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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The deadlock should be fixed in latest, I'll promote it to stable soon if it's not breaking anything. Just set variableTickRate to false in configs/TickThreading.cfg. all config options should have documentation, if any of it doesn't make sense poke me and I'll fix it. I'm not sure about the...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You've probably limited the spawning too low with aperf, so it's constantly trying to spawn. Although at > 100% load it should have a 0.3x spawning multiplier, did you configure aperf so that nothing can spawn, or to completely block the spawning of a type of mob? In any case, 250ms is far too...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    This issue is fixed in latest. The deadlock in post one wasn't actually a deadlock, looks like the server just took too long unloading a player. Increase the deadlock time in your config, maybe to a minute? Some of the issues in post #1 are also fixed, but not the golem AI. I'll look into...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Which build was this on? edit: Updated stable build to 917.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It might be causing the tileentity and block updates to get out of sync, so the client's sent a tile entity for the wrong block. Not sure, it's 4AM, I'll look into it tomorrow. Haven't had issues with frame quarries on ftb-craft, so it may be related to a specific block on the quarry.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It probably isn't, TT shouldn't cause rendering crashes. Was the person who got that error using optifine?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Can you try latest? Found an issue, not sure if it's the issue you're having, if it is it's fixed now.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    No need to start clean, just run the patcher again. (either start the server then stop then run the patcher, or change the path in PATCHME.sh to the new TT jar's location then run the patcher) Currently checking a heapdump from 865, although I don't know if the issue is in that build.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Can you find exactly which build number this starts happening on, or provide a heap dump? (compressed and PMd link, don't want to give that out.)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    This is probably not a TT or a MyTown issue - it's a not reading MyTown's install instructions properly issue :p Make sure you have MyTownLib in your mods folder. /profile c now works with coords.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Turn off worldCleaning in TT's config. Also report to dynmap that at org.dynmap.MapManager$CheckWorldTimes$1.call(MapManager.java:722) is using unloaded worlds.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Not the way it works currently, it just redirects vanilla messages. I'll add coords for /profile c soon.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It's just a vanilla minecraft warning, I can't give any more detail. Chunk loaders probably have a square collision bounding box on the server, and the correct bounding box on the client -> can cause that issue. If they get annoying, turn it off in the config. (antiCheatNotify)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You might want to try a newer build for better profiling, it shows %time as well. /profile c is almost exactly the same as /profile e, just limited to a single chunk.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    N = number of entities or tile entities, depending on type. What does `/profile e` show? Also, TP to one of the slow chunks in /ticks and do `/profile c` to see what's making that specific chunk slow.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That's fixed in latest. edit: Or 854 :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The CrashReportCategory class wasn't found, that's probably a patching issue. Can you paste the patcher log? edit: I have now fixed the Thermal Expansion fix, and changed the patching for crash reports to try to fix the quoted error.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    This should be fixed in latest. If it's not, it will still try to fix the list and continue working if it does desynch for some reason.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You don't have much RAM, reduce the number of cached chunks in TT's config to half of what it is just now. You may also want to try the latest build, a memory leak has been fixed recently.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Did it hang, or did it exit? If it hangs, get a thread stack trace using jvisualvm.