Solved Server-side problem: Low TPS on main world

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thr33p10

New Member
Jul 29, 2019
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  • What OS are you running?
Windows 7 Professional, 64-bit
  • Are you using minecraft hosting provider or a dedicated/local server not designed for minecraft?
dedicated server
  • What version of FTB are you using? (Dont just say latest tell us the version)
Mindcrack 8.2.0 (currently)
  • Did you add any mods to the server pack?
Mystcraft 0.10.1
  • What are your server specs?
i7 2600K @ 3.4GHz / core
16 GB RAM
intel SSD
  • A good detailed paragraph about the problem
TPS are low on main world (about 5-10 max). A week ago, this was not the case.. I'm trying to figure out what could be the cause, and have so far had no luck finding any cases of Entities run amok due to soul shards, or thousands of drops laying strewn about... There are several users already with industrial (gregtech) machines, so EU generation is rampant in several areas to produce UU matter, but would EU generation be a cause of that much lag?

Map size is roughly 10k chunks by now, and 8 worlds have been created/kept including the vanilla worlds, twilight, and Mystcraft ages. I did a test of the TPS during a period of low / non-existent machine use, no players online, etc, and the TPS stayed low..

On a side note: I was able to concurrently run another instance of the Mindcrack server with a fresh map, and was getting a solid 20 TPS (0.2 ms/tick was the best number on tick calculation time as per server GUI). Even running that did nothing to raise/lower the tick rate of the primary server.

Any suggestions?
 
There is another thread with pretty much the exact same question:
http://forum.feed-the-beast.com/threads/server-cpu-usage-extremely-high.16130/

TickThreading has some excellent profiling options.
http://forum.feed-the-beast.com/thr...le-entity-ticks-and-other-optimisations.6498/
  1. Make copy of your server
  2. Install TickThreading (grab the latest)
  3. Do a /profile e 60 and see if there are any culprits
  4. /ticks is also great to see if there are certain regions
It could be as simple as a couple routers trying to server a large number of machines.
 
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Reactions: thr33p10
Above just increase CPU performance it doesn't fix the proble, you have a decent server

My opinion; I have this as I suspect most server are suffering from 'the memory leaks', I just logged on to the server this morning noone on, and the tps was 17. I restarted the server and it was back to normal.

Until there is a conclusive fix for the issue, restarts are the best way to keep TPS where is should be. Uninstalling chicken chunks helps, but not completely.

I've order a new server and have a new build, once the server is up I'm going to start looking into this more.
 
Thanks for the suggestion of using tick threading, and the profile/tick commands! Initial reports on those suggested that 73% of my tick calculation are coming from the tile entities "generic tubes" and I now have a short list of chunk locations to scout for which builds are causing the calculation to require so much of the tick time..
 
Thanks for the suggestion of using tick threading, and the profile/tick commands! Initial reports on those suggested that 73% of my tick calculation are coming from the tile entities "generic tubes" and I now have a short list of chunk locations to scout for which builds are causing the calculation to require so much of the tick time..

I guess I owe naolas an apology.
 
RedPower2 tube networks are complete murder on a server, even more so when its a very large network with lots of relay's and barrels. You might want to offer your players incentives to use less intensive things like pipes or routers.
 
Glad to say, the problem is solved.. I had one of our admins check out the area that was reportedly running the server at 5 TPS, and we found .. something .. not clearly identified yet, but it looked like a continually exploding ball being fed by bones from a skeleton spawned above and buildcraft tubes. I have a feeling the tube system was jamming with an indefinitely large amount of bones, and the explosion calculations were akin to continuous TNT ignitions. It's amazing the server was able to stay online at all!

Thanks for the pointers and suggestions!

If the tick threading mod ever becomes stable enough to NOT regenerate chunks randomly when it "fails to load" them, I may even consider using it full time!
 
If the tick threading mod ever becomes stable enough to NOT regenerate chunks randomly when it "fails to load" them, I may even consider using it full time!

I feel the same, but its certain worth keeping an eye on. I think I'm going to use it on the test server to diagnosising issues.