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28 May 2014 at 13:52
Measure against automated farms
From Doctacosa

As many of you noticed, when the server gets close to full capacity, everything slows down noticeably. The amount of players online plays a role, obviously, and yet our current setup should be able to support an heavier load without issues. Some investigation told me that the core of the problem are the automated farms that have been built in Laurasia and Gondwana, in the core cities of each world (Central and Keystone City, respectively).

As such, I'm officially banning grinders, automated farms and large amount of animals around the spawn area of each world. While I can see the value of those elements, the problem comes from their location: the spawn areas of each world is constantly loaded, which means that any device placed in those locations is constantly loaded and active. The server's performance is thus directly affected.

This means that, in the area defined by a radius of about 150 blocks around each world's spawn point, no potentially laggy devices can be built. This includes gold and iron farms, chicken cookers, mob grinders (automated or not) and any related builds. You are free to do these anywhere else, just not around each world spawn area. The existing devices have been moved or will be in the coming days.


I'd also like to take this opportunity to remind all players to keep their automated farms under control. Most notably, we've had several chicken farms go out of control lately, slowing down the entire server for all players. Please be mindful of the impact of your actions toward others. The smoother the gameplay is, the better for all of us!

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2 comments

kagato
When it comes to mob farms, whether for XP or food (chicken, cow, etc.), it's obviously best to keep the mob count (entities) as low as possible. Generally once you start getting up into the 100+ range is when server performance, although minor, starts getting impacted. The problem is that even if you have them all huddled in a 1x1 area, every tick the server has to calculate movement AI for every single mob/entity present. The more there are, the more time the server has to spend every tick to shuffle thru them all, thus other activities (cart physics, etc.) get delayed in kind.

AshaLina
u got it dude!

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