Posts by iampyrex

    I stumbled upon this thread accidentally, but I actually also have problems with lags in one, quite highly developed, map. I thought they were all caused by Factorization, but now I start to wonder.


    How many UHS panels on one map do you need for them to create a lag? Would 6 of them (4 in one chunk, 2 in another) do it already?

    Not really sure, thats what I am trying to figure out. We have a pretty high end server, and it only seems to be a problem when one person decides they need a couple hundred UHS with matching MFSUs running a few mass fabs. Other than that, we probably have hundreds of UHS's spread across the world.

    disable free generators (solars and mills) work very vell for servers with high online, without ability to spam solars nobody spam them.

    We try and not outright ban anything(i know, i know). So, the debate continues. Is there anything to be said about asking players to limit how many per chunk? Instead of loading up a single chunk with 256 UHS, say...limit them to 16 per chunk? Would spreading them out help?

    UHS and MFSUs are TileEntities, so they cause lag when they sit idle. Try opening up a test world in MCEdit and replacing a whole chunk with furnaces.


    Additionally, UHS are not the only option (in fact, they are one of the laziest options) for mass energy generation, so tell them to invent some new energy generation method which may be more efficient CPU-wise.

    Any suggestions?

    I would like an explanation as to why Ultimate Hybrid Solars, and MFSUs cause so much lag. Specifically when you have a large number of them in a single chunk.


    Do they cause more lag if they sit idle?


    Also, what is the best way to mitigate this problem besides simply removing them. I have several players that feel they require a large about of energy for their builds. I would like to accommodate, if possible.