hmm, yeah just checked the minecraft wiki. Zisteau is wrong (I'm watching him atm and he pointed that out)
Hmm. Well, it does have over 1,700 chunks loaded. That player has 282 loaded, and you said there were only 2 on at the time. Even on the high end 1 player usually only loads about 400 chunks. Sounds to me like a lot of chunk loaders, and chunk loaders tend to be used only in chunks with stuff happening.
And it will probably be something stupid and obvious like someone with a loop in buildcraft pipes with thousands of items with nowhere to go, or a quarry spitting its items all over the floor because chests are overflowing, or some big redstone logic with loads of light updates.
The strange thing is on the reddit channel they are saying its the zycraft tanks... And now everyone that I know on youtube is dumping the tanks for the Regular railcraft tanks... And I was just so confused.. Because I have a ton of zycraft tanks and have no issues.
I agree. If these people could be bothered doing research on what causes lag, then there wouldn't be any of this fuss over xytanks and things.stuff that causes lag
on server that i play(ultimate) the xycraft is removed, because when it was around server was pretty unstable. i have no idea what exactly caused it though
Autarchic gates put on "no redstone" instead of "item in inventory", so they always pulse
quartz crystals create a fuckton of clientside fps lag :/on server that i play(ultimate) the xycraft is removed, because when it was around server was pretty unstable. i have no idea what exactly caused it though
They do actually, if you put the pipe to the bottom, it detects the inventory correctly.
Sure, autarchic gates by themselves are not too much, but that's an unnecessary bit.
if items then
If items then
Pullitems()
I can speak from personal experience when I say that attempting to drain the water in a quarry (especially a really big quarry) can cause so much lag that my client auto-disconnects due to a memory overflow. I even crashed my server a couple times before I raised its memory limit.and have a lot of flowing water in quarries
Unfortunately a lot of people think that if someone says something on the intarwebz it has to be true.
I've seen a LOT of FTB / Tekkit video's and in general I wasn't impressed with the level of knowledge of the players. In general a lot of mod spotlights are of the level "I don't know why I have to put this block here but if I don't stuff doesn't work".
If you want to point out an issue with a mod you simply make a copy of the world, remove the mod, and note down the difference. On our server the only thing we noticed made a large impact was RP2.
I know for a fact that it's not a specific block, but at least the corners, because here is how I do it, and it does indeed detect items from the 'final' items.They don't, because that's the configuration I use, and the one in which I discovered the discrepancy. Perhaps the specific block of the 9 matters, but I'm not going to spend time at every alveary to find which one works and designing my setup around that. Especially when the load is equivalent.
I can definitely understand why you would say that, and if that is indeed how it is done, then fine.A gate checking the inventory before pulling runs roughly the same load as one just pulling. Server load is not the same as electric or mechanical load in real life, its entirely computations. So your gate checks every few ticks, and if something is found, starts the pulling process - which checks the inventory again
You've got
Code:if items then If items then Pullitems()
"Redstone off" replaces the first if statement with a check for that - a computationally smaller load. A simple always on option would reduce even that, but no such option exists.
Definitely, resolving liquid update takes a big load on a server, but that load is only there for a relative short time.I can speak from personal experience when I say that attempting to drain the water in a quarry (especially a really big quarry) can cause so much lag that my client auto-disconnects due to a memory overflow. I even crashed my server a couple times before I raised its memory limit.