LogiPipes is now hitting 30-55% of the server's CPU usage. Frame borers are using ~16% of the CPU. We have to do something drastic about it.
That would mean collapsing a major part of 50% of the well off systems on the server, including but not limited to mine, Kris, Nolan, sk, and the GB's logistics systems. A better solution may be to publish the server CPU usage data and enforce a strict limitations upon people people who surpass X% of the CPU usage. Another worthy solution is to get people to group up as opposed to having many dispersed bases using up a larger total amount of CPU.
I have noticed some odd behavior in logi pipe that are probably contributing a lot to the server stress. One is the pipe that is to keep an inventory stocked, it is constantly activating, even if the inventory is fully stocked. The second has to do with crafting pipes and machines. If you request something to be crafted, say dense copper plates, and you request too many of them, in the case of the plates 8, then the input to the machine becomes full and the items keep bouncing around in the pipes back and forth. The third is when something goes even a little wrong with it and it clogs up. I believe when it clogs and does not get what it wants and is left in that state would possibly cause a bit of cpu usage. My logi pipe system is not that large and for the most part, save for the first example, is inactive 99% of the time. I would be sad to see it go, but I would be happier to see the server perform better to the tune of 50%. I have also seen that logipipes has done a lot of coding and commits recently, I will take a look and see if any of them may help performance, or if they are all minor tweaks. As for the frame bores, it may or may not help, but you can decrease the maximum number of movable blocks from 1000 to say 500. Then again this would just instigate people to make more bores, but the two bores would not be moving at the same exact time, so it may help a little.
You can use Crafting MK III's, Nolan to get around that (they have a buffer themselves and craft faster). As for bores, you're right. Decreasing the max link will just cause people to make more bores (can be made to move in sync) which could just cause more lag.
Compared to alot of people: Yes. :/ Diamond for what a relay can do, psh. I agree. On another note, a good alternative (in terms of CPU load) would be Applied Energistics. It looks like it would be less intensive, but it is in development, which means constant updates. AE also solves many of the pipe bouncing and overflow issues that LP has ATM.
Yea, try it with relays Ya know, those blocks that cause fps lag when you have too many of them We should've had Infinitubes to begin with...
the suppliers that passively have to scan an entire massive system for one object take quite a bit out of the server. Maybe restrict the usage of some of more demanding pipes?
I got permission for Applied Energetics about two weeks ago and I almost added it last update, but I didn't get a chance to test it. I probably will install it the next time around. But I am not sure what to do about frame borers. It is possible to "ban them" outright, but that's a terrible thing to do and I am trying to avoid that.
Yeah, I've heavily opposed to suppliers, but I don't know if I can disable them easily. Might have to recompile LogiPipes. Also, checking usage data is a losing battle. There are too many people and it's not possible to handle the cases one by one.
I eliminated nearly 14 suppliers from my system today after seeing this post. PS: I hove AE gets installed because it overcomes some big issues that exist with LP, especially the issues with load balancing and sharing of resources. + Instant access is good rite sk?
I would definitely agree that AE would be a good solution instead of having Logipipes, when it comes to load balancing. But keep in mind that AE is still a very new mod, so it's still got a way to go in terms or balancing and what-not. That's why I would suggest waiting until it's in more of a completed stage. When it comes to LogiPipes, I would just suggest making it a rule to have all suppliers able to be turned off and maybe other stuff as well.
One thing you may need to think about is adding an AFK-kicking timer. At any given time 10-15% or even more of the people playing are just AFK sitting by their automated machines. Maybe instill a 10-minute-with-no-actions AFK kick? The only people that this could bother would be the people who purposely go AFK, because it's not a big deal to be disconnected unless you're waiting for something.
AFK kicking timer = People running bots that rejoin them after they get kicked. Better Solution: CPU allocation reduction for AFK person's chunks.
Well, it should be quite obvious as to who is constantly on the server, that they would be using a little script to keep them connected, and more serious actions should be taken against them? If world anchors are disabled for a reason past a certain server load, then allowing players to just do it manually is pretty lame. Who knows, I'm not a 100+ regular player server owner