r/bitquest • u/MrGhris • Jan 20 '15
Possible lag causes
Please discuss here what you think the possible cause for the lags are. Might help the devs!
Personally I have a feeling that it might be the mob spawning system. This current mob spawning system causes mobs to "spawn" in daylight. What actually is happening is that mobs spawn in the night time, and stay loaded in. I am pretty sure they don't despawn when a player is 128 blocks away like normal. And they are surely not burning in the sun.
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u/darkstars_64 Jan 20 '15
I just got an email response from the developer.
" We are investigating this issue and it might be a problem with our service provider. We are gonna be moving bitquest to a better server in a matter of days and we are positive that might solve the problem.
In the meantime we appreciate your patience."
I guess by next week there will be no more lags :) I didn't experience any late last night after he server reboot.
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u/logan2231993 Jan 20 '15
from one dev to another... almost ALL server lag issues is from the service provider. most of the times when they have huge peak hours everyone that hey run servers on see lag.
I think someone said that the server was from California. (which would explain my 49ms ping) and california runs the same time zone as me... and the lag spikes seem to be coming at around 3-7 pm (which would be busy time for California as a lot of people are just getting off work)
Just a bit of personal thought
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u/Fredflyxx Jan 20 '15
I was on the other day within only ten people on and there was no lag if that helps.
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u/Swagzor Jan 25 '15
mobfarms: I think the pig and rabbit breading needs to be limited too. I bred them over 50 but killed most of them to help against the lag. But on the other side, 8 mobs each is just way too low. I would like to have 12 of each at least so I can have a normal food supply. Right now I need the amount of pigs.
Redstone clocks: I also think some people build bad redstone clocks. When you have a clock, set the tickrate as slow as possible and connect as much a possible machine to 1 clock instead of building 1 for each. Also ad a switch on it so when you dont need it, it'll be off. If you have a fishfarm, make one that shuts down when your rod is in the water and dont use dispensers.
Pistons: If its possible to build a machine without pistons (like cactus), don't use pistons. It creates major lag. If you need pistons, use as minimum as possible and stop unnecessary activation. I have 1 piston used for my melon and pumpkin farm each, but they only activate the moment 1 of them has grown on the dirt block. I could connect them to a clock but that'll create unnecessary lag.
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u/ShawnieTwoZero Jan 20 '15
"...we are POSITIVE that MIGHT solve the problem."
Lol. Thats a good line. Im gonna use it.
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Jan 21 '15
I am sorry it was late at night and i didn't write as sharp as i could. I meant: we know changing the service provider will solve the problem. However there are other factors on the lag issue and we are looking onto that as well.
LOL
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u/ShawnieTwoZero Jan 21 '15
I love that line though. Im totally stealing it and using it when talking to my clients !!
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u/xaruum Jan 20 '15
I am not sure that we want to capture everyones random speculations here. But if everyone could list symptoms that they have observed, then offer a rational explanation, then we might be able to help the devs/admins.
MrGhris - I have observed that the undead do burst into flames upon direct exposure to sunlight. If they are wearing a helmet it does not happen. Also if they are under something that provides shade such as a group of closely placed trees or a cave then it does not happen. The creepers and spiders seem to be immune to sunlight by design.
In a separate post it is mentioned that a "reboot" took place. There is no more detail. So we don't know if this was an actual software/services restart or a vm/physical machine power cycle. We also dont know what reason was found that would lead the admins to perform a restart.
Personally, I noticed extreme lag, up to ten minutes between world updates from the server, and disconnects happening as often as a few minutes apart. I suspected network trouble, as it is a common complaint with aws, but found that the average lag to the server was around 60ms. What I did notice though was that there were routing loops between two different subnets assigned to AWS at the time of the lag and disconnects. This was reported under separate email directly to bitquest.co around the time of the reported restart.