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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed in latest, you can re-enable world unloading.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Can you try disabling world unloading?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    There is an error, the server shuts down because a world is unstable only if worlds repeatedly fail to tick, and in that case it should have logged an error hundreds of times. Paste a full console log, logging must be broken if there's no error. Any fixes which apply to both 1.4.7 and 1.5.2...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The 1.5.2 bulds are a) still broken, b) on a separate part of the build service. That was a TT bug, fixed in latest.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Releasing the first 1.5.2 build today. It will not work. :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Found the problem, should be fixed in latest.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    There's a bug which causes mobs to despawn when near to creative mode players, not sure what's causing it.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Mine won't work on windows, would need to change the ':'s to ';'s, and run it under a cygwin shell. Changed the plan to get 1.4.7 stable first, as many people are still using it.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Actually, you're all adding unnecessary steps. :) #!/bin/sh if [ $# -ne 1 ]; then echo "Usage: $0 <build number>" exit 1 fi rm mods/TickThreading-*.jar wget http://nallar.me/buildservice/job/TickThreading/$1/artifact/target/TickThreading.jar -O mods/TickThreading-$1.jar java -cp...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It used to fix the canvas dupe, that fix was removed as it broke RP tweaks, which should be used instead to fix that. There are not any other dupe fixes yet. Log files shouldn't be filling up, console shouldn't be spammed, it means stuff's broken. Make issues if you haven't already, I'll get...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It was added recently, you may need to update.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I don't actually add any anticheat, just report what vanilla normally logs to console to admins. Disable "antiCheatNotify" in TT's config. Also, try disabling concurrentMovementUpdates, that may fix the issues with movement, although you'll miss out on any performance benefit it would have...
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    Problem Mindcrack 8.3.2 Gregtech Crash

    I've patched BaseMetaTileEntityMJ.class with a fix, available here: http://www.mediafire.com/download/q9tzw6s3yaf5z4v/BaseMetaTileEntityMJ.class Replace that file in GregTech's gregtechmod/api folder in the GregTech jar. edit: Vauthil, I checked with greg, fixing a bug is fine.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    This has been an issue for a while, just haven't got around to fixing it yet. Sorry :(Also, if you updated yesterday, please update again as soon as possible. There's a dupe bug. I shan't give details, but they're easy enough to find if you know where to look.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It's still probably rendering that's slowest, even if it's CPU bound. It doesn't just take GPU time to do rendering, and especially with java + lwjgl it is quite slow making calls from java code -> OpenGL.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Are you using the latest forgebackup? It had a bug which caused that when used with TickThreading, but I reported it to the mod author quite a long time ago so it should hopefully be fixed by now. See my reply here...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    1.5 will come later, probably shortly after I finish my exams in just under two weeks. There will be no singleplayer support any time soon.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed the issue with armour in latest. Can you make an issue with a crash report from one of the crashing players?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Oh, you're on 942. Try latest, there's no longer a "stable" build because that was far too outdated. Although it won't fix the issue there, that's actually a computercraft bug which can occur under vanilla too. If it does happen under vanilla the server will just freeze, instead of showing a...