So ich hab hier einen Interessanten Text über den Befehl /stoplag gefunden und wollte mal wissen was ihr davon haltet. -> Evtl werde ich ihn später noch übersetzen, hab aber gerade keine Zeit.
Gruß LukeEntities are not what's causing the lag.
The problem is people aren't informed enough. It's normal to have a
high entity count when you have a large server with lots of mods and
most of those entities cannot be cleared or will be immediately
respawned such as quarry arms or the pipes coming out of the bottom of
pumps and players. What I think is causing lag is memory being
incorrectly allocated and getting fragmented and a bunch of geeky,
complicated stuff. What we need to do is have a timer run to restart the
server every hour or so. Also an admin told me that they aren't allowed
to clear entities and it is considered griefing just as any other
method of killing animals is considered griefing. And ticks per second
is not necessarily an accurate lag meter, theres different types of lag,
client lag and server lag. Client lag can be graphical lag or
client-side tick lag. A large number of entities rendered by the client
usually causes graphical lag for the client and usually does NOT cause
server lag unless it is an extreme amount of entities like 20 or 30
thousand. Server side tick lag usually isn't that bad. The player still
moves just as fast and breaks blocks just as fast and guis usually open
just about as fast unless you're having client side tick lag which is an
issue with the player's computer, not the server,but yes you may have
slowly moving mobs and machinery, and yes the sky will be glitchy but
does it really matter? And restarting the server on an hourly basis
would fix this.
So basically what I'm saying is that /stoplag is a lie,
76843 times out of 76844 it isn't going to stop any lag, so it should
just be removed from the server completely and restarting the server
would fix lag.