That's the problem with the type of player that plays on industrial styled servers. They are greedy and competitive so they want stuff like chunk loaders to see who can obtain the most uu matter for example. That's the sad thing about Alice now everything is just a biggest and best competition.
MOAR Chunkloaders!!! I've been seriously considering building a 1 chunk base next reset just because of the issues with chunkboundaries/chunkloading... I've also been looking into ways to keep the entire server loaded for my modpack, doubt it will be doable but maybe... lol
I think that when auto-mining was killed off, that put off most of the competitive players like wolfenstien19. Personally, if you visit my base on 1.6 () you'll probably find it's the least laggy on the server, because a) I stopped playing quite earlygame because my partner did and I got bored) and b) becuase I haven't tried to get 1 million of everything.
And don't forget that it is a very bare bones base with pretty much nothing of value apart from a forge and basic TE items.
So you're saying that I should get credit for jetpacks because otherwise you'd of just been a quitter?
I'm actually glad you've touched a pond this subject. Because now I will build a more spread out base.
But i never got high tech enough to ever even have a laggfest. Every single base I built was more or less manually operated and had few machines. I focused mostly on aesthetics.
Well either way, if we're going to stop building FPS laggy bases, then it simply means spreading across chunks...even though with chunk loaders that would cause more server lag. If we're going to stop building server laggy bases, then that means keeping only one chunk loaded...although the difference would be VERY minor since you'd have the same number of machines causing lag. Lag, competitions, and trying to own a million of each item/machine is truly what it seems like Alice has become.
I'm not OBT doe Spreading across chunks should not be an issue. Simply don't load all your machines. Make a few (see also: a lot of) large rooms for your base, and designate one or two to be chunk loaded, for important stuff such as AE and power generation, and then all your other unimportant stuff in the other ones. Perhaps have a processing room where you place a chunk loader when needed and remove it when done. Simple. And stop trying to get a bajillion everything!
So here is the thing since we are not in the latest snapshots MC renders all blocks that are loaded; bases would have to be widely spread out to reduce FPS lag, which would subsequently reduce server lag as parts of bases would not be loaded. The issue however is people need their power system, farms, AEs, what have you. Glitch worked out a system to shutdown his machines and AE the problem was machines with items just sitting in them would cause lag. (back when we had GT.) The configs are being looked over and we are attempting to reduce FPS lag and bring up compatibility that way, however there is only so much the MPT can do. The limitations of your system is not our fault, and we understand today's economy is rough. But the nature of machines is if they are not maintained, upgraded, or replaced, support will eventually be dropped for them. This is not to say we don't care about everyone in the player base, but sometimes a mod renders poorly and there is nothing we can do, other times it is what people chose to use for their bases. For example opaque itemducts cause less lag, however some people like seeing the items move down the ducts. This is one of the things people are willing to sacrifice performance for because it looks cools, OB seemed to get a bit better when I replaced all the ducts with opaque ducts. Also anything that is not a solid block, is going to have a larger impact on your performance, this is a vanilla issue that we wont get resolved until the pack is in 1.8 +
I figured this would be about server lag at first but it seems to be more geared toward FPS lag, which isn't a problem for me. The only real effective way to reduce server lag is to not have everyone try to get billions of every item and have fifty of the same machine conglomerated together to do the same task faster. Mekanism helped that last part quite a lot by adding very scale-able tiered machines with speed and energy upgrades. Instead of having 30 TE Pulverizors to do one task fast, one elite factory with some speed upgrades does it even faster. Yet people are all like "omg remove mek it so laggie." Most automation systems I've seen around can be done exponentially more CPU efficiently by using different mods and smart designing. As a very basic example, instead of this (which I've seen plenty of people do, spewed items, loops, and all): One could do this (and get an exponentially higher yield than the previous setup with only like 5 mining upgrades):
Mek has tons of rending issues, but I agree I loved the factory blocks most about it and would love to have it in our 1.7 version.