Hey Guys, I run a small 1.8.9 spongeforge server with a around 10-35 people online at most times. The mods on it are Crayfish furniture 3.6 and Pixelmon 4.2.3.
The Server specs are currently:
Now I fixed some of the Chunk problems (a lot of Tile Entities) but the Lag view confuses me. It shows that the entityTick is using 107% of a tick but when I click on it for a detailed view it only shows what sponge used during that tick (basically 0%).
Am I just looking at this wrong or is there something missing in the detailed view?
Does anyone know how to fix the lag problems or does anyone have similiar ones?
Apologies for some bad english
Sorry if this is a dumb question but is it even possible to install WarmRoast on a server run by a game hosting provider? It seems like you need to have more control over the server than most providers are willing to give to you.
You can run this locally (with a local clone of your server) the issues will stay the same. Warmroast shows you which part of the serversoftware wastes your cpu cycles, no matter where you run the server.
Ok, after trying my luck with Warmroast I tried using the mod TickProfiler to see whatâs causing the problem. Turns out that pixelmon.EntityPixelmon is using 88% of the CPU per tick. I tried using the kill command to kill all pixelmon on the map [kill @e=type=pixelmon.Pixelmon] but the problem persists.
Wow I had no idea nallar returned. TickProfiler was an excellent mod back during 1.5/1.6 days. OK so now that we know your issue lies with entities, you can start tweaking the entity-activation-ranges in spongeâs world configs. Entity activiation ranges are based on Aikarâs patches in Spigot and do the following:
Controls the range in blocks that entities will become âactivatedâ - entities outside of this range will tick at a reduced rate to prevent server lag. When changed, these numbers can adversely affect gameplay, so edit with caution.
Lowering these values can give a major boost to performance, but at the cost of affecting gameplay behavior. Lowering these might impact item and monster farms, but should have little impact to normal behavior.
Assuming you want this to affect all worlds, we can just edit the global.conf file which can be found in ./config/sponge/global.conf. Look for the section âentity-activation-rangeâ. Within this section you will find the default ranges based on entity type (ambient, aquatic, creature, misc, monster). Now from what I remember, EntityPixelmon is used for all pixelmon entities so you would want to lower each type. Try cutting the range in half for each so if you see 32, try 16 instead. After these changes are made, restart your server and test performance. If there is an entity within these types that you do not want to be affected, simply set the type to false in the config.
Note: I have never tested lowering activation ranges for Pixelmon and may cause odd entity issues.
Ok, thank you. I will adjust the config and see if it changes anything.
EDIT: The thing that is doing my head in is, looking at the report ( http://timings.aikar.co/v2/?id=919627d7a06a4a15a9b8322b98319365§ion=chunks ), there seems to be a bunch of pixelmon entities (pixelmon:pixelmon) but I looked for those in MCEdit and ingame and I canât find anything. The kill command doesnât get rid of them either.
I tried lowering the activation ranges but that sadly didnât help. Another thing I did was switch the host just to see if it was maybe the current company not quite delivering what they are promising but that wasnât the case either.Iâm running out of ideas. These supposed entities that are tanking the CPU are nowhere to be found.
I feel ya bro , pixelmon is a nightmare . Im trying my best to achive the best options but still , 37 player test , server freezes for a couple of seconds .