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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That deserves at least a facedesk. :( Jenkins broke after an upgrade yesterday and I had to delete the github auth plugin - forgot to turn auth back on after. Oops? Anyway, set up a script to redo every single build since someone deleted the project and I didn't have backups set up for jenkins.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That log is probably expected when moving a tile entity with a portal gun, as it changes its location. It isn't really safe for mods to move tile entities, unless the tile entity being moved supports it. They should probably create new tile entities on movement instead, and just use the same nbt...
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    Can someone please explain the properties of Minecraft Server?

    That actually doesn't tell us much. To find out what is being slow, run "/debug start", wait ~30 seconds, then run "/debug stop". Then pastebin the file it leaves in the debug directory for your server.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've made some changes in the latest build to how temporary files are handled, could you try using it? It may be buggy in other ways though :(
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You probably still have a program running with that file open. Run `lsof | grep modularforcefieldsystem` to check what has it open
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    Server Lag

    That debug shows that the server is managing to keep up, at 20TPS. It is very likely that whatever problem you have is a network issue. (Although the profile only tells about the time you were running the profile. Make sure you run it while you're having issues.)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Added some more profiling with the "/profile" command, see "/profile usage". With the current build I can't replicate the issue with turtles/computers - can you check all logs for anything odd? :( I might have fixed it accidentally in anything after build 587, or it's just not happening here.
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    Server Lag

    That could be an issue with your upload speed - it's rather low, and redpower especially tends to send far too many packets. Can you get a debug log? Run /debug start, wait a minute, run /debug stop and pastebin it. It will be saved in the "debugs" folder in your server directory.
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    Mindcrack Lag Complaints? Optimizing FTB Servers

    https://github.com/BuildCraft/BuildCraft/issues/598 may be the quarry issue - to fix it, just make sure no quarries exist which are completely finished (no possible minable blocks).
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Do you have anything with an exclusive lock on "/run/shm/ftb/mods/RedPowerMechanical-2.0pr6.zip"? Did the error show the new temporary path when you set it?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    mindcrack.jar and many mods. You definitely changed it in PATCHME.sh? :s
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Set java to use another temporary directory with -Djava.io.tmpdir=/path I've also included an explanation of how to do that in the error message, unfortunately it isn't yet in the stable-ish build.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed in latest. I'll look into the CC issue later.
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    Whitelist Server CafeCrack (Mindcrack - Whitelist)

    You were saying?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Files in mods/, coremods/ and the main server jar need patched. If you definitely didn't miss any files, set "requirePatched" to false in tickthreading's config, for some reason the patch hashes might be different when calculated on your VPS to when calculated locally - different JVM, maybe? :s
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    In latest, added chunk GC (so when mods cause a chunk to load and don't unload it after it doesn't stay loaded until the next player passes within view) and improved /tps command formatting. Latest is always best for testing.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It should, however it won't leave it unpatched - it'll back up the unpatched minecraft_server.jar in the TickThreadingBackups directory. Haven't actually tested like that.
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    Private Pack FTB-Craft || Minecraft 1.5.2 || Extended v11.7 || MyTown || No whitelist

    Sp0nge learned an important lesson today: don't /debug, the server will commit suicide.