This is still an issue on 1.13.2, there have been no players connected to the server on the day of this output. The world has been generated on singleplayer (2 player LAN) on 1.13.2 and transferred to the server. The machine has a 2.2ghz core which makes the problem apparent straight away (doesn't matter how many cores I have, does it?)
There's no complex redstone circuitry or huge villages, we've only discovered about 4 villages in total actually. There's a high number of mobs around the spawn area (cows, chicken, sheep, maybe 100 total) and that's it. I don't even want to attempt to play on it anymore because we've died 2 times due to the server tick delays (surface drowned, then suffocated).
The game is unusable in its current state, unless it's intended for single player consumption, and LAN playing up to 4 players or so, and only on modern equipment (mid range desktop or high end laptop).
This is still an issue on 1.13.2, there have been no players connected to the server on the day of this output. The world has been generated on singleplayer (2 player LAN) on 1.13.2 and transferred to the server. The machine has a 2.2ghz core which makes the problem apparent straight away (doesn't matter how many cores I have, does it?)
There's no complex redstone circuitry or huge villages, we've only discovered about 4 villages in total actually. There's a high number of mobs around the spawn area (cows, chicken, sheep, maybe 100 total) and that's it. I don't even want to attempt to play on it anymore because we've died 2 times due to the server tick delays (surface drowned, then suffocated).
The game is unusable in its current state, unless it's intended for single player consumption, and LAN playing up to 4 players or so, and only on modern equipment (mid range desktop or high end laptop).
2x Intel(R) Xeon(R) CPU L5630 @ 2.13GHz
CentOS 7 64bit
16gb ram, 10 allocated to JVM