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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The jar you gave me works when I do that, so I'm also stumped.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That jar is missing its META-INF folder, and the MANIFEST.MF. Can you try repatching with the latest build? It fixed an issue with deleting that file if it was not named in uppercase, and that could be your problem.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I don't see anything which could be causing that, can you upload the broken minecraft_server.jar?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes, currently TT modifies 26 out of 57(?) mods. I did make it also make it very clear at the top of the post that it's experimental, and to make a backup so if something goes wrong I can fix it. Tjezee, what extra mods are you using? It's likely that some of them need patching to work with...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Can you paste your patcher.log from the TickThreadingLogs directory? Higher is better, but don't set it so high that you run out of memory. It's kinda' like using a RAMdisk but less CPU time is spent, and you don't need to store everything in RAM, just what was recently accessed.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes, so dimension hopping and walking around will cause much less lag.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've now implemented chunk caching - simply set a value higher than 0 in the config. Unlike forge's dormant chunk cache, this actually works!
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    Private Pack FTB-Craft || Minecraft 1.5.2 || Extended v11.7 || MyTown || No whitelist

    Sorry about the downtime, small bug with a TickThreading build we were testing and the most recent world backup didn't work. It's fixed now though, and nothing was lost! :D
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Paste the exact error, if it's out of native memory it means you set your stack size too high.
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    Private Pack FTB-Craft || Minecraft 1.5.2 || Extended v11.7 || MyTown || No whitelist

    Fixed now, sorry about the downtime. We enabled Forge's "dormant chunk cache", and it doesn't actually work.
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    MaxedGaming Server Tools: Mysql LogBlock, Vanish, WorldDrops

    I think you can just add that library to the "libs" folder, instead of to the minecraft server jar.
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    Private Pack FTB-Craft || Minecraft 1.5.2 || Extended v11.7 || MyTown || No whitelist

    As you know, we spend a lot of time testing. Then this happened.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The new fast spawning algorithm a) works b) when it was accidentally enabled in the nether was far too awesome for normal players. http://i.imgur.com/KyL7q.png
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Updated stable-ish build to 409. Latest may be buggy, needs testing - I've attempted to remove some locking related to tile entities.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Yes, although if you want to try a newer build 409 is at least partially tested.
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    Mindcrack Lag Complaints? Optimizing FTB Servers

    "-XX:UseSSE=7" - SSE 7 doesn't exist, try 4.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TT for clients isn't really supported or tested currently, although I've fixed the bug which happened there.
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    Private Pack FTB-Craft || Minecraft 1.5.2 || Extended v11.7 || MyTown || No whitelist

    17,500 loaded tile entities and entities total.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    You've forgotten to do something! :'( edit: And sorry to anyone who used build 407, thousands of passive mobs were not supposed to spawn :P