Just noticed that it is constantly setting these scoreboards but im sure that's normal
5:26:02 PM [INFO] [@: Set score of NoCombat for player ProNoob135 to 10]
5:26:02 PM [INFO] [ProNoob135: Set score of MusicTime for player ProNoob135 to -26]
and before it was doing this constantly but not on the test map
5:26:02 PM [INFO] [@: Playing effect portal for 100 times]
- Go to server properties and play around with the Packet Threshold (and possibly anything else relating to packets or whatever).
- Toggle VBOs on (or off)
- Try going somewhere else in the world, (e.g. tp to 0 70 0), use /setworldspawn to change spawn chunks to there, and then see if your friends are able to join. Then tp back to the real spawn chunks (tp to 250 220 1000), use /setworldspawn to change back to there, then go play.
- With LAN, if one of your friends has a better computer they should be the one to host the world.
- Make sure all your friends are playing in 1.11.2.
I do not think the methods work either :(. You should just get Chipnone the Tribal Snout Priest to make up a solution. I am sure you are the Assassin and you two work together very well. Tell him to use his magic wand and fix the problem. Or just go back to your drawing board. That (maybe) works too. Oh, and does my friend Dying Cactus have his sprouts now?
Oh god, Two of those messages just came into the same message. Oh dear glitches. Fixed it in the edit.
I do not think the methods work either :(. You should just get Chipnone the Tribal Snout Priest to make up a solution. I am sure you are the Assassin and you two work together very well. Tell him to use his magic wand and fix the problem. Or just go back to your drawing board. That (maybe) works too. Oh, and does my friend Dying Cactus have his sprouts now?
Oh god, Two of those messages just came into the same message. Oh dear glitches. Fixed it in the edit.
As much as I like the weird references, unfortunately I am not the Assassin and I killed off Chipnone at the end of the second map so he can't really help out on the third map.
Perhaps I can time travel into the future and ask my future self how I fixed the problem.
In all seriousness, I have some more ideas on how to perhaps de-laggify the map aside from removing all the repeating command blocks used for bow detection, however they'll take a bit longer to implement.
OK, here is another attempted fix. Every cutscene in the map has one active repeating command block, and about thirty of these are located in the spawn chunks due to them spanning large distances. Using some command block wizardry that I'll only explain if you want me to, I was able to compress those thirty repeating command blocks into one. The patch for the bows also exists - you'll still need to press the button in the starter hub in order to activate it.
I suggest you log in, push the button, log out, then open up to LAN and see if your friends can join. Or, if on a server, restart the server after pressing the button and then have everyone join.
Another thing I suggest you try is increasing the RAM allocated to Minecraft. That's a required setting for some maps like Arrendor or Pokemon Cobalt and Amethyst, which don't really work otherwise if you don't increase the RAM, so maybe it'll work here.
Download Attempted Fix #2 here. (Link removed due to future fix versions).
Thank you for bearing with me so far as I try to fix this unprecedented problem.
I've tried everything except for the packet threshold(as i couldn't find it). I'm sure it isn't in a chunk but i'm going to start deleting chunks to see if i can narrow it down.
Does not work, sir. Same issue as before, badly compressed bla bla bla. Changed RAM too, no help. Back to bug fixing for him I assume!
Well, I can probably assume that perhaps the number of command blocks running in the spawn chunks has no impact on this error message after all, so perhaps it's time to try something different.
You mentioned before that removing the scoreboard.dat file would fix things but then break the map. Perhaps one reason why it keeps lagging out servers is because of the number of "fake players" there are on scoreboard objectives (there's 43 of them). Or maybe it's because of the large number of scoreboard objectives in the map (there's more than I can count because when I type in /scoreboard objectives list it goes off the top of the chat).
Try using the /scoreboard players list command to bring up the list of fake players and try removing all of them using /scoreboard players reset <fake player name> and see if that fixes the problem. If it works, I can then make a patched version where the fake players are not all there at the start, and only get created when they're needed and then removed when they're not needed anymore.
Similarly for the objectives, perhaps?
Also, another suggested fix to try (on an unmodified version of the map - no scoreboard hijinks) is having you and all your friends turn their render distance down to 2 before joining the server. If it works, once everyone is on turn it back up to 6 chunks so you can play the map properly.
Just try removing all the fake players first, then log out of the server, restart it, and see if you're able to join. If it works tell me, then you could try removing them one by one I suppose.
Also idk if this helps at all, server memory is always 100% and CPU goes too 100 sometimes but then it goes like 20 ish. Removing all players onebyone didnt work eithher, same issue
See if this helps, every 45 seconds the console is being spammed with
[Server] Server thread/WARN Unable to create attribute: Modifier name cannot be empty
This is attempted fix 2 by the way.
That would be because of this bug.
The bug is caused by items with empty attributes like for example: /give @p diamond_hoe 1 0 {AttributeModifiers:[{}]}
Assassin of Steve 3 is filled with mobs wearing empty attribute armor so that the armor they wear doesn't give them armor points.
It was first found in 1.11.2 - the version Assassin of Steve 3 is on - and still exists in 1.12.2 and 1.13's snapshots.
However - it does not say it existed in 1.10.2, the versions Assassin of Steve 1 and 2 are in, and those maps work perfectly fine in multiplayer, so for all we know this bug is the cause of all our problems. The downside, if it is, there's no fixing it in the map.
(Note: I did not know about this bug beforehand - I threw your error message into google and came up with that bug report)
Also idk if this helps at all, server memory is always 100% and CPU goes too 100 sometimes but then it goes like 20 ish. Removing all players onebyone didnt work eithher, same issue
If there's a way to increase your server memory that may fix things but something tells me that's not an option. So it would probably come down to what is causing the server memory to be so high.
I don't think it's anything to do with the large number of command blocks in the spawn chunks - there are probably other large maps in 1.11.2 with thousands of command blocks in the spawn chunks that still work fine in multiplayer.
So perhaps it is something to do with the scoreboard.dat file. As you've said, removing all fake players off the scoreboard didn't work, so it must be something to do with the objectives.
Try using the "/scoreboard objective remove" command to remove the objectives one by one to try to see which one is causing the problem. (You can see a list of them using "/scoreboard objectives list" command).
If a specific objective is causing the problem I'll have to try to find a workaround. More likely, I think it might just be the number of objectives - Assassin of Steve 3 has so many objectives that when I type in "/scoreboard objectives list" the list goes off the top of the chat, at least 80 of them, so it might also be a matter of finding ways to cull them.
Here is another attempted fix. I'm not going to describe exactly what I changed, as it's a little bit of a spoiler, but please try out this new attempted fix and tell me if it works or not.
Download Attempted Fix #3 here (and the resource pack here)
Can you try the scoreboard objective removing idea? After using NBT explorer to check, there are 141 objectives in Assassin of Steve 3, so can you remove them about 10 at a time, try it, and if it doesn't work remove another 10, until it does work? Then tell me how many objectives are still remaining, and then if it's a reasonable number I can try to cut down the number of objectives to that amount. This would require a fair amount of overhauling, so I don't want to do it unless I know it will work by removing a certain number of objectives.
(For comparison, Assassin of Steve 1 has 60 and Assassin of Steve 2 has 97. Maybe Minecraft throws a fit if there's more than 128 objectives because that's a power of 2.)
Reduced it to 59, did not work at all. Tbh I think my server doesnt have enough memory, it said like SERVER WARN Not enough memory put -xmx bla bla bla
Yet another idea that I think may explain why Blaze and I were able to do multiplayer testing with no problem while everyone else who downloads it has a problem might be because when the world is compressed (and then uncompressed after you download it) it screws something up for some reason.
So I tried to upload the world but uncompressed, except Mediafire only lets me upload 300 files at maximum at one time, and Assassin of Steve 3 has over 1200 files due to all the loot tables.
We'll try to use the never-been-compressed world ourselves between us and see if we still get the error message. I still got the uncompressed world on mediafire myself, but it required me to compress all the loot table files and upload them separately to the world.
So download the entire world folder here (hopefully you'll get the whole folder properly), and the loot tables here. You'll need to extract the loot_tables folder from the compressed folder, then put the extracted loot_tables folder in Assassin of Steve 3 - Attempted Fix 4/data (in the same area as the scoreboard.dat file)
thanks mate, i'll give it a shot once this other large download finishes
Nope D:
Just noticed that it is constantly setting these scoreboards but im sure that's normal
5:26:02 PM [INFO] [@: Set score of NoCombat for player ProNoob135 to 10]
5:26:02 PM [INFO] [ProNoob135: Set score of MusicTime for player ProNoob135 to -26]
and before it was doing this constantly but not on the test map
5:26:02 PM [INFO] [@: Playing effect portal for 100 times]
Darn.
After some more googling, some other ideas:
- Go to server properties and play around with the Packet Threshold (and possibly anything else relating to packets or whatever).
- Toggle VBOs on (or off)
- Try going somewhere else in the world, (e.g. tp to 0 70 0), use /setworldspawn to change spawn chunks to there, and then see if your friends are able to join. Then tp back to the real spawn chunks (tp to 250 220 1000), use /setworldspawn to change back to there, then go play.
- With LAN, if one of your friends has a better computer they should be the one to host the world.
- Make sure all your friends are playing in 1.11.2.
I do not think the methods work either :(. You should just get Chipnone the Tribal Snout Priest to make up a solution. I am sure you are the Assassin and you two work together very well. Tell him to use his magic wand and fix the problem. Or just go back to your drawing board. That (maybe) works too. Oh, and does my friend Dying Cactus have his sprouts now?
Oh god, Two of those messages just came into the same message. Oh dear glitches. Fixed it in the edit.
As much as I like the weird references, unfortunately I am not the Assassin and I killed off Chipnone at the end of the second map so he can't really help out on the third map.
Perhaps I can time travel into the future and ask my future self how I fixed the problem.
In all seriousness, I have some more ideas on how to perhaps de-laggify the map aside from removing all the repeating command blocks used for bow detection, however they'll take a bit longer to implement.
OK, here is another attempted fix. Every cutscene in the map has one active repeating command block, and about thirty of these are located in the spawn chunks due to them spanning large distances. Using some command block wizardry that I'll only explain if you want me to, I was able to compress those thirty repeating command blocks into one. The patch for the bows also exists - you'll still need to press the button in the starter hub in order to activate it.
I suggest you log in, push the button, log out, then open up to LAN and see if your friends can join. Or, if on a server, restart the server after pressing the button and then have everyone join.
Another thing I suggest you try is increasing the RAM allocated to Minecraft. That's a required setting for some maps like Arrendor or Pokemon Cobalt and Amethyst, which don't really work otherwise if you don't increase the RAM, so maybe it'll work here.
Download Attempted Fix #2 here. (Link removed due to future fix versions).Thank you for bearing with me so far as I try to fix this unprecedented problem.
I've tried everything except for the packet threshold(as i couldn't find it). I'm sure it isn't in a chunk but i'm going to start deleting chunks to see if i can narrow it down.
Still occurs when all chunks are removed. I'll start removing scoreboards then
did i find a secret weapon?
oi stupid emojis
Does not work, sir. Same issue as before, badly compressed bla bla bla. Changed RAM too, no help. Back to bug fixing for him I assume!
Well, I can probably assume that perhaps the number of command blocks running in the spawn chunks has no impact on this error message after all, so perhaps it's time to try something different.
You mentioned before that removing the scoreboard.dat file would fix things but then break the map. Perhaps one reason why it keeps lagging out servers is because of the number of "fake players" there are on scoreboard objectives (there's 43 of them). Or maybe it's because of the large number of scoreboard objectives in the map (there's more than I can count because when I type in /scoreboard objectives list it goes off the top of the chat).
Try using the /scoreboard players list command to bring up the list of fake players and try removing all of them using /scoreboard players reset <fake player name> and see if that fixes the problem. If it works, I can then make a patched version where the fake players are not all there at the start, and only get created when they're needed and then removed when they're not needed anymore.
Similarly for the objectives, perhaps?
Also, another suggested fix to try (on an unmodified version of the map - no scoreboard hijinks) is having you and all your friends turn their render distance down to 2 before joining the server. If it works, once everyone is on turn it back up to 6 chunks so you can play the map properly.
you removed all of them one by one?
Just try removing all the fake players first, then log out of the server, restart it, and see if you're able to join. If it works tell me, then you could try removing them one by one I suppose.
See if this helps, every 45 seconds the console is being spammed with
[Server] Server thread/WARN Unable to create attribute: Modifier name cannot be empty
This is attempted fix 2 by the way.
Also idk if this helps at all, server memory is always 100% and CPU goes too 100 sometimes but then it goes like 20 ish. Removing all players onebyone didnt work eithher, same issue
That would be because of this bug.
The bug is caused by items with empty attributes like for example: /give @p diamond_hoe 1 0 {AttributeModifiers:[{}]}
Assassin of Steve 3 is filled with mobs wearing empty attribute armor so that the armor they wear doesn't give them armor points.
It was first found in 1.11.2 - the version Assassin of Steve 3 is on - and still exists in 1.12.2 and 1.13's snapshots.
However - it does not say it existed in 1.10.2, the versions Assassin of Steve 1 and 2 are in, and those maps work perfectly fine in multiplayer, so for all we know this bug is the cause of all our problems. The downside, if it is, there's no fixing it in the map.
(Note: I did not know about this bug beforehand - I threw your error message into google and came up with that bug report)
If there's a way to increase your server memory that may fix things but something tells me that's not an option. So it would probably come down to what is causing the server memory to be so high.
I don't think it's anything to do with the large number of command blocks in the spawn chunks - there are probably other large maps in 1.11.2 with thousands of command blocks in the spawn chunks that still work fine in multiplayer.
So perhaps it is something to do with the scoreboard.dat file. As you've said, removing all fake players off the scoreboard didn't work, so it must be something to do with the objectives.
Try using the "/scoreboard objective remove" command to remove the objectives one by one to try to see which one is causing the problem. (You can see a list of them using "/scoreboard objectives list" command).
If a specific objective is causing the problem I'll have to try to find a workaround. More likely, I think it might just be the number of objectives - Assassin of Steve 3 has so many objectives that when I type in "/scoreboard objectives list" the list goes off the top of the chat, at least 80 of them, so it might also be a matter of finding ways to cull them.
Here is another attempted fix. I'm not going to describe exactly what I changed, as it's a little bit of a spoiler, but please try out this new attempted fix and tell me if it works or not.
Download Attempted Fix #3here (and theresource pack here)Same issue, did not work.
Darn.
Can you try the scoreboard objective removing idea? After using NBT explorer to check, there are 141 objectives in Assassin of Steve 3, so can you remove them about 10 at a time, try it, and if it doesn't work remove another 10, until it does work? Then tell me how many objectives are still remaining, and then if it's a reasonable number I can try to cut down the number of objectives to that amount. This would require a fair amount of overhauling, so I don't want to do it unless I know it will work by removing a certain number of objectives.
(For comparison, Assassin of Steve 1 has 60 and Assassin of Steve 2 has 97. Maybe Minecraft throws a fit if there's more than 128 objectives because that's a power of 2.)
Reduced it to 59, did not work at all. Tbh I think my server doesnt have enough memory, it said like SERVER WARN Not enough memory put -xmx bla bla bla
Right.
Yet another idea that I think may explain why Blaze and I were able to do multiplayer testing with no problem while everyone else who downloads it has a problem might be because when the world is compressed (and then uncompressed after you download it) it screws something up for some reason.
So I tried to upload the world but uncompressed, except Mediafire only lets me upload 300 files at maximum at one time, and Assassin of Steve 3 has over 1200 files due to all the loot tables.
We'll try to use the never-been-compressed world ourselves between us and see if we still get the error message. I still got the uncompressed world on mediafire myself, but it required me to compress all the loot table files and upload them separately to the world.
So download the
entire world folderhere (hopefully you'll get the whole folder properly), and theloot tableshere. You'll need to extract the loot_tables folder from the compressed folder, then put the extracted loot_tables folder in Assassin of Steve 3 - Attempted Fix 4/data (in the same area as the scoreboard.dat file)