Posted December 26, 201410 yr Hi, I have several custom dimensions that I'm updating, and they all seem to severely reduce the FPS when they are entered. The console is spammed with "Client side chunk ticking took some # of ms." Here's a link to one of the chunk providers. The problem is not with WorldGen, as commenting it out didn't fix the lag, nor is it with the specific blocks generating. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
December 26, 201410 yr Author I already did. It didn't fix it. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
December 27, 201410 yr Author Interestingly, when I just use the nether chunk provider the game still lags. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
January 24, 201510 yr Any updates or workarounds on this one, Eternaldoom? I'm experiencing the same thing in our custom dimension. Average ticking is 200ms behind.
January 24, 201510 yr Author It looks like it's related to lighting updates, as when I set hasNoSky to true the lag stops. 3 of the dimensions didn't need a sky so this fixed them, and the other 2 are mostly playable, but it'd still be nice to find a fix. Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
January 25, 201510 yr Sweet mother of Herobrine, that did the trick. Thank you for sharing, as I was about to declare 1.7.10 unfit for custom dimensions. All client ticking lag is gone (along with console messages). I wasn't even using sky, I'm really not sure what the code was doing in the background besides sucking up valuable cycles. Agree this should be fixed, as I have designs on modding the Sky in the next dimension.
January 25, 201510 yr Hi When generating chunks, try initialising the sky light map to a good initial guess. The vanilla is particularly poor at generating the sky light map if your initial guess is poor (i.e. you have objects in the sky area so the open spaces underneath them are shielded from the open sky. It causes a series of cascading updates to the sky light map, one block at a time. -TGG
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