A bit late. Like most snapshot servers we just had to reset because that is too long to wait. Our members wont tolerate it.
How long in the future? 1 week, 1 month, 6 months or 1 year?
We just need to know a rough time in order to make a decision about resetting.
In relation to @Vincent G's comment, here is our startup script.
#!/bin/bash
cd "$(dirname "$0")"
screen -dmS snapshot java -Xms250M -Xmx16G -jar server.jar nogui
@Luc No, I have not installed any maps so maybe there are multiple causes.
Currently the float cannot be pulled out of the water whilst it is under the water and also no fish are returned.
Ok thank you.
As for the teleport warnings, might I suggest a new setting for the server.properties as 'debug'. If false, new warnings or errors would be logged but then suppressed on subsequent starts. This setting would allow server operators to keep their logs clean of known issues and make them more legible.
This may be in other versions also, we don't check the logs that often. Another thing to note is that the server hung for a long time and took about 10 - 15 mins to finish booting. Not sure if that is due to the errors.
Is this an issue with the server sending the chunk info to the client or an issue with the client rendering the chunks?
I have 16GB or Ram allocated to the snapshot server with an average of 1 or 2 players online at a time. Disabling my datapack did nothing to help the issue. The server was unplayable in 18w47a as it would crash but now in 18w47b chunks are either slow to load or do not load at all.
Im running a HP DL360 G6
Operating system | Ubuntu Linux 16.04.3 | ||
Webmin version | 1.890 | Theme version | Authentic Theme 19.19 |
Time on system | Kernel and CPU | Linux 4.4.0-138-generic on x86_64 | |
Processor information | Intel(R) Xeon(R) CPU X5550 @ 2.67GHz, 16 cores | System uptime | |
Running processes | CPU load averages | 1.49 (1 min) 1.48 (5 mins) 1.50 (15 mins) | |
Real memory | 18.13 GB used / 46.05 GB total | Virtual memory | 0 bytes used / 46.86 GB total |
Local disk space | 86.78 GB used / 404.06 GB free / 490.84 GB total |
I don't think the poster modified -Xss, the crash report is what I added as im experiencing the same issues with this version.
You flagged it as entities disappearing but what about the blocks?
Looks like the chunk rendering glitches are also still present.
Just got one of our builders on to fix the spawn. Flew away for a while, flew back to check on his progress and noticed the villagers have re-appeared. The builder could not have re-spawned them as he does not have the scripts.
Rendering glitch?
One of my users reported this to me so I guess its not limited to the host. Also it did happen to me without dying, I just logged in, flew away from spawn and ran into chunks that wouldn't render. Then when I tried to map out the boundary I found that the entire of spawn was no longer rendering.
Ok, so growth and leaf decay finally happened but took a very long time. Not sure what caused it, still investigating. This was an issue brought to my attention by a player who was waiting most of the afternoon and evening for his tree's to grow.
Really? So the solution to memory leaks isn't to fix them but simply to increase the time it takes for it to crash? This is not resolved at all, its just brushed under the rug.
My server relies on keeping 20tps as it records every players total Play time, your solution will not fix the problem.
I just checked that issue that this is supposedly a duplicate of and its dated 2014. The issue was not resolved back then and hasn't been resolved since. If its coming to light again now then it maybe that its getting worse.
This is not floating islands, this is floating debris from an explosion. I selected floating islands deep ocean. Expected to be spawned in the middle of an ocean with floating islands in the sky. Instead I got spaghetti.
My Server is crashing due to ticks, could this be related?
[media]dw, I appologize, I made an error with the y axis, I was still thinking expand from that area when I put the y in. I should have had y=0. I adjusted the x and z but forgot about the y.
That code is run in a function every 18 ticks.
-52 67 166 skeleton mob spawned manually by egg and does not get tp'd to the void.
We are using them for testing. We are giving the player base the opportunity to test them. Our players do so with the understanding that the server is not and will not be stable. You will find a lot of hosts do this and it's very popular in the minecraft community.