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Just a small opinionated problem

Catherin

Member
Hey guys, in the survival server is anybody having problems with the ((and i may sound crazy)) slowed mobs and liquids, mainly the liquids. This is the 7th time I've died in the last few days because of them, and I'm getting pretty pissed off by it, why is water and lava dramatically slowed? what possible advantage can that have? The lava especially, that just makes filling lava with gravel dangerous as hell, and its the cause of 3 of my 7 recent deaths. And now for the mobs, why are they slowed? are we really that bad that we cant have full speed mobs? i know till prevent a lot of mob based deaths, but some times you just deserve to die from taking on too many at once, or walking into the wrong place, and well... getting owned. Plus half the population of the server is in a town without mob spawn in it anyway.

So I make a few suggestions:

1. Make the element speeds normal

2. Make mobs have normal reaction times and such

3. ((and i bet this ones been said before, and just throwing it out there)) give us more control over towns we own, like allow us to turn mob spawn on, and PVP and such.

But anyway just me complaining/asking. =P please voice your opinion, but don't be an ass about me voicing mine.
 

Fulgenzio

Well-Known Member
I believe that those issues are caused by the lag and/or bukkit. Sometimes, although very rarely mobs and fluids walk, attack and get hit normally, but 99% of the times it won't. I've been seeing this since i've joined survival about a year ago, with very few exceptions. Also, having ran a couople of servers myself, i don't recall any options or plugins that could set mobs/fluid work the way they do.
 

rsmv2you

Well-Known Member
I believe that those issues are caused by the lag and/or bukkit. Sometimes, although very rarely mobs and fluids walk, attack and get hit normally, but 99% of the times it won't. I've been seeing this since i've joined survival about a year ago, with very few exceptions.
Might be the bukkit build OR the massive amount of players -.-
 

Catherin

Member
This might be due to lag rather than Woot meddlin' around.

True, but when there are barely any people on or there minimal lag, it still shows up, and they even react/respond accordingly ((the mobs... i dont think water/lava's sentient enough to react... Or are they O.O)) but yeah so i think there was some meddlin kids, fixin junk up
 

rsmv2you

Well-Known Member
True, but when there are barely any people on or there minimal lag, it still shows up, and they even react/respond accordingly ((the mobs... i dont think water/lava's sentient enough to react... Or are they O.O)) but yeah so i think there was some meddlin kids, fixin junk up
Could be your internet.
\_(9_6)_/
 

Catherin

Member
Could be your internet.
\_(9_6)_/

it also happens at everyone elses house i go to, and yet again they act accordingly to the lagged movements, the creepers arent lagged when getting knocked back but take like 5 full seconds to explode
 

Wooty

Well-Known Member
Staff member
I believe there's a more substantial post of mine around here explaining this in depth, but the short version is: blame Notch.

The Minecraft server runs mob, lava, and water AI at a rate determined by the tick rate of the server. The server is designed to run at 20 TPS, meaning that the mobs will update at 20 times per second. However, if the server runs at a slower rate for any reason, the mob distance delta doesn't change; meaning, at 10TPS, mobs and water will move at half speed.

The hardware we run the server on is pretty beastly, but (alas, another Notch issue), the minecraft server isn't multi-threaded. Most operations on the server are bottlenecked down to one core, meaning that one core on the machine is at 100% load almost constantly.

tl;dr: Our server typically runs at 8 - 12 TPS, and there's nothing we can do about it until the minecraft server is multi-threaded or not written in java.
 

Clayto1332

Well-Known Member
I believe there's a more substantial post of mine around here explaining this in depth, but the short version is: blame Notch.

The Minecraft server runs mob, lava, and water AI at a rate determined by the tick rate of the server. The server is designed to run at 20 TPS, meaning that the mobs will update at 20 times per second. However, if the server runs at a slower rate for any reason, the mob distance delta doesn't change; meaning, at 10TPS, mobs and water will move at half speed.

The hardware we run the server on is pretty beastly, but (alas, another Notch issue), the minecraft server isn't multi-threaded. Most operations on the server are bottlenecked down to one core, meaning that one core on the machine is at 100% load almost constantly.

tl;dr: Our server typically runs at 8 - 12 TPS, and there's nothing we can do about it until the minecraft server is multi-threaded or not written in java.

TL;DR

Notch hax
 

Catherin

Member
I believe there's a more substantial post of mine around here explaining this in depth, but the short version is: blame Notch.

The Minecraft server runs mob, lava, and water AI at a rate determined by the tick rate of the server. The server is designed to run at 20 TPS, meaning that the mobs will update at 20 times per second. However, if the server runs at a slower rate for any reason, the mob distance delta doesn't change; meaning, at 10TPS, mobs and water will move at half speed.

The hardware we run the server on is pretty beastly, but (alas, another Notch issue), the minecraft server isn't multi-threaded. Most operations on the server are bottlenecked down to one core, meaning that one core on the machine is at 100% load almost constantly.

tl;dr: Our server typically runs at 8 - 12 TPS, and there's nothing we can do about it until the minecraft server is multi-threaded or not written in java.

hehe thanks =3 well i guess that just leaves me with my ask about more city control if you own it X3
 

DOS622

Well-Known Member
I'm pretty sure you can turn on mob spawning, but not PvP. [Edit: I think you might have to turn on spawning for the town as a whole, and then also for the specific plot?]
 

StTheo

Well-Known Member
I believe there's a more substantial post of mine around here explaining this in depth, but the short version is: blame Notch.

The Minecraft server runs mob, lava, and water AI at a rate determined by the tick rate of the server. The server is designed to run at 20 TPS, meaning that the mobs will update at 20 times per second. However, if the server runs at a slower rate for any reason, the mob distance delta doesn't change; meaning, at 10TPS, mobs and water will move at half speed.

The hardware we run the server on is pretty beastly, but (alas, another Notch issue), the minecraft server isn't multi-threaded. Most operations on the server are bottlenecked down to one core, meaning that one core on the machine is at 100% load almost constantly.

tl;dr: Our server typically runs at 8 - 12 TPS, and there's nothing we can do about it until the minecraft server is multi-threaded or not written in java.
I was about to point out that that was more of a Jeb issue now, but "blame Notch" applies there as well :p
 
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