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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    What do `/ticks`, `/profile e 60` and `/tps` show?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The nodes are just for commands, there should be a node for each command, not sure why MCPC+ isn't listing them. Should be the same as that one but with "Dump", "Profile" or "TPS" instead of "Ticks".
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Any bukkit permissions plugin. It will also work with alpha's Forge PEX. Can you right click one of the broken liquiducts with a clock and post the output? (Or run /dump x y z in console) Deadlock fixed in latest, other issue looks like it's caused by something with an invalid block ID...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Did this happen after updating or changing config settings, or just suddenly start happening? Might be a corrupted aura node, try regenning them in TC's config.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The deadlock detector won't be able to recover from deadlocks, so it'll definitely crash if there's a deadlock instead of probably crashing. Other stuff might break, don't know.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Other way 'round, AE change only in 1.4.7 just now, NEI exploit change in both.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That's actually a Thermal Expansion issue if you update from a older TE version iirc. Break and replace that block.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed a VERY bad exploit in NEI in latest. Recommended to update if you suspect players of duping. Also not recommended to update, as some large changes to AE are in testing. If they work, performance will be much better. If they don't, it will probably break everything. :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TT is now server-side only, as it was taking extra time with no benefit to keep it SSP compatible.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Fixed in latest. I've updated the main post with a more concise explanation of what TT does, and marked the 1.4.7 builds as stable-ish.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes, but it shouldn't be much. How bad is it?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Hats mod issue should be fixed in latest. Probably best not to bother tweaking settings unless you run into performance issues. The anti cheat option currently just relays some vanilla notifications (moved wrongly/too quickly) to admins, so they don't have to check console. They are mostly...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    No, but there should be almost no performance impact from it, Spigot tends to do things quickly :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    It should be okay at the default setting. Higher means that it will run less often, but it will probably also take longer to run when it does run.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Probably being out of memory killed, if there is no message about it shutting down. Can you post full TT log? Make sure -Xmx isn't higher than it needs to be.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TT should be MCPC+ compatible unless I say otherwise, if you have problems always post them unless they also happen when not using TT.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've made a DimDoors PR here, will hopefully be included in the next DimDoors release.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    A modder must have tried to log an error, but they forgot to actually log what went wrong! Oops. I'll need to decompile all the mods in BigDig and find which one logs that message.