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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Not often unfortunately =( I mostly work on it when I play Minecraft myself, which happens on an off over the year. It is however open source, so anyone can continue working on it if they want =) There is also a newer version available on the github than on the website...
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    RFTools Dimension costs vs Dimlet cost?

    That's what I thought too at the beginning, but I tried creating a non-random dimension with every dimlet filled with normal/none slots. The total running cost from the dimlets ended up at something like 3300 RF/t, however when I crated the dimension it still ended up at 15322 RF/t Either this...
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    RFTools Dimension costs vs Dimlet cost?

    That's the thing though, I only put in two tings. A fluid modifier and a Terrain, neither of which even come close to the final cost value.
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    RFTools Dimension costs vs Dimlet cost?

    I have been playing around with RFTools dimension for the last two days, using FTB Infinity 10.1, and one thing I have noticed is that Dimlet costs does not correctly account for the final Dimension cost. For example, I have a "BioFuel Dimlet". Maintain Cost: 3000 RF/tick, and Tick cost: 300...
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    Bug Oak Tree eats EnderIO Conduits?

    Ok, did some more searching and testing. Seems this is indeed an old known problem with large Oak Trees, with the "branches" being able to break blocks. Leaves do not break blocks. The fix is to either keep any blocks away from where the tree grows(Like Padfoote said), or to simply put a roof...
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    Bug Oak Tree eats EnderIO Conduits?

    I have never seen trees destroy blocks before when growing? Is it only a certain type of blocks that a tree will replace when growing(non-solid)? Putting cobblestone in front seems to stop it, I'll try putting a cover on the conduits and see if that helps too.
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    Bug Oak Tree eats EnderIO Conduits?

    I have been working on a Tree farm, and have happened on something I think is a bug, but I'm not sure. Usually when I do something like setting up a Tree farm using MFR Planter and Harvester, I run the Conduits under ground. However, this time I didn't want to bother with digging underground or...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    This should now be fixed in the newly released version 0.1.5. Work is also progressing on version 0.2.0, which ended up being a complete rewrite, but which will bring a lot of good features =)
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Yes, it seems to be the same crash as reported here: https://github.com/wildex999/TickDynamic/issues/13 I just got home, and I'm looking into this problem right now =)
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    There will still most likely be noticeable lag to whatever you are doing, whenever that spikes pops-up anyway. I recommend trying to figure out what the cause is =) Try running Opis for 5 seconds and see what is using the most time. etc. Do you have anything else running on the server?
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Try setting "tickTime" to 40, and then change "averageTicks" under 'general' to 100. What this does is that setting tickTime to 40 will try to keep a single tick running at 40 ms, instead of 50. "averageTicks" at 100 means that it will look at 5 seconds of timing when deciding what timing to...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    According to the timings in that screenshot, you aren't even using your full CPU at the moment. DIM0(Overworld) is using ~8ms, and other(Terrain gen, block updates etc.) are using 10ms, so you have ~32ms free each tick yet. What does "/tickdynamic tps" tell you the server TPS is? If it say that...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    The possible effects of slowing down per chunk, and the cost of timing/grouping per chunk, means I most likely will not implement it, at least not as a priority. I am working on per-user limiting, and will hopefully have a test version for that up soon. The server will try to run at 20 TPS. So...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Ok, I have confirmed that this happens. It seems that "Big Reactors" does the energy calculations based on the server TPS, rather than how often the reactor Tile Entities actually updates. So, as the reactor is ticking less often(Low Tile Entities TPS) it actually uses more water per tick, until...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Seems it's not getting water pumped in =/ If the world is getting slowed, both the reactor and any water pipes should be running at the same tickrate. EDIT: I'll try setting up a reactor on my own server, and try it out. What are you using to cool it(Water source, pipes etc?)?
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    What's new in modded minecraft today?

    Done a few updates to Tick Dynamic =) - new version: 0.1.3 with some bugfixes and better timing. - Released a version Compatible with Cauldron 1.7.10 servers. - Released a version for Minecraft 1.8 Project Website FTB Forum topic
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    A quick update for you guys: - Updated to version 0.1.3, which does some bugfixes, makes it more compatible with the patching. It will also now take into account time spent between ticks. So if you are running multiple Minecraft servers, and the other one starts hogging the CPU, Tick Dynamic...
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    This is server side, so player do not need to have it =) You'd only run it on client if running a Single-player world.
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    [1.7.10][Cauldron][1.8] Tick Dynamic - Keep your server running at 20 TPS

    Glad it's working out for you =D As for how fair... it depends. Whenever it cut's off, it stores the current index into the list of Entities/TileEntities, and on the next tick it will continue at that index. However, Entities and TileEntities can be removed from the list between updates, which...