- check_circle Functions
Published Oct 10th, 2021, 10/10/21 12:18 pm
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Looking for a cool extension to your Minecraft survival world? Then this is the first thing you should get!
We developed a Teleporter system that's easy to set up, simple to understand and a lot of fun for you and your friends.
In order to download the Data Pack and use it in your world, you can watch the simple tutorial above :D
Made by Skyblock Squad
We developed a Teleporter system that's easy to set up, simple to understand and a lot of fun for you and your friends.
In order to download the Data Pack and use it in your world, you can watch the simple tutorial above :D
Made by Skyblock Squad
Compatibility | Minecraft 1.17 |
to | Minecraft 1.18 |
Tags |
tools/tracking
5330292
119
teleporter-in-minecraft-vanilla
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Thanks
We have now switched to a Waystones-type TP from another datapack, but we miss the private Teleporters...
Would there be a possibility to lighten the Datapack?
Especially about two specific test.
As we ran Spark analysis on our server, we found out two tests running constantly an using most of our tps :
- an isAlive on livingEntity, took around 644sec overall on the server
- an EntitySelectorOptions.method_9965, took 450sec.
Thanks you
Since we needed to use the selector @e multiple times, the game
tries to make a list of all entities on the server and check it for further specifiers (like if it is a marker, like the ones the teleporters use).
This issue may at first be quite small, but on larger servers with many entities this starts becoming more and more a problem the more entities your world has. If you directly want to reduce vast amounts of lag, try to decrease the number of entities. This can on a survival server be done by getting rid of useless masses of boats or big animal farms with many entities.
We will try to see if we can also rewrite parts of the datapack to be just a bit better but the main problem would be the amount of present entities.
If you have
more questions, feel free to ask them :D
In this case, the idea of "too many entities" was explored, so we started to reduce the entities as much as possible. Stop the farms, kill the mobs present in too large quantities, etc etc.
But it didn't save any significant TPS. The server had difficulty keeping even without any players.
Being alone in a high tower in the middle of the sea, the tps only went up to around 14. Disabling the datapack made it possible to go directly up to 20 TPS and 15 MSRP.
An analysis with the Observer mod on the server, which normally displays entity bottlenecks, showed not very relevant values.
The machine that hosts the server is a beefy dedicated server, and there aren't very many of us, so I find it strange that there are so many difficulties running the datapack...
I believe we have a backup of the map aside, so we should be able to dig into detail if needed.
We actually have a Huge portal HUB now planned.
Quick question: does this force chunk loading for the chuck its in, some of the other ones I've seen do that. [ I don't code so idk ]
Thank you for making this.