Too many entities

Discussion in 'Performance Tweaking' started by YoFuzzy3, Feb 11, 2013.

  1. YoFuzzy3

    Supporter

    I'm having major problems with having too many entities on my Survival server. I've already gotten ClearLag to remove all hostile mobs (excluding bosses), squids, bats, item stacks, experience orbs, falling blocks, primed tnt, projectiles and ender-signals every 10 minutes which has helped a lot. I've also decreased spawn rates, but people don't like that so I'll have to revert it. But now there lyes one more problem, those damn animals! Butchering them is just unacceptable and players will go mad, so how should I approach this issue?

    Entity count with just 30 players on:
    1. CraftMushroomCow : 24 [0.003436]
    2. CraftBat : 11 [0.001575]
    3. CraftOcelot : 9 [0.001288]
    4. CraftMinecart : 9 [0.001288]
    5. CraftWolf : 124 [0.017752]
    6. CraftPlayer : 30 [0.004295]
    7. CraftIronGolem : 9 [0.001288]
    8. CraftBoat : 2 [0.000286]
    9. CraftVillager : 351 [0.050251]
    10. CraftCow : 310 [0.044381]
    11. CraftItemFrame : 494 [0.070723]
    12. CraftFallingSand : 1 [0.000143]
    13. CraftSheep : 598 [0.085612]
    14. CraftPoweredMinecart: 1 [0.000143]
    15. CraftEnderman : 3 [0.000429]
    16. CraftSpider : 2 [0.000286]
    17. CraftSkeleton : 37 [0.005297]
    18. CraftArrow : 1 [0.000143]
    19. CraftCreeper : 13 [0.001861]
    20. CraftZombie : 48 [0.006872]
    21. CraftPainting : 136 [0.019470]
    22. CraftPig : 272 [0.038941]
    23. CraftSlime : 2 [0.000286]
    24. CraftSquid : 12 [0.001718]
    25. CraftItem : 76 [0.010880]
    26. CraftChicken : 838 [0.119971]

    An example :mad: :
    [​IMG]
     
  2. md_5

    Administrator Developer

    Thats not really too many at all, a few farms, pet wolves..
     
  3. YoFuzzy3

    Supporter

    That's only 30 players on, there's over 3000 entities in that list, an average of over 300 per player is way too many. And before I installed ClearLag it would be more than twice that.
     
  4. Erm. 3000/30 = 100 = not that bad, all things considered.

    Worst come to worst, you could just do a radius butcher that would wipe out half of the animals at each larger farm, or, if you're feeling adventurous, you could do it the old-fashioned way and get your murder on with a nice sword. Chickens do tend to be particularly offensive (I notice you have the most of them) because of their tendency to plop eggs all over the area they're in, despite your constant cleanings. I'd guess that that covers most of the 76 item stacks as well.
    Suggestions? Uh. Limit wolves per player, possibly. Granted, this is assuming your players behave like mine do - I don't define plots, so they've all built their own homes well out of view of each other, those wolves wouldn't be the wolves of a collective town that happened to be loaded.
    Limiting chickens per player perhaps, if you feel like doing the old honor system + surprise landlord visits, failure to comply leads to <punishment>.

    Other than that, you might want to check for large redstone contraptions, those can be a real pain. If you're not 100% sure it's only entities causing your lag, worth a shot.
     
  5. YoFuzzy3

    Supporter

    Lol don't know what I was thinking about the average entity count there... but it will go up when I revert my monster spawning rates.

    Very nice ideas about the wolves and landlord visits, I'll definitely be using them!

    I do check for large redstone contraptions every now and again, I use RedstoneClockDetector to my aid. I've also cut down on plugins which has helped, here's my timings report after 12 hours uptime. These are my specs, 8GB of ram to this server.

    Just gotta wait till I get around 50 on my server again and see what my TPS is, because it's hard for me to get those numbers. :p