I don't think you understand what would happen if you took away ClearLag completely. Considering how much bone farming happens on org, and the fact that since bones are a rarer drop than arrows per skeleton killed. (1-3 and 2-4 drops without enchantments respectively) which means for every 2304 (an inventory) of bones farmed, around double that of arrows, and quite a lot of bows and armour is thrown on the ground. Multiply that by let's say 10/30-40 players that are online, that's over 50,000 entities per fifteen-twenty minutes of skeleton farming alone. On a server of such small size, a few hundred entities will lag the server a considerate amount. Now imagine an industrial sized pumpkin farm, with many redstone clocks and dropped entities cycling around. Now imagine the lag on a server with over 100,000 dropped per hour on average. (That's obviously being evened out with the inactive times of the server where only less than five people are on. If that weren't the case, there would be much more.) Imagine what it would be like on an island with a 15+ spawner farm, and a 10+ pillar pumpkin farm. Where there are 10,000 entities on that island alone. Removing ClearLag causes much more problems than keeping it. So that minor detail aside, having moderators control ClearLag is also a terrible idea. Consider this: no moderator is online, and now there are 400,000 entities not being cleared. A moderator logs in, and cannot perform the command because of too much lag. The moderator then is upset at the lag, and spams the command a few times as it is not going through. A minute later:[ClearLag] 0 entities have been cleared (x17). Also, here's a much more likely than you would expect scenario: a moderator got into a fight with a friend, and is upset. Moderator logs in to see said friend performing an important trade, and the moderator clears entities as soon as the friend drops the Noobcrew head. Friend is then accused of scamming, the server lost a rare, and you as a moderator's credibility has gone down. But what if, you say, that the command was given to Super Moderators and above ranks? Because they just aren't active enough to constantly keep the server lag free. Having a ClearLag vote, would be ludicrous. Think about miscommunications where a new player who never heard of ClearLag to /vote clag, because another player said so, only to lose their saplings or other blocks. Think of the "do /vote clag now!" being spammed in chat. The "no wait I'm doing a trade!" And the "there's so much lag and everyone is inactive and no one wants to vote /clag and I'm wallowing in lag" that could be happening? This hasn't been thought through. No support. [Note: although I have calculated some, the extent of the numbers is still mildly exaggerated.]
Sorry, no support. Clearlag is an essential part of the servers and the above suggestions are either impossible or not suitable for the server. There is way too much grinding going on the server to not use the plugin. The lag we get on the server, no surprises for guessing, entity lag. I know people see it as a punishment to those who don't wish to use grinders but unfortunately that is the focus of the server. Mods on org do need the basic lagg commands. But they are no substitute for the clearing of the entities created. Paintings and minecarts have been lost with clearlag pretty much since i joined org and the 1.7 update on net. Not sure if thats fixable or not, it probably is now. Guide to not losing items to Clear Lag [Net] [Updated] | Skyblock Forums Anyway sorry I think that the best solution is prevention here. I will write an org version of the clearlag guide.
-Have a clag vote. Not possible -Give mods the ability to trigger clag in some way Not practical -Get rid of clag in general Not ever going to happen -Have clag get triggered with a certain amount of entities Possible (see code) But this doesn't mean it will stop clearlags regular intervals. -Make the time between clag longer Possible but its good enough as it is -Have clag turn off when there are less then, let's say, 20 people. Not really possible -Have a clag filter of some sort Code: #How many entities should one chunk be allowed to hold? chunk-entity-limiter: enabled: false (change to true) limit: 40 limit the entities per chunk Code: #What should be removed during an auto-removal remove: world-filter: - this_world broadcast-removal: true boat: true falling-block: true experienceOrb: true painting: true projectile: true item: true itemframe: false minecart: true primed-tnt: true arrow: true snowball: true fireball: true ender-signal: true item-filter: # - 264 # - 265 # - 311 # - 312 # - 266 remove-mobs: # - cow Make sure that paintings/minecarts disabled during auto removal and /lagg clear Code: #Meters your TPS, if it goes to low, run the commands you wrote below! tps-meter: enabled: false interval: 15 tps-trigger: 14.0 commands: - 'lagg killmobs' - 'lagg clear' Code: #What type of entities SHOULD NOT be removed while doing /lagg area? area-filter: - Itemframe - Painting - Wolf - Villager - Horse - ARMOR_STAND We understand and your suggestion is to change clear lags behaviour as you think org does not require it as much and people complain about item loss a lot and all the things that come with it. We can see by the suggestions you listed. Now we are saying we do not support most of the suggestion because we need clearlag.
Our problem with it is that at least in my timezone, when CLag comes it is clearing only a few entities each time and it's not noticeably improving the lag. However it causes a lot of annoyance and upset when someone's drops or even their spawner or rares are taken by CLag. I hate to say it but if your PC is really so terrible that you experience such bad lag that 50 extra entities on the ground cause you such bad problems, that's really a problem with your computer, not for everyone else. I don't feel it's fair that everyone with a normal computer should have to deal with CLag because of a few people with bad PCs. Today I did the usual routine of locking my island and leaving when CLag was coming, but someone had gone AFK on my island by mistake keeping it loaded and I lost several stacks of drops. It's just really irritating playing like this. I know people say, oh but you have loads of money, who cares if you lose a few items... well that's not really the point, what is the point in farming if CLag is going to take the things that I farm. It makes farming pointless. I like to farm on Minecraft, that's what I do... and so often I feel kind of like I've got nothing I want to do on the server once CLag annoys me and I stop farming, instead I think I might as well log out and do something else for the rest of my day, or switch to a different server for a few hours. This isn't entirely a bad thing, I am just saying that plugins should exist to improve the game and make players want to stay longer, not make players want to log out and play on another server - but that's how CLag makes me feel.
I think the focus of the server should be Skyblock not skeleton killing. It never used to be like this in the past and I don't like the way the server is becoming now. I don't think grinding mobs for their drops should be such a massive problem on a server that it causes extreme lag to the point of crashing it :/ surely here the problem is excessive grinding, not ground entities? Why even are bones worth over 200$ a stack in the admin shop? Isn't this just completely insane ... and that's probably the main cause of the issue. I used to think pumpkin farms were OP and annoying but grinders are definitely worse. I never heard of anyone's pumpkin farm completely crashing the server before the reset.
Although I agree, sometimes people stand at a grinder but not killing, and tons of skeletons spawn causing huge lag. But to me this is a problem that CLag does not solve.
First off in the 100 hours i have played so far i have never had more than 3 people using grinders at one time. Just by never seeing the clag remove more than 400 enities at once. Secondly a grinder has a max number of entities it can produce, it can only produce for 5 min of drops, all the other will automaticly be removed. So lets say geo's grinder can never cause more than 85 enitities at once for the server. That is around the same amount like the admin shop does for no reason. 3rdly get rid of the admin shop items, why are they there. They don't realy help and cause like 50% of the capasity of the clag most of the time. I have never had any lags on this server, and played 100h's so far. even when there were like 85 people online i didn't have problem. The one time the server did lag was when a glass window was broking in a grinder and skele's shoting arows caused like +1200 entities. So i think making the clag take like 12-15 min would be no problem and woudn't cause any lag. Or just maybe make grinding uninstresting and reward dirt intensive farming, cause it's harder to get lots of grass and it would be a lot more logical if you got a lot of money for let's say carots or grain, where you have to use dirt to expand it. And would cause no lag what so ever.
Strongly agree. I agree that farming stuff like wheat, carrots, potatoes should be more rewarding to players at /warp shop than bones, since it costs more to do it, like you said it requires dirt. I also agree that improving the rewards for farming normal stuff would encourage less lag than skeleton grinders. I am biased in my opinion though because I do like farming XD
I don't support removing clag. I would support having clag not affect paintings though. I want to put paintings up, but I can't.
Did this ever get re-written more clearly? I think there is some great ideas in here. Upping the time to 15 mins and making exceptions to the lag are both ideas I'm very interested in. I don't like skelly farming and I agree with Neko that farming trees, for example, is quite difficult due to clag. May I also suggest a command, such as /clagtime, where we can see how long we have left to collect our stuff? Saves the hassle of sorting a plugin or constantly asking Geo
Filtering clag so that it gives some sort of early warning sounds nice. However, completely removing the plugin will not do the server any good considering the amount of grinding/farming players do. It's what keeps the server running smoothly and less laggy.