1.10
1.7.10
Mobs
Forge
Combat
Curse
This is quite surprising considering the TPS improvements I got during testing. I have an idea of what is causing the last of it and that is the non-pathing mobs resetting their navigation when out of vanilla range every tick however removing that kills adjustable awareness radius with that set of mobs. I'll make it a configurable option and you can give it a go to see if turning it off helps.
Oh wow I stumbled upon a big TPS leak. Path capping wasn't being cleared properly and was resulting in 100s of duplicate entries.
I like what I'm hearing. Tell us when you have the update out, thanks!
That update was out as of 12 hours ago. During testing it seems that I could even run Chaos mode significantly better than before (still a bit laggy)
Just tested the newest version with only Forge and Optifine on a server by myself= increasing tick rate from 20-128. I'm so sorry we can't help you but only complain of lag. I tried decreasing the mobs detection range from 64 to only 20, and it doesn't seem to make any differences, creepers from 30+ blocks far away are still coming after me.
Complain away. Just makes me more determined to kill this persistent lag and fix other problems along the way. Very interested in that awareness bug though, sure you were editing the world specific config and not the global default?
You mod is cool. I like it better now that TPS is no longer a problem. I am making a modpack with your mod in it if that is okay with you.^_^
Sure! Just for clarification I have all my permission conditions listed on Curse now: http://minecraft.curseforge.com/mc-mods/229449-epic-siege-mod
Config was the global, not the world. Will try the world config at a later date.
It seems the global affects new worlds only as it replicates itself into the world folder, which is good. However, the lag persists and remains unplayable. Perhaps, PC users are fine, and this is heavily affecting Macs only since the user above just stated that he has no TPS problems at all? Either way, if I install Mob Spawn Control 2 along with this mod, I can maintain TPS to around 14-20 if I lower all spawn rate to 1 (that includes monsters, creatures, water, ambient mobs) and decreasing the max mob capacity from 400 to 70.
Well I'm running out of things I can optimize. If you can post a paste bin link to your world config maybe I can make some suggestions.
Updated front page with Curse Forge links, new information and a way better banner image (Made by TimbuckTato)
My config:
# Configuration file
"Advanced Mobs" {
B:"Attack Evasion"=true
# Skip the Mob Bomb list and allow everything!
B:"Mob Bomb All"=true
I:"Mob Bomb Rarity"=9
I:"Mob Bombs" <
52
>
I:"Potion Buff Chance (0-100)"=1
# List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
I:"Potion Buff List" <
14
12
5
1
>
I:"Wither Skeleton Rarity"=9
B:"Wither Skeletons"=true
}
Blaze {
I:"Dimension Blacklist" <
>
I:Fireballs=9
I:Rarity=9
B:Spawn=true
}
Creeper {
B:Breaching=true
B:Napalm=true
B:Powered=true
I:"Powered Rarity"=9
}
Enderman {
# Valid Endermen Modes (Slender, Normal)
S:Mode=Normal
B:"Player Teleport"=true
}
Ghast {
B:Breaching=true
I:"Dimension Blacklist" <
>
D:"Fire Delay"=0.7
D:"Fire Distance"=64.0
I:Rarity=9
B:Spawn=false
}
Main {
I:"AI Exempt Mob IDs" <
>
B:"Allow Sleep"=true
# If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
B:"Ambiguous AI"=false
B:"Apocalypse Mode"=false
I:"Awareness Radius"=24
B:"Chaos Mode"=false
# Forces non pathing mobs to attack from further away. Can cause additional lag
B:"Force Non-AI Pathing"=false
# Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
B:"Keep Loaded"=false
# Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
B:"More Spawning"=true
I:"Pathing Cap"=16
# If set to fales, mobs can use much longer routes to get to their target
B:"Quick Pathing"=true
# The amount of ticks of resistance given to the player after changing dimensions
I:"Resistance Cooldown"=200
B:"Villager Targeting"=true
B:"Xray Mobs"=false
}
Skeleton {
I:"Arrow Error"=0
I:"Fire Distance"=64
}
Spider {
I:"Webbing Chance (0-100)"=25
}
World {
# Whether the player should fall into the overworld from the new End
B:"Fall From End"=true
I:"Fort Dimensions" <
0
0
>
I:"Fort Distance"=1024
I:"Fort Rarity"=100
B:"Spawn Forts"=true
}
Zombie {
B:Diggers=true
# Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
S:"General Griefable Blocks" <
minecraft:furnace
minecraft:crafting_table
minecraft:melon_stem
minecraft:pumpkin_stem
minecraft:fence_gate
minecraft:melon_block
minecraft:pumpkin
minecraft:glass
minecraft:glass_pane
minecraft:stained_glass
minecraft:stained_glass_pane
minecraft:carrots
minecraft:potatoes
minecraft:brewing_stand
minecraft:enchanting_table
minecraft:cake
minecraft:ladder
minecraft:wooden_door
minecraft:farmland
minecraft:bookshelf
minecraft:sapling
minecraft:bed
minecraft:fence
>
B:Infectious=true
B:"Need Required Tools"=true
# How many blocks to give zombies to pillar up with
I:"Pillaring Blocks"=64
B:"Zombies Build Traps"=true
}
Try dropping the pathing cap down to something around 4. That way you can't have anymore than 4 mobs pathing to each target. Other than that I don't think I can see anything else that could be improved.
Adding this to my family server NOW, nice mod!
I too am having problems with this mod installed, TPS drops a lot and mobs trying to pathfind are just rubberbanding. I have not changed the configs and i am playing on a new test world.
Well if you haven't changed the configs I would suggest lowering what you can. In the mean time I'm going to see what there is left to optimize in the code.
I have tried this mod before, but after testing, decided not to use it as it caused mass destruction and didn't really seem to fit in with the mods I had.
I think I'll try this.
Are treehouses any good?
You can always turn down the settings to whatever your liking is. There are plenty of configs to customize.
Well I just did a bunch more TPS fixing to the latest update. See if that works any better for you.
Can you tell me what you just did differently with your mod? The one you just released is now finally playable to me. All my TPS is under 20, so it's atleast playable. OMG, I just love it. It works really good with all my other mods too, such as Mo Creatures and Chocalate Quest mod; man, their mobs are way hard with your AI intact. Thank you so much for what you have been doing for all of us users who were have such terrible TPS drops. I'll admit that I was really going to just drop this mod, a mod that I loved so much... thanks so much. If any one wants to see my config, here it is. Changing these parameters had little effect on the last released version, but this version IS PLAYABLE!!! Whoo whoo.
# Configuration file
"advanced mobs" {
B:"Attack Evasion"=true
# Skip the Mob Bomb list and allow everything!
B:"Mob Bomb All"=true
I:"Mob Bomb Rarity"=9
I:"Mob Bombs" <
52
>
I:"Potion Buff Chance (0-100)"=1
# List of all the valid potion IDs a mob can spawn with. Amplifier is always x1
I:"Potion Buff List" <
14
12
5
1
>
I:"Wither Skeleton Rarity"=9
B:"Wither Skeletons"=true
}
blaze {
I:"Dimension Blacklist" <
>
I:Fireballs=9
I:Rarity=9
B:Spawn=true
}
creeper {
B:Breaching=true
B:Napalm=true
B:Powered=true
I:"Powered Rarity"=9
}
enderman {
# Valid Endermen Modes (Slender, Normal)
S:Mode=Normal
B:"Player Teleport"=true
}
ghast {
B:Breaching=true
I:"Dimension Blacklist" <
>
D:"Fire Delay"=0.7
D:"Fire Distance"=64.0
I:Rarity=9
B:Spawn=false
}
main {
I:"AI Exempt Mob IDs" <
>
B:"Allow Sleep"=true
# If set to true, ESM will not check whether the entity is a mob or not when setting up new AI
B:"Ambiguous AI"=true
B:"Apocalypse Mode"=false
I:"Awareness Radius"=24
B:"Chaos Mode"=false
# Forces non pathing mobs to attack from further away. Can cause additional lag
B:"Force Non-AI Pathing"=false
# Keeps mobs with an active target from despawning. Can causes issues with chunk loading/unloading
B:"Keep Loaded"=false
# Reduces spawning safe zone from 24 blocks to 8 and makes mobs require only basic conditions to spawn
B:"More Spawning"=false
I:"Pathing Cap"=1
# If set to fales, mobs can use much longer routes to get to their target
B:"Quick Pathing"=true
# The amount of ticks of resistance given to the player after changing dimensions
I:"Resistance Cooldown"=200
B:"Villager Targeting"=true
B:"Xray Mobs"=false
}
skeleton {
I:"Arrow Error"=0
I:"Fire Distance"=64
}
spider {
I:"Webbing Chance (0-100)"=25
}
##########################################################################################################
# world
#--------------------------------------------------------------------------------------------------------#
# For the main list of options please refer to the ESM_Options.cfg file in your world directory.
##########################################################################################################
world {
# Whether the player should fall into the overworld from the new End
B:"Fall From End"=true
I:"Fort Dimensions" <
0
>
I:"Fort Distance"=1024
I:"Fort Rarity"=100
S:"Fort Spawner Types" <
Zombie
Creeer
Skeleton
CaveSpider
Silverfish
Spider
Slime
Witch
>
B:"Spawn Forts"=true
B:"Use New End"=false
B:"Use New Nether"=false
}
zombie {
B:Diggers=true
# Blacklisted blocks for digging (Add ':#' for metadata e.g. 'minecraft:wool:1')
S:"General Griefable Blocks" <
minecraft:furnace
minecraft:crafting_table
minecraft:melon_stem
minecraft:pumpkin_stem
minecraft:fence_gate
minecraft:melon_block
minecraft:pumpkin
minecraft:glass
minecraft:glass_pane
minecraft:stained_glass
minecraft:stained_glass_pane
minecraft:carrots
minecraft:potatoes
minecraft:brewing_stand
minecraft:enchanting_table
minecraft:cake
minecraft:ladder
minecraft:wooden_door
minecraft:farmland
minecraft:bookshelf
minecraft:sapling
minecraft:bed
minecraft:fence
>
B:Infectious=true
B:"Need Required Tools"=true
# How many blocks to give zombies to pillar up with
I:"Pillaring Blocks"=64
B:"Zombies Build Traps"=true
}