If Tick Limiter is ‘doing something’ for you, your server is overloaded and you’re not able to support the current load that is being presented to it. If your server is so lagged out that you are making the tick limiter kick into effect: DO SOMETHING ABOUT ITĭon’t band-aid it with a system that HIDES the fact it’s lagging so bad. Not to mention it skips ticking players! meaning things like chunk loading and Entity/Tile Entity state sent to the client gets delayed.Īnd finally, it’s not helping you. It is unstudied/unproven what drastically bad things can happen when you now throw vanilla logic out the door about when an entity tick rate in comparison to the rest of the server. Entities and Tile entities are not some optional element of the server. Then, the idea behind it is simply flawed. You may have an entity that goes 2 seconds without a tick! I have an upcoming PR that will fix that specific bug though, but it doesn’t fix the overall flaws and design of the system Tick Limiter also suffers bugs that will skip ticking entities at random each impartial pass. Skip a tick? Now that code that acts on TickID % 20 = 0 will not even be hit! Tick Limiter blows all of that out of the water, and ignores all of that research and code wrote to ensure entities stay consistent.Īdditionally, Tile Entities have not even received a real full pass to ensure they all behave when skipping ticks, and I am confident that skipping ticks actually FULLY BREAKS Some tile entities, as they expect a consistent tick rate in relation to the servers current tick ID. With my Entity Activation Range implementation, I found it is not safe to skip ticking some entities, and then, on the entities that you do skip, you must call some elements of code to keep other parts in consistent and in an expected state. I Strongly recommend using Paper Minecraft, which offers better performance than Spigot, WAY more features, and does not have this buggy system. There’s a reason PaperSpigot doesn’t offer it: You shouldn’t use it! That system is fundamentally broken in implementation and can cause inconsistencies with your server. Here is my response to what a user wrote on a spigot thread: PaperSpigot does not offers "max-tick-time", that's why I consider spigot over it^^ Something that many of us in the Spigot Development community really dislike is Spigot’s Tick Limiter. Towns do no lose their claims even if they no longer have enough residents.Spigot Tick Limiter: Don’t use “max-tick-time”! This can happen if residents leave after the town has claimed certain amount of land. Sometimes you will notice that a town has more chunks claimed than it's able to claim, for example "Town size: 90/60". For example, "Town size: 90/152" means that the given town has claimed 90 out of 152 chunks. Look for "Town Size", this shows a ratio between chunks a town already has claimed and the max amount of claims the town can claim to. This command will show general town information. You can see how many chunks a town can claim by running /t. 140 is from having 50 residents in your whole nation. 10 chunks are from simply being in a nation. It scales based on total residents in a nation. It ranges from 10 extra chunks all the way to 140. This is an amount of max claimable chunks added to every town in a nation. Your maximum amount of chunks can also increase through a nation bonus. You can increase this number by 8 for every resident who joins. Your town can at first only claim 8 chunks. Press F3+G keys to view chunk borders in-game.
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