#173 Status Effect Capability CPU time per entity tick

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opened 5 days ago by Noobanidus · 2 comments

As requested by Angeline, here’s the short snapshot that I did of my world with Sampler.

I’ve also attached the modlist for the pack that I’m running in case there’s a weird interaction with something.

As requested by Angeline, here's the short snapshot that I did of my world with Sampler. I've also attached the modlist for the pack that I'm running in case there's a weird interaction with something.
jellysquid added the
priority/medium
label 5 days ago
jellysquid added the
type/performance
label 5 days ago
jellysquid added the
status/confirmed
label 5 days ago
jellysquid self-assigned this 5 days ago
Noobanidus commented 5 days ago
Poster

I’m unable to attach the files -- I didn’t notice that they had been rejected. I’ve uploaded a zip file containing all of the samples that I’ve been running (-null and -0 were specifically during world generation, -1 was standing around looking at Lumen fireflies to determine if they should go or not) and the modlist to my website instead.

I'm unable to attach the files -- I didn't notice that they had been rejected. I've uploaded a zip file containing all of the samples that I've been running (-null and -0 were specifically during world generation, -1 was standing around looking at Lumen fireflies to determine if they should go or not) and the modlist [to my website](http://akaviri.com/nps_and_modlist.zip) instead.
jellysquid commented 18 hours ago
Owner

Does the build found here bring an improvement to the amount of CPU time being spent in status effect ticking?

Does the build found [here](https://jenkins.gildedgames.com/blue/organizations/jenkins/Aether-II/detail/1.12.2/43/pipeline) bring an improvement to the amount of CPU time being spent in status effect ticking?
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