Lagg when biter entity count > 10K or so
Posted: Thu Sep 24, 2020 4:30 pm
So I'm renting a server where the CPU util is max 20% (during spike" and ram is only at 5% usage.
This is running an OARC + K2 mod, so the generated chunk number is a bit higher then vanilla.
Everything is fine until the biters start to be generated in masses, and reaches around 10K count.
After that, with the utilization of hardware remaining the same-ish, we start to get laggs, spikes, and just becoming unplayable.
We tested and console-killed all bugs on generated chunks, and that fixed it. When regenerated the unused chunks, bites came back, lagg came back.
My question is really, what can you do about something like this? Hardware is definitely keeping up on both server and peer ends.
Definitely not played without bitters.
Are you running a server? how do you do it?
This is running an OARC + K2 mod, so the generated chunk number is a bit higher then vanilla.
Everything is fine until the biters start to be generated in masses, and reaches around 10K count.
After that, with the utilization of hardware remaining the same-ish, we start to get laggs, spikes, and just becoming unplayable.
We tested and console-killed all bugs on generated chunks, and that fixed it. When regenerated the unused chunks, bites came back, lagg came back.
My question is really, what can you do about something like this? Hardware is definitely keeping up on both server and peer ends.
Definitely not played without bitters.
Are you running a server? how do you do it?