Xycraft Multitanks and Lag.

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Lambert2191

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Jul 29, 2019
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hmm, yeah just checked the minecraft wiki. Zisteau is wrong :p (I'm watching him atm and he pointed that out)
 

zemerick

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Jul 29, 2019
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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.

Could be they simply are surpassing the limit of their server.

Rough speculation just based off of this thread though. I don't watch any of their videos.

A consolidation and reorganization might be in order.
 
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ThemsAllTook

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Jul 29, 2019
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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.

Yep, another thing they did was remove all chunk loaders. Apparently that hasn't solved it either, though I do wonder if they managed to get *everything* that keeps chunks loaded - world anchors (which can be in minecarts), turtle peripherals, nuclear reactors, quarries, and possibly some other stuff I don't know about will also keep chunks loaded while placed. It'll be interesting when they finally find the source of the problem.
 

brujon

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Jul 29, 2019
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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.
 

Malkuth

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Jul 29, 2019
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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.

Another theory I heard was that the lag starts when the tank is full... and the only way to stop it is to have a void pipe or something hooked up to make sure the tank never fills up.

But after reading this thread... Im even more confused.. Is there just a lot of bad information going on out there.. Because if there is.. Its effecting a lot of peoples judgements.
 
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Mash

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Here's my policy on information I find on the internet that I try and conform to as often as possible:

If it's within my ability to confirm or deny, I do that.

If it's not within my ability to confirm or deny, I hold on to the information. If it's drastically important, I'll relay it, but put an emphasis on the fact that I have not confirmed it.

One thing I do not do with information that hasn't been confirmed by either myself or a credible source is base my entire life around it. I'm not going to restructure my entire world because there's a possibility that Xycraft tanks are causing performance issues.
 

Siro

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Jul 29, 2019
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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.

Guude had exactly this problem in his base. I forget in whose video they went and fixed it for him, but his ender chest was exploding non-stop for something like a week because he was just extruding cobble into it via BC pipes nonstop. Long enough for it to be mentioned in several people's videos as they go through spawn (you could hear it from quite a distance away).
 

KirinDave

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Jul 29, 2019
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3-wonka-restinghead.jpg
 

Hydra

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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.

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.
 
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slay_mithos

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Jul 29, 2019
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Well, you see people on this server doing 5x5 chunk loader saying "it doesn't cause lag, a player loads more", so they obviously have no clue over what they are talking about.

They are entertainers, and formerly vanilla players, and it shows.

The lag they get is really not that bad, when you know all the crazy things that are going on between all the bases.

As pointed out earlier, it's having a lot of people getting high end machines and contraptions, meaning a lot of things for the server to process.

I am pretty sure some of them are draining the nether for lava, and have a lot of flowing water in quarries, and I would be surprised if nobody had a <1s timer for something.
Autarchic gates put on "no redstone" instead of "item in inventory", so they always pulse, and a lot of other contraptions that are running even when there is no need for them to run...

These are a lot of small things that cause unnecessary strain on a server, even a good one.
 

Lambert2191

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Jul 29, 2019
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Yeah it's like when Mead complains about Forgecraft 2 lagging and I'm like... isn't that whats supposed to happen? XD
 

Loufmier

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Jul 29, 2019
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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
 

DoctorOr

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Jul 29, 2019
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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

There are a couple crash bugs in Xycraft, it's not a blameless mod. Not to mention a dupe. But the tanks do not cause lag. Not in normal expected usage anyways.[DOUBLEPOST=1368537688][/DOUBLEPOST]
Autarchic gates put on "no redstone" instead of "item in inventory", so they always pulse

This is basically zero load. Less load than a redstone engine running all the time. Far far far less than a redpower timer set to under a second.

If you really thought that was bad, how do you empty alvearies? They don't set item in inventory correctly.
 
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slay_mithos

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Jul 29, 2019
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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.
When you add bits and pieces, that's mostly how you find and combat lag on servers.

When you ruled out the IC2 machines underpowered, the fast timers, the liquid flows/updates and the light/block updates, you need to hunt down the things that do work that is not necessary.

Like badly coded turtles doing attack loops when spawner is disabled, loops without some kind of "sleep", engines running when there is nowhere to send energy...
 

DoctorOr

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Jul 29, 2019
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They do actually, if you put the pipe to the bottom, it detects the inventory correctly.

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.

Sure, autarchic gates by themselves are not too much, but that's an unnecessary bit.

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.[/Code]
 
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Ember Quill

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Nov 2, 2012
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and have a lot of flowing water in quarries
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.
 

egor66

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Jul 29, 2019
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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.

Unfortunately I must agree, 99% of steamers/LPers are just not fun to watch flapping about wondering why this & that dont work with that & this, atm only DW perks my interest & even at that 50% of the time its not my taste, his spotlights are a must.

Most of the time the main lag issue is sitting at the keyboard, there are so many issues with mods & how they reacted with each other its so easy to blame this or that, but really do we need to use every single item from every mod in a single mega build then wonder why it may lag, we all know there are issues with x item from x mod but still lot of ppl use them & sit there scratching there heads, I have weened my self off most all the items I know create the most lag, even if I miss these items badly its a price you pay to play on a server with other ppl & form some kind of a community, yes think of the others on server I know this may be a strange concept at times.
 

slay_mithos

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Jul 29, 2019
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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 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.
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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.
I can definitely understand why you would say that, and if that is indeed how it is done, then fine.
The thing is, I notice that the gates usually don't trigger right as an item gets into an inventory, where the 'redstone off' does, so that would tend to say that the 'inventory' check is not done as often.

I do get that it's not causing great strain, but every little bits help when you are running into those issues and you rules out the big ones. Also, when you get into those gates, you tend to put quite a lot of them, so if you can make them a slight bit less straining, that's always a win.


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.
Definitely, resolving liquid update takes a big load on a server, but that load is only there for a relative short time.
Depending on what was in the water (quarry, turtles...), and how it is laid out (open sky or not, mostly), those body of water can cause quite a load when there is a light update (night/day).
This is mostly visible with turtle quarries, that make air pillars into the water (usually), and make a lot more blocks having to update their light level.

The choice is usually between letting those flowing water blocks in place, causing a tiny bit of strain when loaded, or getting a big lag for 10 minutes and never having to worry about it ever again.