Do /sponge timings paste and give us the output (have players online for at least 5 minutes prior to the command, doing their thing). This will give a detailed analysis of performance for the server.
Couple o’ issues there: Forge is not updated to SpongeForge, so please use Forge 2221 (if in doubt, always look at what the second number in the sponge jar says… it’s the Forge version that should be used). While you are at it, please update to the latest Sponge Forge. Keep in mind that plugins like LuckPerms therefore need to be updated as well. GriefPrevention seems to have problems; what version are you running?
Overall, seems the server has issues with entity ticking… which aren’t solved as easily. In your sponge.conf, navigate to the entity-activation-range and set auto-populate to true. Once you’ve restarted your server, you will see the listing get filled with different mobs from your countless modpack. Stop the server after the list is sufficiently full (tip, it checks the mobs that are new and adds them to a list), and then drop the range numbers for all mobs. This can be done by simply modifying the existing listing’s values. Try first by half (eg, 16 to 8), and save the config. Restart the server - you should see performance increase now.
I’ll just disable it. Is there a specific way to do this?
I went into flux_networks.cfg and here is what I found:
I don’t see a specific way to disable it via the config.
The other option I thought of was to just delete the FluxNetworks-1.10.2-1.1.1.jar file. But, if I deleted the mod .jar file, wouldn’t players who are trying to join get the mod rejection screen?
Please let me know the best way to disable Flux Networks.
Nah, if you delete it people can still join. Keep in mind this will probably break a bunch of peoples bases if they rely on the mod for their power! You will also have to run /fml confirm from the console after deleting the mod jar to confirm the removal of all blocks/items from that mod in the world.
I deleted the mod, while the server was online, went to my console without restarting or stopping the server, typed the command /fml confirm, got the invalid command error, and restarted my server. When I did this, the server would start normally. However, the server would almost finish starting up completely and it would say invalid block ids and then proceed to shut its self down. Note: It didn’t crash, it specifically said in the console “Stopping Server”
After the server repeatedly shut its self down, I put the mod back in the mods folder and everything started back up as usual.
Please let me know if any of those steps are incorrect/out of order.
stop server, delete mod, then start it up and run /fml confirm after the missing blocks/items message
it doesn’t shut itself down if it did there’s something in your setup doing that