What is Pixelmon::ComputerManager_onWorldSave((Lnet/minecraftforge/event/world/WorldEvent$Save;)V)? And why has it been taking so much tick % after switching over to a dedicated server.
Maybe you have a lot of pixelmon stored in the computer system?
Maybe the amount of DiskIO that you get on your dedicated server isn’t enough, or it’s attached via network storage?
Without more details I’d be reporting this to pixelmon if you think this is an actual issue, it may just be operating as normal.
The thing about tick % is that something is always going to be using the most. If removed the mod causing the “lag” when there is no ticks being dropped each second, then all you have done is made something else take up the most tick %, and not really made your server any more performant, as it was already running as fast as it could.
Thank you! What I’m mainly concerned about is before the average ms for it is ~150, now it’s ~550.
If it helps my machine’s
Intel® Xeon® CPU E3-1245 V2 @ 3.40GHz
32gb RAM
3x 120gb SSD Raid
Also side question: With this setup, is it supposed to lag with ~40 players? Been getting lag spikes and occasionally tick drops
Can you post your timings report? Every bit of information counts. Could be useful.
https://timings.aikar.co/v2/?id=4831474fe55847d993ef483bbe86c54e§ion=lag
Here it is currently, /sponge timings paste always gives me last few minutes even if I have /sponge timings on for a while
https://timings.aikar.co/v2/?id=0681e95611f541cf895a11d6dbaa5b73§ion=lag
Another one, and a good example of some things I’ve never seen before, such as ninja.leaping.permissionsex::getParents has never caused issues for me