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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It's now on v8 - but currently unstable (at least for me)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Currently incompatible with MindCrack v8 https://github.com/nallar/TickThreading/issues/95
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I hope when Jenkins comes back up it'll have all of the old build available, the latest ones are really bad stability wise IMO :\
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Looks like Nallar took down the Jenkins to fix it (I assume?) - Unable to download builds :(
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Lol! Nallar accidentally gave everyone admin access on the Jenkins I think >_>
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I'm currently on 544 with zero issues The latest build as of 1/21/2013 currently has "broken" support for Mystcraft, so take that into consideration (it's a bug)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I will agree that the patching it does is quite severe (aka literally modifying all of your mods for the most part) - but it's because it pretty much HAS to patch everything in order for things to make appropriate use of the Threads My general method for updating from one build to another is...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    What's a number you'd recommend? I know it varies, but a general number you think would be pretty acceptable
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Just reconfirming that 466 is a great build to run on MindCrack ModPack (Plus Mystcraft Minus ChickenChunks) I've had almost 12 hours of uptime with zero errors in console. Almost 20 online! Thanks for putting stability back into TT, Nallar! :) Edit: I should mention I mean on the server -...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    @Everyone 466 is a very beautiful build, I've had zero problems the entire time I've been running it - that's the first time since 209 :)
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    problem with the Direwolf20 pack V4

    Grrr.... Have I ever mentioned I hate it when devs leave debug messages and give no option to turn them off? No? Well now I have. Please fix this IC2 Developer. Love your mod, but not the spam.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've been using Fihgus since I started using TT, No issues :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Going to give the latest build a shot tonight, Hopefully it has somehow fixed my IC2 problems in 290...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Uninstalling TickThreading is as simple as taking the files from the backups folder and putting them back where they belong I always make sure to have clean files whenever I run the patcher again
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Ah.... Throws a hash mismatch error :\ Damn your security precautions!! Edit: Nevermind, just had to delete META-INF from IC2 for your patcher to accept it :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Make sure you guys post your crashes / issues on here https://github.com/nallar/TickThreading/issues
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Same here, I think disabling world tick threading and chunk tick threading might be broken
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I know it's not nallar causing them, but his patcher will probably have the ability to remove the debug message such as that. He's already changing code in mods by patching them, so if he doesn't have permission to do so, it's already a little too late XD Yeah I'm already aware of how to fix...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    .... I know right? Could you patch out the IC2 logging errors by any chance nallar?