Could we at least require some type of switch for it? Basically the issue is that some people don't have amazing computers. This is fine thanks to Optifine, but when people build there giant 24/7 uber-crafter-3000 (or just a RP2 auto-watermill each) things start to lag. Especially in towns where everyone is close together this gets annoying. And sometimes it is more basic things, like RP2 systems feeding IC2's water mills. Not only is this power generation method seemingly over powered it is also a lot more CPU intensive for both the client and the server than simply placing a solar panel down (but cheaper, which is why it is done so much).
THIS ^ the lag in the main spawn city is so bad that i get disconnected revive failed errors upon entry my house happens to be located you guest it ..... if you plan on building stuff that is big bad and full of cables and tubing pipes ect build it away from spawn so that we don't get a lag death zone or Evan map corruption i think admins/mods should move more advanced houses out of city with world edit if thats possible with all new added blocks
I moved away from main island. I think you should do the same if your bandwith (it's not the cpu, neither can sk do something against this imho) cannot handle it.
Yeah its defiantly the RP2/IC2 water mill system because we have something like 3 sets of 16 water mills at our base but its not us we turned ours off for a while and we still got alot of disconnections, I myself was thinking of asking sk to do something about it like myabe ban water mills or something idk.
Here is the thing with banning/nerfing things like watermills. Even if sk did it, someone always finds another way. No one is finding another way now no neebecause there is d for it but when there is, people work extra hard to find alternatives which could potentially cause more lag. Wolfenstein came up with an odd number for the "efficiency" of geothermal generators (like 20x more efficient or something idk) and i have no idea how he got that. My point is that the only way to truly get rid of the lag is just to ban everything. Sk could nerf geos, watermills, but...there is always someone who finds another way and possibly an even laggier way and this cycle will continue until there is just nothing left on Alice, and it is vanilla as Vincent. If you don't like these mods and what their capable of doing, play on Vincent. Let me give a pretty recent example of what i mean: Solar panels would cause lag in large amounts and were relatively cheap until the IC2 team nerfed it with Electronic Circuits used in the recipe instead of copper cables. Before this, no one even payed attention to water mills, much like how no one now pays attention to flax (although i have seen some people with flax farms on the server). A few days later, Shadwdrgn comes out with a video for watermills which cause more lag than solar panels.
See this is why my city idea is so lovely, everything centralized so it allows for less lag from fifty million machines but instead there are five or six, piping to sort it, and voila people can build fun stuff.
not so much machine stations as labeled chests for input and output. Everything will be nicely hidden away. Also its you're.
Eliminating Water Mills that are bucket-powered would be as simple as changing Water Strainers. They just need a change in the config so that they output either 4 EU/T for their input, or output 1000 EU's for a single unit of input. Water Strainers are similar to Water Mills, but they can take a water pipe and so are more or less passive. The problem, however, is that they generate 500 EU's for one unit of water versus the Water Mill's 1000 EU's.
Kira you can setup a pump in/over a 1 deep 5x5 water hole and it wont run out. slightly less efficient but less laggy too.
You can set it up in a 2x2, one deep, and it will replenish. 5x5 is overkill. The reason I'm not using it at the moment is because 4 strainers consume the output of a single pump. It's just not effective. If their energy yeild were doubled to be in line with Water Mills, or their EU/unit of water increased to match Water Mills, then I might do it. No reason to, at the moment however.
The only reason its not 2x2 is because of various issues with block/chunk loading is that sometimes the blocks will unload and the 2x2 pool will get drained up so thats why its 5x5
The issue you describe will occur with any size pool. The larger, the more delayed, but it still happens.
Nor with a 2x2 pool. I use 3x3 personally, because it looks better with my pump and engine layout, but it's unnecessary.
All of this would be solved with Compact Solars IMHO. /mytwocents Had no bandwidth issues on 1.1 Alice.
Compact solars are too OP, redstone. They make every other way of getting power, obsolete. Plus, how would u know if their were bandwidth issues on 1.1 Alice? Ik this sucks so much. I thought this only happens when you load the chunk with chunkloader blocks thou.
No one, said they weren't. But there weren't the number of bandwidth issues that there are now. Umm... I have played on Alice since 1.0.0. I lived in the city there, and my FPS suffered more than my internet. Never a disconnection, except in a secret base, far away with ~256 block breakers for a cobble gen. Even then, disconnections weren't as bad as LagTown is now. Compact Solars may be OP, but it is much less demanding on bandwidth, the server and the client. I'm not saying it's the perfect solution, just that bandwidth problems would be solved. Who knows, maybe increasing the output of water strainers would be a better solution?