I am experiencing some pretty intense tick lag on my main world after a recent update. My frame rate seems to be fine, its world objects that are lagging (i.e. sun/moon, mobs) terribly. Mined, floating blocks (chopped tree blocks, mined stone blocks) are floating halfway in the ground before I pick them up instead of in the lowest air block, like they used to.
It isn't game breaking, necessarily, but horses are virtually unridable, weapons "glitch" through hostile mobs. Everything running on game ticks (sheep wool growth, crop growth, day length, redstone ticks) takes almost twice as long as it should. Minecart rail networks are completely unridable.
The game lags so badly while riding a cart that it feels like the game is going to crash.
My frame rate, however, is fine.
I noticed the tick lag for sure right after I downloaded TU 23. Its possible TU 22 caused it, as I was working mostly underground at the time, so I wasn't paying attention to the sun/moon, mobs, and other tick related things . I definitely wasn't experiencing any type of lag prior to that, and I didn't build anything in the interim time that should have cause any significant lag.
Below are steps I took to try to alleviate the lag, with no result. All things I disabled or destroyed were build prior to the start of the lag, and while some of them did cause a bit of frame rate lag, I never experienced tick lag with them prior to TU 22 or 23:
1. removed series of underground lava falls and lava lakes I had built. Also removed three water fountains in a large castle I built. There is now no added lava or water anywhere in the world that wasn't there at world generation.
2. Disabled all redstone contraptions, including large item sorter, dropper based item elevator, automatic melon/pumpkin farm, automatic sugar cane farm. All redstone is still in place, but no signals can be passed, so there should not be any light updates.
3. Completely removed a very inefficient overworld gold farm, which used 60 portals in an enclosed box. (no loss here, really. It was actually faster to just go mine gold)
4. Disabled automatic chicken cooker (pretty useless in mc360 anyway, because the chicken population cap is so low)
5. killed off all fenced in, domestic mobs, except for 6 horses, 2 cats, and 4 dogs (I had previously maintained them at or near the domestic mob cap).
As I said, all of these things were running with no game lag at all prior to TU 22 and 23. Disabling/destroying everything on this list had absolutely no effect on the tick lag.
It there anything else in the game that causes tick lag? Is there a "build limit" in mc360 where you can only build so many structures on a given world before the cpu/ram just can't handle it anymore. I do have quite a bit of structures built up, but honestly, its probably not much more than what's on the tutorial world, its just more concentrated in a couple of areas.
Also, moving around the world doesn't seem to have an effect either, so whatever the cause is isn't unloading when I move around.
The weirdest thing about the minecart lag is that it is absolutely horrible when travelling north and east, but not that bad when travelling south and west. I understand that some track builds have to be oriented in certain directions due to game coding. Is this also an artifact of the way tracks are coded?
Anyway, any ideas would be greatly appreciated. I'm leaning towards abandoning this world and starting over, but I'd really like to salvage this world if I could because:
1. It took me months to build up the amount of resources I have, and I don't fancy starting from scratch.
2. I have several unfinished projects that I'd hate to leave behind
3. Starting over means I'd probably stop playing at least until the next big update. If they come out with new biomes, I'd be really pissed if I got a few weeks into a new world, only to have to start all over again.
I am experiencing some pretty intense tick lag on my main world after a recent update. My frame rate seems to be fine, its world objects that are lagging (i.e. sun/moon, mobs) terribly. Mined, floating blocks (chopped tree blocks, mined stone blocks) are floating halfway in the ground before I pick them up instead of in the lowest air block, like they used to.
It isn't game breaking, necessarily, but horses are virtually unridable, weapons "glitch" through hostile mobs. Everything running on game ticks (sheep wool growth, crop growth, day length, redstone ticks) takes almost twice as long as it should. Minecart rail networks are completely unridable.
The game lags so badly while riding a cart that it feels like the game is going to crash.
My frame rate, however, is fine.
I noticed the tick lag for sure right after I downloaded TU 23. Its possible TU 22 caused it, as I was working mostly underground at the time, so I wasn't paying attention to the sun/moon, mobs, and other tick related things . I definitely wasn't experiencing any type of lag prior to that, and I didn't build anything in the interim time that should have cause any significant lag.
Below are steps I took to try to alleviate the lag, with no result. All things I disabled or destroyed were build prior to the start of the lag, and while some of them did cause a bit of frame rate lag, I never experienced tick lag with them prior to TU 22 or 23:
1. removed series of underground lava falls and lava lakes I had built. Also removed three water fountains in a large castle I built. There is now no added lava or water anywhere in the world that wasn't there at world generation.
2. Disabled all redstone contraptions, including large item sorter, dropper based item elevator, automatic melon/pumpkin farm, automatic sugar cane farm. All redstone is still in place, but no signals can be passed, so there should not be any light updates.
3. Completely removed a very inefficient overworld gold farm, which used 60 portals in an enclosed box. (no loss here, really. It was actually faster to just go mine gold)
4. Disabled automatic chicken cooker (pretty useless in mc360 anyway, because the chicken population cap is so low)
5. killed off all fenced in, domestic mobs, except for 6 horses, 2 cats, and 4 dogs (I had previously maintained them at or near the domestic mob cap).
As I said, all of these things were running with no game lag at all prior to TU 22 and 23. Disabling/destroying everything on this list had absolutely no effect on the tick lag.
It there anything else in the game that causes tick lag? Is there a "build limit" in mc360 where you can only build so many structures on a given world before the cpu/ram just can't handle it anymore. I do have quite a bit of structures built up, but honestly, its probably not much more than what's on the tutorial world, its just more concentrated in a couple of areas.
Also, moving around the world doesn't seem to have an effect either, so whatever the cause is isn't unloading when I move around.
The weirdest thing about the minecart lag is that it is absolutely horrible when travelling north and east, but not that bad when travelling south and west. I understand that some track builds have to be oriented in certain directions due to game coding. Is this also an artifact of the way tracks are coded?
Anyway, any ideas would be greatly appreciated. I'm leaning towards abandoning this world and starting over, but I'd really like to salvage this world if I could because:
1. It took me months to build up the amount of resources I have, and I don't fancy starting from scratch.
2. I have several unfinished projects that I'd hate to leave behind
3. Starting over means I'd probably stop playing at least until the next big update. If they come out with new biomes, I'd be really pissed if I got a few weeks into a new world, only to have to start all over again.
Remove this topic please. I accidentally posted it to the general discussion forum. I have since copied it to the help and support forum.