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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Been quite ill past few days, not got much done other than watching lord of the rings and other procrastination. Work will resume shortly.
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    Conveniently self chunkloading server... but how?

    Probably the stupid issue with almost all of minecraft's API still being incredibly easy to accidentally load chunks with. Fixed in bukkit/Spigot, Lex has refused to fix it in Forge (justified, I just disagree about the importance of the justifications) and not fixed in MCPC+ as the bukkit...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I'll post here when testable builds are up. There will be some builds that actually compile today, but they won't work at all. Need to rewrite some patching/classloading stuff for FML changes due to 1.6.x launcher changes.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed TP now. Still working on updating TT.
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    Problem Java out of memory error: unable to create new native thread

    It is a real flag, just it shouldn't be used.
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    Problem Java out of memory error: unable to create new native thread

    Why do you have "-Xss2M" as a JVM argument? Increasing stack size shouldn't be necessary and will reduce the maximum number of threads you can have. This crash is happening because you're running out of memory for threads.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yep, still taking tickets for TickProfiler. Not taking any for old TT versions, will be taking them again once 1.6 builds are up.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    How did it go? Completely broken? :D Working on updating TT to 1.6.4 for anyone who wants to try it, can guarantee everything will be broken.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TickProfiler updated for 1.6 if anyone needs it, not tested.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Could someone make a clear/concise report of the barrel issue for 1.5? Will fix it as it seems to be the biggest issue, seen it mentioned in multiple places.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That was just a rather late readme update, should have done that when I first stopped. I intend to start working on it once enough 1.7 mods are out to test with. This will be more of a rewrite than an update as I need to change the design so it doesn't require patching large sections of mods...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Scratch that, if I can find the time after 1.7 + forge is ready I'll update it. It will not be stable at all though.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yep, might be back at some point. Probably not soon, if at all. Anyone else is free to continue working on this - the license is very permissive. If you need builds done I can also point the build server at your github, assuming anyone does continue working on it.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Going to stop working on TT for now. Just not fun any more, and that's basically the only reason I was able to invest so much time in it previously. Sorry.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    No longer making any new 1.4.7 builds. Will be fixing 1.5 bugs and starting on 1.6 soon, sorry about the delay. Closed all 1.4.7 issues, probably missed some.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The quantity. Although increasing quantity will probably also increase spawn rate.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    31.07 00:20:07 [Server] INFO Caused by: java.lang.OutOfMemoryError: PermGen space. Set -XX:MaxPermSize=128m in your java options.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You already replied to my response to this issue where I linked to https://github.com/nallar/TickThreading/issues/933#issuecomment-21386935 As that states, restore to a backup from before updating to one of the broken builds, and use the latest build of TT. You've now waited far too long to...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Total tick time can be no shorter than the tick time of the slowest chunk. As long as the tick time of the slowest chunk is < that it's fine. See /ticks, if you see a chunk with a very very high time and that's about the same as the average effective tick time then you're having this problem.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Use a script like this to start it while true do // Your server start line goes here. echo "Server restarting in 10 seconds, [CTRL+C] to stop.." sleep 10 done