Questions for Opis Users

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GreenZombie

New Member
Jul 29, 2019
2,402
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When I run Opis and use the built in MapWriter, I can get this

ZAvEr8J.png


Now:
1. I was expecting to be able to click on the green / blue high-lighted chunks. Left clicking there does nothing, and right clicking there creates a waypoint.
2. I was expecting to be able to click on the list of items on the right. Clicking on the list does nothing, but clicking where the red arrow is pointing will teleport me to a chunkloader.
3. On the Entities, or Mean Time screen, one of the selected chunks will be highlighted. I can find no key combintation that changes the highlighted chunk. Clicking the highlighted chunks again does the standard mapwriter drag or create waypoint.
4. On the Entities / Mean Time screen, there will occasionally be counts of entities by chunk on the right hand side. This list does not always appear. Again, clicking the list usually does nothing, but clicking above the list (as pictured above) can navigate to a sub list of entities in a chunk, again, the list is in the bottom half of the screen and the click area in the top half. There doesn't seem to be any way to navigate back out of the entity list back to the chunk list, short of closing and reopening the map.

So:
1. Is this functionality working for anyone? The map has been (essentially) unusable for me since Opis was in early beta for MC 1.6.4, and now in 1.7.10 it is still misbehaving.
2. Are there keyboard shortcuts / other ways interacting with the mapwriter map that I havn't discovered that make this process more sane.
3. The separate window /opis brings up shows a different view of the data. One of the things it shows me is that there are 32k Ic2 reactor chamber tile entities someplace. But the tile entities on the Tracking Tab doesn't have a "teleport to" function, and the offending entities are not in the Tile Entites list onthe Timing tab that does. How do I find the reactor chambers?
 

Baaleos

New Member
Jul 29, 2019
100
0
0
Im not entirely sure if the chunk segments are meant to be clickable.
I think they may just be overlays over the in-game map to show the offending chunks.

I typically use opis and sort the chunks by time (ms)
I can then usually ask Opis to show me on the map the area, or I can teleport to the chunk.

Most the major time consumption in chunks for me has been when npc villagers get themselves locked in gardens. (20 of them confined in a small space)
I am assuming this was causing some sort of pathfinding issue.

For 32k tiles - I dont think you would need to use one of the other panel/tabs to find the individual instances then teleport.
Otherwise, I think you can kill all on the group/collection.

Are you getting much performance drain from the 32k?
 

GreenZombie

New Member
Jul 29, 2019
2,402
-1
0
Im not entirely sure if the chunk segments are meant to be clickable.
I think they may just be overlays over the in-game map to show the offending chunks.

I typically use opis and sort the chunks by time (ms)
I can then usually ask Opis to show me on the map the area, or I can teleport to the chunk.

Most the major time consumption in chunks for me has been when npc villagers get themselves locked in gardens. (20 of them confined in a small space)
I am assuming this was causing some sort of pathfinding issue.

For 32k tiles - I dont think you would need to use one of the other panel/tabs to find the individual instances then teleport.
Otherwise, I think you can kill all on the group/collection.

Are you getting much performance drain from the 32k?

The core performance issue I am (desperately) trying to track down is a periodic tps glitch. Literally every minute the server will log a warning message like "Behind by 4321ms, skipping 216 frames".
If I look at the tps graph in Opis, it will maintain a solid 25ms/frame, but every minute it will climb to 700ms/frame for a few seconds.

Because running an opis profile causes the exact same performance glitch, it is all but impossible to know if I happened to profile while the server was stuck in one of these low tps events, at any rate I have not noticed anything leap out of the logs, EXCEPT:

When I first started examining the server performance, the frame time was closer to 50ms, memory was at 8GB, and the Entities report indicated 16k "aspect orb" from Thaumcraft entities. The per-entity processing costs seemed quite low in all the reports, but doing a kill-all on them cut the server memory to 4GB and reduced the frametime.
Previously I have had major performance issues caused by the old implementation of Thaumcrafts Arcane Lamp spawning thousands of tile entities that again - were not explicitly singled out on any Opis report except by count.

Which is why I suspect that 32K tile entities will cause a performance issue, even if they are all wired up to do nothing. Just the computational overhead of enumerating that array is enough to cause an issue.

I would rather not blindly kill-all the reactor chambers as there are quite legitimate reactor chambers in players bases (mine included) that I'd rather not be caught in the crossfire.