[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 197222ms behind, skipping 3944 tick(s)
[Client thread/INFO]: Warning: Clientside chunk ticking took 1017 ms
[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 42659ms behind, skipping 853 tick(s)
I admit my hardware is very confusing. 8GB RAM, 1TB HD space, Intel Core i5 4460 @3.2Ghz, but NO independent graphics card. Still, with everything in video settings set to max and render range of 16, I still have around 35-45 fps. Playing games in servers is no problem. I do have some mods. They are: Damage Indicator, Dynamic Lights, Magic Yarn, Optifine 1.8 HD D5, TMI, Voxel map, lite loader, iChun mods (util, guilt trip & shatter), as well as input fix. I downloaded these mods about half a year ago. As Forge 1.8 is around for a long time, I expect these mods to be stable. But somehow my game is being laggy and quick at the same time...
Then I switched to a 1.8 vanilla. I lowered the graphics settings to minium except the render distance which I set it to 12 chunks. I have 40 FPS with this setup. This time, still running 30000+ms behind. What is wrong with the game!?
Your FPS has nothing to do with "severe lag" you're experiencing. The still running 30000+ms behind is telling you that the server threads are getting "clogged up" and its not functioning properly, which results in TPS drops. If you're hosting the server on your local machine, this is usually caused by weak hardware components (CPU, RAM...).
1 GB of RAM allocated to the server is sufficient if you're running a vanilla world. This can also be caused by chunk generation. Generators can easily eat up your CPU, which results in decreased system performance overall.
Doesn't Forge host an internal server to load mods? I don't run a server, or, used to run one, but not now.
What causes the 'the server threads are getting "clogged up"'?
Forge doesn't host an internal server, ever since Minecraft 1.3 Minecraft itself had an internal server. It's like hosting a server on your computer and using the client to connect, only both the server and client are running on the same process / program. Just easier to do things that way because you can apply practically the same multiplayer code to singleplayer and it'll work. Forge has nothing to do with it.
And the server could be held back for a number of things, what it is is dependent on what was going on at the time. World generation on a bad computer can cause the server to be held back, or the dimension's TPS could be so low it's causing it.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 197222ms behind, skipping 3944 tick(s)
[Client thread/INFO]: Warning: Clientside chunk ticking took 1017 ms
[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 42659ms behind, skipping 853 tick(s)
I admit my hardware is very confusing. 8GB RAM, 1TB HD space, Intel Core i5 4460 @3.2Ghz, but NO independent graphics card. Still, with everything in video settings set to max and render range of 16, I still have around 35-45 fps. Playing games in servers is no problem. I do have some mods. They are: Damage Indicator, Dynamic Lights, Magic Yarn, Optifine 1.8 HD D5, TMI, Voxel map, lite loader, iChun mods (util, guilt trip & shatter), as well as input fix. I downloaded these mods about half a year ago. As Forge 1.8 is around for a long time, I expect these mods to be stable. But somehow my game is being laggy and quick at the same time...
Then I switched to a 1.8 vanilla. I lowered the graphics settings to minium except the render distance which I set it to 12 chunks. I have 40 FPS with this setup. This time, still running 30000+ms behind. What is wrong with the game!?
Map is a random standard map.
Your FPS has nothing to do with "severe lag" you're experiencing. The still running 30000+ms behind is telling you that the server threads are getting "clogged up" and its not functioning properly, which results in TPS drops. If you're hosting the server on your local machine, this is usually caused by weak hardware components (CPU, RAM...).
1 GB of RAM allocated to the server is sufficient if you're running a vanilla world. This can also be caused by chunk generation. Generators can easily eat up your CPU, which results in decreased system performance overall.
Doesn't Forge host an internal server to load mods? I don't run a server, or, used to run one, but not now.
What causes the 'the server threads are getting "clogged up"'?
Oh, I thought you were running a local server.
But the reasons should be the same as the server is an implementation of a vanilla one. Try allocating more RAM to the client and see if that helps.
Forge doesn't host an internal server, ever since Minecraft 1.3 Minecraft itself had an internal server. It's like hosting a server on your computer and using the client to connect, only both the server and client are running on the same process / program. Just easier to do things that way because you can apply practically the same multiplayer code to singleplayer and it'll work. Forge has nothing to do with it.
And the server could be held back for a number of things, what it is is dependent on what was going on at the time. World generation on a bad computer can cause the server to be held back, or the dimension's TPS could be so low it's causing it.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
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