Economy The Rising Enitiy Count Problem

Discussion in 'Discussion' started by KhalDrogo, Jul 10, 2022.

  1. KhalDrogo
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    KhalDrogo Senior Member

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    Economy has a problem. Well, it has a few but Drogo will just focus on the ever increasing entity count.
    The entity limit is hit very often these days. Just now, it was hit and within about 25 seconds, they entity count was back up to 1832.

    upload_2022-7-10_16-4-51.png

    With more and more people building pumpkin/melon farms and using water ways to carry them to a central spot for storing or selling, the entity count is growing. Drogo can see it potentially getting to the point where it will be clearing all entities before anyone can even store or sell them.

    It is not always as bad as this but here is a filtered extract from the log files to show how frequently this can occur. It shows the scheduled Clag function as well as when it hits the limit.

    [04:08:55] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2777 Entities!
    [04:15:40] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2620 Entities!
    [04:18:29] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2581 Entities!
    [04:19:23] [main/INFO]: [CHAT] [SB] Removed 1785 Entities!
    [04:24:12] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2702 Entities!
    [04:29:54] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2567 Entities!
    [04:30:21] [main/INFO]: [CHAT] [SB] Removed 1496 Entities!
    [04:34:11] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2569 Entities!
    [04:41:24] [main/INFO]: [CHAT] [SB] Removed 2201 Entities!
    [04:45:31] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2773 Entities!
    [04:51:21] [main/INFO]: [CHAT] [SB] Removed 2664 Entities!
    [04:56:22] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2679 Entities!
    [05:00:05] [main/INFO]: [CHAT] [SB] Removed 2615 Entities!
    [05:04:20] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2858 Entities!
    [05:08:57] [main/INFO]: [CHAT] [SB] Removed 1846 Entities!
    [05:14:46] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2509 Entities!
    [05:17:53] [main/INFO]: [CHAT] [SB] Removed 1439 Entities!
    [05:19:24] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2667 Entities!
    [05:23:09] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2746 Entities!
    [05:26:58] [main/INFO]: [CHAT] [SB] Limit reached! Removed 2509 Entities!

    Drogo doesn't know what the long term fix is but the band aid, AKA, the Cropper is no longer working.
     
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  2. Ca1
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    Ca1 Guest

    How can it have reached 1800 entities within half a minute doesn’t that mean it should be hitting the forced removal every ~50 seconds or so?
     
  3. KhalDrogo
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    KhalDrogo Senior Member

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    It depends on what players are doing. If a few players with large farms move away from there collection point to do something else at the same time, it will hit it very often.
     
  4. Ca1
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    Ok true. In crophopper farms People should replace water streams with mine cart hoppers and shoot the items toward themselves to be picked up instantly. This will make their farms even more efficient not having a loss of items from clear lag
     
  5. Megan
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    Megan Experienced Member Premium

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    This is something I have been looking into.
    Upon looking around and using what commands I have here is what I’ve found.

    1. Players auto-sell not selling
    2. Players who auto-sell have died and can no longer sell
    3. Large farms loaded with no one at the AFK spot
    4. Too large of a farm to have their inventory’s sold within the cool-down for sell all
    5. Varied designs for collection systems

    This isn’t something we can fix right now, it’s not something that we can make disappear unless we were to stop all AFK farming.
    This is something that will be an issue for as long as we have the amount of AFK farms we do.

    Somethings that all players can be wary of is:

    1. Ensure their sell command timer is set to a reasonable number
    2. Have a lava system or chest collection system for the items that cannot be collected into their inventory, that way they won’t stay as ground entities
    3. Ensure when they go AFK they have the command active
    4. Try their best to find ways to not die.

    Even if you are dead, the chunks remain loaded and consequently entities are still present and increasing with no player to collect them.

    I hope this brings some insight into the issue.
    Thanks :)
     
  6. Ca1
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    Maybe you can abolish the sell all limit what is the point of that cool-down?
     
  7. Megan
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    Megan Experienced Member Premium

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    I cannot give you a definitive answer and I cannot sit here and rule that out but I believe it was implemented to reduce how much money people could make so that the economy did not die.
    I cannot be sure and it’s something that can be discussed with the necessary people upon the arrival of the most recent clear lag issue.
     
  8. Ca1
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    Ok I think the server should take the precautions to prevent this happening you can request players do things but money usually comes first ahead of caring about the server
     
  9. Megan
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    Megan Experienced Member Premium

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    Whether that be right or wrong way of thinking, it is unfortunately true.
    I will pick this up with the staff team & Crew and collate our thoughts on the issue too.

    It will be interesting to hear all of your thoughts on this thread too :)

    This is a two way compromise situation, we will do what we can but we also hope players will do what they can to their farms etc to help this process move along.
    It is a present issue on Economy and I would like to try and find a way to solve it :)
     
  10. Ca1
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    I thik while a sell limit exist people will be wanting to fill up their inventories as often as possible and that ultimately means extra items will be laying around that cannot be sold, since the addition of crophoppers gaining hundreds of thousands of items each hour was easier than ever before, before crophoppers there was no such issue as this .

    I thought crophoppers was added to combat lag however redstone limits already existed and the main lag I thought was coming from water flushing farms which were not really impacted by the addition of crophoppers since they are still used today, so I’m still not sure on the reason for adding them. I’m sure whoever added them would have taken into account that almost every dollar earned before their addition would be almost null and void since those dollars were much harder to earn. Top players back then were earning about a million $ per day by AFKign about 10-15 accounts at a time
     
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  11. KhalDrogo
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    KhalDrogo Senior Member

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    Drogo has considered making a suggestion that players be able to turn off crop growth via settings. Don't know if this is possible but it would enable players to be away from their farm doing other things. Even If Drogo put lava in for the overflow, there are quite a few entities in the water way at any one time.

    Of course this relies on players turning it off. In the past Drogo just lets the crops build up and goes back there every couple of minutes to sell it all.
     
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  12. Awesomolocity
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    Awesomolocity Well-Known Member

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    I am quoting this simply to emphasize this sentence here.

    If you have a farm on economy, please
    • collect / centralize the items quickly
    • destroy any "overflow"
    If you need help converting your collection area to support this, please reach out to me.
     
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  13. Awesomolocity
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    Awesomolocity Well-Known Member

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    You can achieve this (sorta) by powering crophoppers with redstone. When powered (like with a lever), the crophoppers will still pick up items that grow in the chunk, but won't output them anywhere until you unpower it again.
     
  14. KhalDrogo
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    KhalDrogo Senior Member

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    Perhaps a setting such that any items collected by the cropper is sold at the /sell all rate and balance added directly to the player. This could incorporate the existing /sell all limit and would remove entities all together....and profit shops along with it.
     
  15. Ca1
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    It should be possible to have one hopper mine cart keep up with the rate of 4 crophoppers in the corners of 4 chunks and deliver items to the middle. This will be very beneficial to the server also as it will reduce the amount of super speed dropper circuits spewing out items
     
  16. KhalDrogo
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    KhalDrogo Senior Member

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    Yeah but no player is going to go around and hit 25 levers and then have to do it again when they want it back on.

    Minecarts collect items instantly but the limiting factor is how fast you can get them out and that is set by the hopper which is quite slow.
     
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  17. Ca1
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    I will do some testing and see if I can create a feasible system

    On another note, I think at some point some mistakes were made for the server to end up at a constant 14-15tps and current entity counts through the roof. That being said I have no idea myself how the admins should go about rectifying said mistakes without upsetting people who have spent hours and hours building farms
     
  18. KhalDrogo
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    KhalDrogo Senior Member

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    Not hours. Try days or weeks.
    The problem arises from infinite demand from /warp shop and /sell all. No where, in any economy, does this occur.
     
  19. Ca1
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    I did have a thought once of an algorithmic based server shop where the sell prices would change based on how much of the item was being sold to it server wide.(as more of a certain type of item is sold, the sell price decreases, and vice Versa) This would encourage broader types of farmings, more manual farming, less giga farms being made
     
  20. KhalDrogo
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    KhalDrogo Senior Member

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    So like .........an economy.
     
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