For those who actively play economy, you may notice quite often lately that we get the clear lag limit getting hit, not the timed clear lag but ones in between that occur when a certain large amount of entities are present. My belief is the biggest cause of this is pumpkins/melons and that if possible, depending on the manpower required, a fix be implemented that: 1. clears any stack of pumpkins/melons that exist in the world for longer than a set time, say one minute without being picked up by a player or hopper. 2. any item that has been dropped in the previous say 15 seconds as an example, not be cleared when it is as a result of the limit being reached as there is no warning it is about to occur unlike the timed clearlag.
I think this is a good idea, definitely a bit frustrating how often the limit is getting reached so any solution should be up there in the list of priorities.
this limit itself isn't so bothering, point 1 is just a thought for consideration. point 2 is the more important suggestion, since it isn't announced, it can take items you were actively removing etc
Thanks, I can't count how many spawners I've lost to Clag. Unfortunately there are more and more entities and it is almost impossible to transport expensive items.
Map art clearing can also contribute as it clears a large amount of carpet at once depending on the mechanism to clear it. The safest option is to use chests to move valuables and chest shops for trading.
They could add an island setting to disable crop growth. When players with large farms are not collecting because they are building, or generally playing. they can turn it off. Otherwise, it is easy enough for players to have uncollected crops run into lava and be destroyed. It shouldn't take developers time. When map arts are cleared, every single carpet is it's own entity. Very shortly after, the majority of carpets merge into stacks and the entity count drops dramatically. Clear lag from entity limit could be programmed to kick in only if the entity count is over the limit for more than 5 or 10 seconds. Drogo is pretty sure there are a number of items that are not cleared by clag. Ores for instance and not cleared by clag.
Spawners shouldn't be cleared by clag anymore, I believe that and a few items were included in the last to not clear That'd be lovely if players clear in smaller amounts of carpets to prevent this being the cause, but I don't think it has been the main issue as it has been going off today alot. I imagine mapart creators aren't doing too much rn because of the risk of losing all their materials anyway. But I do understand your concern for it being a potential cause I actually like the idea of the setting, I think it would make a big difference for local lag on the clients end, as well as reducing entities sitting around. I currently have all my excess pumps funnel to a cactus so they are removed, but toggling it altogether would be even better in many ways Also potentially some warning to the clear lag limit being reached, for example, [limit reached] entities will be cleared in 15 seconds
Wouldn't this mess up player farms that have the pumpkins travel further distances also what if someone drops an item and can't pick it up in time. Seem to create more issues rather than fixing them.
1. If the pumpkins are travelling so far it takes longer than say a minute to get there, then that is a bad system, the items stop moving if outside the range of loaded chunks so items can realistically only get 2-3 chunks away from any player at a time 2. How, the 2nd part of this suggestion is literally protecting items that were just dropped from being cleared. In it's current state what you are suggesting would be an issue, is an issue...
I feel a little at fault here because since the /sell command with no cooldown was patched, my farm has been making too many drops to keep up with the 45 second cooldown. Lots of pumpkins/cactus go wasted. This only accounts for a few dozen extra entities, which isn't a ton, but it adds up if other farms are overflowing. I support this. I think that crops such as pumpkins/melons should disappear after being on the ground for a minute or so. I think they are the biggest problem.
That is essentially the exact reasoning behind my first point, only applies to pumpkin and melon entities, I had the same issue, I patched my farm to flow past me, if my inv has space I collect, if I dont it carries through to land on a cactus currently