Mobs on = Lag , chance for rollback incresses, chance for crash increases , money reset increases
Mobs off= Possibly less lag, less rollbacks, less crashes, less money reset
PLEASE VOTE!
YarwoodUK wrote:You forgot to close it
(Or did you mean the poll)
Arbr wrote:YarwoodUK wrote:You forgot to close it
(Or did you mean the poll)
yarwood orc wants it to go a lil longer
Xltimus wrote:As long as theyll eventually be turned back on... also I couldnt help but notice the distinct lack of creepers lately
Point120 wrote:i've noticed the lack of creepers and how freaking deadly the zombies have become : / i can strafe the skellys but not the magic reach of the zombie
Sorry alittle off topic but are the mobs really the reason we crash 4 times in the last 20 min O.o
Arbr wrote:ok simple post but since orcworm said people wanted MOBS that made it so we lagged and stuff. Now we crashing / rollbacking alot so in about 15-30 min ill check this topic again to see what we should do.
Mobs on = Lag , chance for rollback incresses, chance for crash increases , money reset increases
Mobs off= Possibly less lag, less rollbacks, less crashes, less money reset
PLEASE VOTE!
aapl2 wrote:also on another note the server wont let me on.
Arbr wrote:aapl2 wrote:also on another note the server wont let me on.
ik ... we timed out / Crashed again -.- every 5-10 min it is. And monsters do cause lag...
aapl2 wrote:Arbr wrote:aapl2 wrote:also on another note the server wont let me on.
ik ... we timed out / Crashed again -.- every 5-10 min it is. And monsters do cause lag...
but most of it isnt them
aapl2 wrote:uh false mosters dont cause lag or most fo it anyway most of its is comming form the server thate a buzillion miles away.
Orcworm wrote:aapl2 wrote:uh false mosters dont cause lag or most fo it anyway most of its is comming form the server thate a buzillion miles away.
Actually, you're incorrect. The server is complete overkill for a game like Minecraft, I see no 'weak point' in the specs that would lead to crippling lag.
Orcworm wrote:I know for a fact it will change, it's like the difference between night and day .
yea thats what i ment i think hes doing it atmKeksOfDoom wrote:well, i think we should try mobs off for a few days to see if it really makes a huge diffrence
Draf wrote:How hard is it to enable and disable them? Do you need to restart the server or is it just a console command? If it's not very hard maybe we could agree on a time that mobs might be enabled for an hour or so. We could build, someone could post a warning in game chat and then we can prepare for the horde.
If it requires a server restart we might want to keep them off.
Network coding is one of the hardest things to get stable. The mobs have to be generated around all of the players. I don't know if notch intended to have 75 people running around fighting mobs. Hopefully they resolve this issue in the future but i don't think they'll see it as a priority since there are many other features to add. The mobs work it just adds so much more stain to the server.
I would like mobs. It keeps the thrill in the game. The sounds the zombies make scare the **** out of me when i'm mining. At least they make sounds. Our many pk's don't.
Orcworm wrote:As soon as the mobs are stable they will certainly be used, but as you can see for the time being it isn't really a viable option.
Orcworm wrote:The server needs to be restarted to enable or disable mob spawning, We could use cuboid to zone the entire map, then zone particular areas on the map to allow mobs to spawn only in certain areas, just a thought.
Oh, and the extended downtime is because I'm generating the server map whilst no-one's on.