Mob Limits, 3D Map changes

We have had constant CPU lag over the last 24 hours and I am having trouble locating the reason. The first thing that I did was plugin testing and I also changed the settings of the 3D map to use fewer resources. I have for example changed how water it processed and how shadows are displayed. I also now switched off map updates on grass & tree growth and many more smaller events. The map might not be as nice and 100% accurate anymore but it helps reducing the lag.

Further I have installed now max mob limits per world and overall. This will cause some of your mobs to disappear. The overall goal should be that everyone keeps the amount of animals that they actually need for that specific moment. There should be no-one having to keep 25 wolves around, or 20 sheep in every color unless you are building something – in every color. Specially mobs that eat grass cause lag since the server has to calculate their movement, their eating AND the grass growing back which is causing lag.

21 thoughts on “Mob Limits, 3D Map changes

  1. If possible, I’d just turn off 3D map shadows all together. They’ve always looked erroneous to me. (Look at my two towers with blue roofs)

  2. What impact will this have on the mob grinders in the empire and nether?

    • My question as well. If I have a collection area where mobs build up, will it just stop spawning them whe it reaches a certain amount? Is there a plugin info page we can read so we can learn of the exact numbers? Thanks Unc :D

  3. This is the current setting. Please note that I find the config options very confusing and I am happy if someone can find out what the the equivalent settings are when the plugin is switched off so we can start from somewhere.

    I am happy to test on other settings.

    spawnlimiter:
    # Whether SpawnLimiter should be loaded on startup
    enabled: true

    # The general spawn limits (natural spawning)
    # For more information, see http://dev.bukkit.org/server-mods/nolagg/pages/spawn-limits-nolagg/
    spawnlimits:
    # The default spawn limits per world, overridden by world limits
    default:
    mob: 800
    item: 1500
    monsters: 400
    # The world-specific spawn limits
    worlds:
    world1:
    monsters: 0
    world2:
    chickens: 30
    # The global spawn limits
    global:
    mobs: 3000

    # The spawn limits for mob spawners
    # For more information, see http://dev.bukkit.org/server-mods/nolagg/pages/spawn-limits-nolagg/
    mobSpawnerLimits:
    # The default spawn limits per world, overridden by world limits
    default:
    mob: 300
    # The world-specific spawn limits
    worlds:
    world3:
    cavespider: 0
    creativeworld:
    mob: 0
    # The global spawn limits
    global:
    mob: 1000

    • I’ll try to help out with this. I don’t believe there is a way without the mod, but will research it to help out

      • Just got out of some meetings here at work and had a chance to look at the Minecraft_server.JAR

        Not surprisingly there are about a 1000 files for the server side. If you grab JD_GUI (Probably the best JAVA decompiler out there), and unzip the JAR file, you can actually read the Java code. I will hunt around it for Spawn edits so you don’t have to use a mod, as thats the impression I am getting on what you want to do here. If I am wrong please tell me and I will stop.

        Anything I find that will affect this will have to be editted, not sure how up for that you are though.

        // I apologize now if I am misunderstanding your intent. I would like to help out, but as a SQL Developer when I see a problem like this I immediately assume “Must Edit Code!!!” So please tell me if I am wrong

        • No worries. I am rather looking for a way to configure the plugin properly so all are happy with it instead of changing the plugin or bukkit itself.

    • There is good info on spawn limits on the wiki: http://www.minecraftwiki.net/wiki/Spawn#Mob_Spawning

      Basically, it’s a different system form nolagg. Nolagg imposes specific, constant per-world and per-mob limits. On the other hand, vanilla minecraft imposes dynamic limits based on the number of loaded chunks times a constant for the type of mob. The number of loaded chunks correlates with the number of players, but it’s not linear.

      So, if everyone on the server is standing in one spot, the mob cap limits will be approximately 79 monsters, 16 passives (animals and villagers), and 5 squid. If we have 10 people and they are all spread out so that nobody’s chunks overlap, it’ll be 10 times that.

      I believe NoLagg does not increase mob limits over what Bukkit naturally allows. It simply removes monsters that are spawned over the limits. So, in practice, the limits you have in place will permanenty cap the number of monsters at a level about the same as 5 spread-out players (hostile=400). More than that and monsters will be become sparse. On the other hand, since mob=800, the other 400 of that is available for passive mobs, which is about the same as 25 spread-out players.

      Of course, the built-in caps don’t apply to passive mobs spawned/bred by the player, but NoLagg does, so it makes sense that we’d allow more leeway there with NoLagg.

    • # The default spawn limits per world, overridden by world limits
      default:
      mob: 800
      item: 1500
      monsters: 400
      //The problem I see with these settings is that it’s on a global scale, as opposed to a per chunk scale.
      //This will limit the number of mobs in the entire empire map to 800, which I can hardly recommend. Considering there are 32×32 lots, this means the number of lots is 1024. These settings allow for less than one mob per lot. If there are on average 20 people on the server and they all destroy a full chest, many of them would lose items due to the item limit. These settings might be good for a small server with around 5 or so people, but not a large one like uncovery.
      Just my two cents

      • # The world-specific spawn limits
        worlds:
        world1:
        monsters: 0
        //This setting here would limit the number of monsters in “world1” to 0, effectively disabling them
        world2:
        chickens: 30
        //This setting here would limit the number of chickens in “world2” to 30
        # The global spawn limits
        global:
        mobs: 3000
        //This setting would limit all the mobs, everywhere to 3000.

        • spawnlimits:
          # The default spawn limits per world, overridden by world limits
          default:
          mob: 5000
          #I wouldn’t impose an item limit
          worlds:
          empire:
          monsters: 9000
          #assuming you want to allow a maximum of 300 mobs per online member.
          skylands:
          darklands:
          nether:
          #assuming you don’t want mobs in the city or flatlands
          flatlands:
          monsters: 0
          mob: 0
          city:
          monsters: 0
          mob: 0
          city_the_end:
          global:
          #I wouldn’t impose global limits, either

  4. Im not too sure about this, but shouldnt the items be increased from 1500 to 3500, because a full chest consists of a maximum of 3456 items. So, when it’s broken all the items should still be one the ground, otherwise this can cause item loss.

    • Good point. I do not think we need a limit on this since the stuff de-spawns anyhow and does not appear by itself like mobs.

  5. The End appears to have gotten bugged, The Ender Dragon is gone, no portal, (no world reset/message)(Not sure).

  6. When using an egg, there’s a chance the area is limited, and nobody appears but still uses the egg.
    Could make it so that the egg isn’t used if someone doesn’t appear? Tested with chicken/mooschroom.

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