Building Smarter

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hoost
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Minecraft Name: hoost

29 Sep 2018, 14:19

Building and creating and doing things that create lag is inevitable. But willfully throwing caution into the wind and building something, figuring that "We'll see if anyone says anything to me" is not OK. Builds like that will get you into major trouble.

For any major projects, please post your project here on the forums to discuss it. That way things that will be problematic will be identified and alternatives can be arrived at. While most builders are competent and shudder at this, it is not that we are saying you need pre-approval. Instead, it is to offer guidance if necessary, and more importantly to ensure that when your things is built, and unforeseen by anyone, it does cause trouble, we can all help to fix it. If you go it alone, and it causes trouble, it will be rendered inoperative and worse, may be removed entirely.

Some other things to consider:


Sweepers & Flying Machine - Sweepers and Flying Machines are not OK and are not to be used. Some online Wither Skeleton farm use them (And kelp farms). They are also found as flying machine, water clearing machines, too, to name few. They are not to be built.

Dispensers - Dispensers are now disabled, and cannot do a lot of what they used to (i.e. dispense water, etc.)

Item Frames - Item frames count as entities. Having one or two, is okay, having 10 is not not. Armor stands count to so be mindful of this. Players have dozens and hundreds of item frames is just not fair to everyone else. And those items frames, since they're entities that cause lag, would be removed with no compensation if there were more than 1 or 2 here and there per chunk (follow up from AlphaWolf).

Animal Husbandry - Sheep farms, and to a lesser extent chicken and cow farms, also need to kept slim. Players had several dozen of each color of sheep before. This adds to lag. Building smarter is simply keeping sheep on top of grass block and having them penned (single file maybe) . You should have a chest of dye colors nearby and when you need a new color just take it from there and apply it down the line again.

Previously, when animal counts got up in numbers the player would have signs put on their property and told to reduce their flock/herd/coop to no more than 40. In the future the animals will likely just be reduced with no notice, and a warning sign might be put up letting them know what happened and why and to avoid repeats.

Hoppers - Server limits the maximum number per chuck for a reason. If you find a situation where you can place more than the limit it will be removed with no notice given. Hoppers's behave the opposite of most redstone things. They perform while not activated and stop performing when activated. This means that an not activated hopper is considered enabled and an activated hopper is considered as disabled (Citing-https://minecraft.gamepedia.com/Hopper). Mega sorters are not allowed. Blocking off the tops of hoppers help limit the amount of checks it is doing which helps to. Having hoppers enabled (receiving a redstone signal) will also help limit them.

Moving Items Sideways - Using a water stream to move items several blocks into a hopper is better than a chain of hoppers.

Moving Item Up/Down - Using a Dispenser shooting items up through 3x3 glass block relative lag friendly. Using anything else likely will not be. Moving things down, can simply do the reverse and letting things drop or be shot into a hopper.

Inducing Failure - This means, building things that cause minecraft to not update blocks properly is not to be done.

Observers - Observers are more expensive, but they allow for small, more compact farm designs. And more importantly as farms grow exponentially, so does the efficiency in redstone use, lag and and space used become more acute. A small farm of 20 pistons where one observer is used, versus one where 20 pistons used where each one controlled by a piston are pretty close, but the once observer per piston is better. But if your building larger, then the model relying on one observer per piston will be much better for performance (Both in terms of server lag and your farm yields. (As and aside with some farms it is worse in fact have one observer controller everything, because of the inherent inefficiencies resulting between a crop/item being broken and it making its way to the collecting vehicle/mechanism)
“Remember! Reality's an illusion, the universe is a hologram, buy gold! Byeeee!” - Anonymous, or is it?
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hoost
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03 Oct 2018, 22:55

There are the large map(s) in Central or other Admin builds, but for players the issue remains the same.

It is reasonable for someone to do a 2x2 wall map. Basic maps are zoom step 0 (1x1 pixel binning). If you want more area shown them take the map and bring it out one level . Or any zoom level up to zoom step 4 (16x16). But then they would have to forgo other things.

There is no magical formula, just balance. If you do not have any pets and there is nothing else contributing to lag then it is a reasonable accommodation. But if you have 12 of every animal nearby then it is not. Same goes for if you have devices or other items that contribute to lag nearby.
“Remember! Reality's an illusion, the universe is a hologram, buy gold! Byeeee!” - Anonymous, or is it?
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hoost
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Posts: 271
Joined: 10 Sep 2018, 12:54
Minecraft Name: hoost

10 Dec 2018, 10:32

Water Blocks

Water blocks now have more check for condition to the apparently.

And the flow degradation is more finely tracked, that is with each spread from the water source there is a variable declining thrust/pushing force associated with each block of water cascading from the source block.

All these thing means more system calculations and more chances for lag.

Having the water flow alternate between on and off, pushes this calculation dance to happen and again with each water release.

Now, having several source block in line is fine and having a few trapdoor or pistons control things is ok. But when you get into large number that is a problem.

You should know that if they water was simply left running it would not be a problem. But no blocking/releasing device should be present. That is, if the intention is for this long row of water blocks to simply be always be pushing/cascading, that is ok. But it there is a means to have them on/off that is not.

There is no magic number, saying you should have 16 source blocks capable of being on/off in a row or chunk. But I would ask that rather than make a row of variable block, instead go two layer more down and instead use 1 or two variable block that push the thing onto a row of dedicate water blocks whose state does not change.

IN ADDITION

All builds are welcome to be discussed here, in the forums. Please post details and design considerations. That way if you make something that may run afoul of things it can be stopped or redesigned before you put in the work.
“Remember! Reality's an illusion, the universe is a hologram, buy gold! Byeeee!” - Anonymous, or is it?
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