TPS drops problem

Hi!
I have a Pixelmon server but i have a problem.
When someone fly with a pokemon my console spam a message that drops the TPS from 20 to 5-10 for some seconds…
This is the message:
https://hastebin.com/xapevosizu.sql

Minecraft: 1.10.2
SpongeAPI: 5.1.0-SNAPSHOT-d41d606
SpongeForge: 1.10.2-2202-5.1.0-BETA-2070
Minecraft Forge: 12.18.3.2202
Pixelmon 5.0.1
Nucleus: 0.20.0-5.0

That’s a problem because if i have 10-20 players that fly simultaneously i have a massive TPS drops every second…
It’s possible to disable this message?
I already tried enabling “allow-flight” in server.properties but nothing happens…
Thanks

The TPS drop is not likely due to the moved too quickly message, I remember when I first started running my pixelmon server, I thought the same thing. But later discovered that it’s just a world generation ‘problem’.

What’s likely happening is that people are flying over new unexplored areas, then server has to generate these areas, which take a lot of system resources. This causes server overloaded messages.

Suggestion: Use nucleus (together with nucleus mixins) to set a smaller world border and generate all blocks. After this is done, resize border back to original size.
–Changing world border to a smaller size will make chunk loading go significantly faster, because there’s less chunks to load. Since most players stick within a certain area from spawn, this should get rid of most of your server overloaded messages.
–Generating a chunks creates a very large mc folder size, the more chunks are generated, the larger the size. If you’re not careful with the world regen borders and set the size too large, you can easily make the folder size 50GB+ (would cause long times to run backups, and use a whole lot of space). Focus on what’s important (what’s close to spawn).
–After changing the world size back, those new chunks that will become available will not have been generated, it’s still possible for people to explore those areas, and if enough people do, you’re likely to experience server overloaded messages (but like I said, most messages would be gone).
–World regeneration takes a long time and a lot of resources. Change server properties to change how long a tick can last before shutdown, because 6000 (default) will cause your server to close constantly.
–It took me a bit less than a day to generate chunks, before doing that, I kept getting server overloaded messages from people running/flying around everywhere and exploring new areas. (I generated a world with a diameter of 40000 blocks, after doing that, have it at 180000 blocks.)
It’s been over a week since I generated chunks (world size went from 2GB to 12GB) and have since to receive a single server overloaded message. Multiple people flying, riding pokemon, etc, have not caused a bit of lag, even increased pokemon spawning by a lot and nada.

You’ll want to go to spawn or center of your world and do:
/world border set 40000 (doesn’t have to be 40k, but recommend 40k. Only set it to higher if people have homes outside this area).
/world border gen -a

Your map should always be fully generated, period. If you have a 20k border, then all chunks inside the boundary of the world border need to be generated. Leaving ungenerated chunks can not only cause strain on the server (making these spammy messages actually lag-bringing), but also cause issues in generation (ores, structures). If you have 10-20 players, a border of 20k is acceptable.

On another note, the messages spammed are NOT the source of lag - your server quite simply does not have the power capacity to chew through chunkLoad/Unload/Generation without suffering some. This can be due to RAM, but also processing speed. Hence, your server experiences TPS drops when it is overloaded. There are tips and recommendations that will help it a lot - complete map generation is one. As stated above, use Nucleus-mixins to generate your world.

If you are still experiencing issues, feel to contact our Pixelmon’s support team on Discord, or if you need help running Nucleus, here is our Discord.