Discussion in 'Bukkit Discussion' started by MikeA, Feb 29, 2012.
same has been happening to my server 100/120 slots and it has some of your plugins aswell
Might be Dynmap.
Also, try the alternate build of Craftbukkit that I can't mention on these forums.
By that, you mean CraftBukkit++
You can find it on the Spout forums at http://spout.org
I use the "Alternate" before, but I removed it because it was spawning 100x the amount of mobs then CraftBukkit. 100 mobs would spawn within 10 blocks. Also I might remove Dynmap, I remember a -long- time ago I removed that and it improved performance a lot, or it could be that I run all my worlds on HD render and large world.. many people use it at once too :S
We aren't supposed to talk about it on here. EvilSeph himself said so ...
Try changing the settings, there's one for mob spawning if I'm not mistaken.
By it, you mean CraftBukkit++
It's made by Spout and Co. and contains many improvements CraftBukkit should've made months ago.
lookie there, Seph's dancin' 'round with his big boi pants on!
Logs of him in IRC made me lose what respect I had left for him.
I partially agree with you, but purposefully breaking the rules is disrespectful and makes you look bad.
There is your issue!
Are all worlds in use at one time? Do you have any type of mob limiting?
At this point, I really do not care. http://spout.org is where it's at, booooi.
Not yet, their server isn't functional just yet.
More functional than the zombie we call Bukkit.
Actually, no, Bukkit has a 1.1 build with all functions working, and Spout doesn't even have all of their server written yet.
Now, when 1.2 or 1.3 rolls around, you'll most likely be right about that.
That was kindof my point. I feel that Spout is already better and it isn't even ready!
- Farm World
- The End
There's maximum of 8,000 mobs in our main world, and Farm World never has more then 1-2K since not many people use it at once, 5 max.
I've ran these worlds for the whole life of my server (1 year) and it hasn't been as bad as this currently.
I did countless tweaks on my server. (mentioned in an earlier link) I removed or reconfigured almost all plugins using playermove; I turned off active dynmap tile rendering; I minimized Logblock activity; I minimized playerinteract event operations; I limited hostile mob counts... The one thing that seemed to be the most effective of all the things I did was limiting growth checks.
If you're not seeing any lag, though, consider what your measuring tool is.
BTW, I'm pretty sure our server specs are identical, and our plugins are pretty close (in terms of performance impacting ones), outside of LWC, which I don't use. We have more worlds, but they're much smaller (I don't like large worlds, but it turns out fewer larger worlds are currently better for performance than more smaller worlds). I limit the player count to 36 currently, but am increasing it when I determine I can maintain 20TPS most times. If I drop growth checks to ~1000 during peak hours, I can maintain 20TPS at 36 players. (though, /lag and /debug clock give different values)
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