. It should be able to easily nail down the chunk and entity causing you issues.

Actually Opis only detects one out of many different causes of tick lag. If it's not the cause of your lag, Opis does nothing whatsoever. It's great at what it was designed to do, but "what it was designed to do" is in no way, shape or form a universal lag detector.

Imagine Opis as a first aid kit. When trouble hits, it's the first thing you turn to, because it takes only a second to pull up and activate, and it can effortlessly patch up small wounds. However, a first aid kit won't cure pneumonia. For the largest part of serious ailments, you still need to visit a hospital - or in the case of Minecraft, use a proper JVM profiler to figure out what's really causing your issues.
 

Blue

New Member
Jul 29, 2019
223
0
0
Then you're using it wrong. It should be able to easily nail down the chunk and entity causing you issues.
then inform me? i go in my area server drops from 19 tps to 8 tps, i run opis. and it shows my base is no different froman other players base amount of entities and blocks generating ticks? are there other tools it can provide. i dont know how am i using it wrong?
 

mrbaggins

New Member
Jul 29, 2019
137
0
0
Actually Opis only detects one out of many different causes of tick lag. If it's not the cause of your lag, Opis does nothing whatsoever. It's great at what it was designed to do, but "what it was designed to do" is in no way, shape or form a universal lag detector.
then inform me? i go in my area server drops from 19 tps to 8 tps, i run opis. and it shows my base is no different froman other players base amount of entities and blocks generating ticks? are there other tools it can provide. i dont know how am i using it wrong?

It should nail down any type of tick latency caused within minecraft itself, and when the the person is able to cause it by going to certain areas, it's obviously something happening per tick in those chunks.

Are you using /opis_start, /opis_stop and then /opis_chunk and /opis_te?

What are the outputs of the last two commands? Your log should be in the minecraft folder, or if you're doing it with the FTB console up, you should be able to access it from there.
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
It should nail down any type of tick latency caused within minecraft itself

Nope. It monitors tile entities. I.e. blocks like a hopper, a buildcraft pipe, a macerator, a chest etc. If a tile entity is eating more calculation time than it should, Opis will show you. However, tile entities are a mere fraction of what's required to tick the world. And then there is stuff being processed outside the main world tick too, which can bog down the CPU to the point where the world tick starts suffering through no fault of its own. In my own experience running a server, tile entities accounted for less than 20% of my world tick and less than 10% of my server's total CPU load.

Opis does not detect or monitor:
- terrain generation
- chunk loading/unloading
- mobspawn logic
- AI entities (mobs)
- item entities (spills)
- block updates
- lighting updates
- background calculations
- buggy mod function calls
- memory leaks
- chunk leaks

...in addition to several dozen possible CPU issues, memory issues, network issues and/or storage issues that can slow a server down or cause a player to experience intermittent lag.
 
  • Like
Reactions: Blue and Eyamaz

WTFFFS

New Member
Jul 29, 2019
768
0
0
Opis also didn't notice my Duct issues which although itemducts are a tile entity I believe it was the routing of the items within the ducts that was eating my servers tickrate, so routing calculations are not covered either. However Opis has been useful in tracking down something that my son did with a bunch of self filling looping hoppers that was slowing things down a bit and his idea of 1 meeeelllion chickens in a 5x5 box, ugghh bloody kids.
 

mrbaggins

New Member
Jul 29, 2019
137
0
0
Nope. It monitors tile entities. I.e. blocks like a hopper, a buildcraft pipe, a macerator, a chest etc. If a tile entity is eating more calculation time than it should, Opis will show you. However, tile entities are a mere fraction of what's required to tick the world. And then there is stuff being processed outside the main world tick too, which can bog down the CPU to the point where the world tick starts suffering through no fault of its own. In my own experience running a server, tile entities accounted for less than 20% of my world tick and less than 10% of my server's total CPU load.

Opis does not detect or monitor:
- terrain generation
- chunk loading/unloading
- mobspawn logic
- AI entities (mobs)
- item entities (spills)
- block updates
- lighting updates
- background calculations
- buggy mod function calls
- memory leaks
- chunk leaks

...in addition to several dozen possible CPU issues, memory issues, network issues and/or storage issues that can slow a server down or cause a player to experience intermittent lag.

Except out of that list, the only ones that realistically could be an issue for the OP are AI entities and item entities, both of which are only issues in massive numbers, and only for fps of the client (until you get in to REALLY massive numbers). In either case, F3 can diagnose that instantly.

This isn't "intermittent" latency, it is in a particular area. So it's not generation or loading/unloading. I've never heard mobspawn logic be an issue (except where you end up with AI entities, see above). Blockupdates don't do diddly (Fill a chunk with on-lamps and update them from as many spots as you can. No lag.) Lighting updates aren't likely to be an issue on a base level scale unless you're deliberately causing it. Memory leaks build up over time, not "as soon as I'm near my base". And chunk leaks don't happen since I think 1.3.

So barring some weird bug, which no-one else has reported, chances are it's entities, which F3 or opis both find pretty reliably.
 

WTFFFS

New Member
Jul 29, 2019
768
0
0
Well you could do what I did and install JDK (java development kit) so you can use JVisualVM to find the exact cause of your issues takes a bit of buggerising around to figure out what's what but it did reliably track down what was killing my server.
I did have (and still do) area latency if I have the Hyperenergetic Nitor in my inv and walk anywhere near Arcane lamps the lighting updates seem to cause rather a lot of issues between the "glimmers of light" which is the Arcane lamps area lighting and the moving halo of light around my player. Though moving light sources are in any case a bad idea in general in Minecraft the engine just isn't setup to handle them.
 

Omicron

New Member
Jul 29, 2019
2,974
0
0
Except out of that list, the only ones that realistically could be an issue for the OP are AI entities and item entities (...)

No they're not. The OP's description is pretty much the picture book definition of chunk leaking.

But you seem fairly convinced of Opis' allmight, so I'll just drop the issue here and wish you good luck with your future server administration endeavours.
 
  • Like
Reactions: RedBoss

mrbaggins

New Member
Jul 29, 2019
137
0
0
Chunk leaking is chunks remaining loaded when they shouldn't be. That is most definitely not what is happening here, as the op only has an issue when the specific chunk or set of chunks is loaded.
 

Shirkit

New Member
Jul 29, 2019
189
0
0
I've seen in the latest pack of Monster with all mods enabled that one of the mods that adds mobs is causing TPS lag on my laptop SSP, as it vanishes 1 second after setting to peaceful or running /code killall. So yeah, Opis don't account for lots of things, specially this problem, which is happening in my world.
 

kaovalin

New Member
Jul 29, 2019
782
0
0
I've seen in the latest pack of Monster with all mods enabled that one of the mods that adds mobs is causing TPS lag on my laptop SSP, as it vanishes 1 second after setting to peaceful or running /code killall. So yeah, Opis don't account for lots of things, specially this problem, which is happening in my world.

Is this something that would show under the F3 entity count?