[IMPORTANT] Empire Update: Silence Of The Lambs!

Discussion in 'Empire Updates' started by IcecreamCow, Sep 6, 2012.

  1. i hate the lag
  2. Goes and take out a diamond sword and massacres chickens. Done.

    Still, I don't understand what entities are. Are they like blocks in your res? I checked my home and I don't know why I have X around of animals when I actually have Y amounts of animals. The numbers don't seem to total right.
  3. So you have animals around that you can't see?

    To find 0ut what all counts as entities click on this link
    Note: You yourself counts as 1 entity
    ZBSDKryten likes this.
  4. A couple questions:
    What would happen if I had the maximum number of entities and placed a sand block in the air?
    When it falls, it turns into an entity.
    Would the sand disappear?
    Also, it is unclear about what would happen to dropped items.
    Would they disappear, or would you just be unable to drop items?
    Or would it happen as it normally does, only preventing animal spawning?
    Would animals despawn when over the limit?
    KarlisKrazy likes this.
  5. 208th! Yay for less lag.
  6. " This update will NOT prevent your items from appearing. It will only prevent more animal spawns until you either pick them up, or they despawn."

    Right now nothing despawns on your res. However I just pushed a fix to the ghast-a-geddon and also added in auto despawning of entities that are not on a residence (so all the chickens on the streets will despawn)

    But when it goes, ONLY animals will despawn.. items will be unaffected, and items will not push anything to despawn either.

    If your report shows Animals: 130/100 and Total: 200/100, only 30 animals will despawn.

    Items will be left alone and continue to drop.
    ZBSDKryten, mba2012 and chickeneer like this.
  7. are villagers classed as mobs?? I know this may be a stupid question
    mba2012 likes this.
  8. Yes, they are. (don't worry about the question ;))
    mba2012 likes this.
  9. No they are classed as animals. Or least should be.

    It's weird. The reason we had Ghast-A-Geddon is because Ghast's are not in the Monster family. they have their own family called Flying that only they are apart of. So my checks to limit monsters was actually not applying to Ghast at all due to this.....

    I have no clue why they did not put Flying and Slime types underneath the Monster category, but its very silly.
  10. i have a massive chicken farm which has reached 100 chickens, you said something about despawning so do i need to egify some of them?? :confused:
    /\
    | However you spell that!! :)
  11. The new limit will be 100 animals, but I would recommend cutting down the numbers further so you breed your esisting animals.

    If you somehow do get over 100 mobs, only then will some despawn
  12. I have a technical question about animal/villager lag.

    Reducing the number of mobs makes sense and I do not have a problem with that.

    I am curious if we can help reduce lag caused by animals/villagers even further by keeping the mobs where they do not have to be rendered for, or heard by, anyone except one resident.

    My thought is that if animals are inside a room with floors, walls and ceiling made of opaque blocks, and no one is inside the room with them (except perhaps the one resident), then the game does not have to render them moving around for every neighbor/visitor, and perhaps that helps reduce lag. Similarly, villagers stuck in 1x1x2 holes do not move around much, perhaps reducing lag. In some cases, animals can be individually fenced to slow movement.
    There is also a sound range of like 12 blocks or so, seems like keeping mobs out of sound range may help a small bit.

    So, would it help reduce server lag to put animals and villagers in the middle of a res, encased in a solid room? Or perhaps 15 blocks underground or 15 blocks in the air, in a solid room?

    I am not suggesting a new rule, and I know there are cases where this makes no sense, but I am just curious if it helps. If so, perhaps some people with personal farms would be willing to relocate their farms to help EMC.

    Thanks.
  13. Doing that would help from a clients FPS perspective, but our primary goal was to save server lag. Even unrendered animals will still hurt our server performance.

    however, I am going to be taking even more extreme measures and going to be looking at running a custom build of Bukkit that furthur changes monster/animal logic in Bukkit to reduce CPU even more.
    topdawg657, SoulPunisher and mba2012 like this.
  14. Entities are mobs, gravel and sand and even your items you have dropped. A few other things too.
  15. We need a silence of the ghasts, a repair to the outpost teleports on smp1 (they look like they have been blown up) and that's it..

    The new update makes my FPS run like a dream.
    mba2012 likes this.
  16. My inner computer nerd must know. What CPU do the servers have in them?:p
  17. I'm sorry if I got it wrong, but I was quoting Minecraft Wiki:-

    Current mobs
    There are 26 mobs in 1.3.2, excluding the player.

    Passive
    Passive mobs will never attack the player.
    All passive mobs except squids require land to spawn on. Squids need water to spawn in.




    Chicken Cow Mooshroom Ocelot Pig Sheep Squid Villager

    Neutral
    Neutral mobs will not attack the player unless provoked. The act of provoking neutral mobs varies between mobs.


    Enderman Wolf Zombie Pigman

    Tamable
    These mobs can be tamed by the player.


    Wolf (Dog) Ocelot (Cat)

    Hostile
    Hostile mobs will attack the player when in range, each with their own abilities.
    Cave Spiders, Zombies, Creepers, Skeletons, Spiders, and Spider Jockeys require a
    lightlevel of 7 or less to spawn.
    All mobs' hostility levels are based on how they are spawned by default. Spiders may become neutral, but they do not spawn neutral.




    Blaze Cave Spider Creeper Ghast Magma Cube Silverfish Skeleton Slime Spider Spider Jockey Zombie
  18. Ok, no one seems to be able to answer my question in game so i'll ask here.

    I did a /entcount today, results are as follows...

    Total: 96/200
    Animals: 95/100
    Items: 0 - Other: 1
    WARNING: You are over the monster limit. No monsters will spawn.

    How am I over the limit?
  19. Sorry I used mobs in the monster context, not mobile object.



    Ignore that, will be fixed tonight. as it says MONSTERS are over limit, but there is no monsters in town. its simply printing that because the check is "if 0 is greater than or equal to 0" which is true.
    KarlisKrazy likes this.