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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Good news, everyone! TickProfiler, NTweaks and Modpatcher are now available for 1.8.[8/9]. I'm planning a less ambitious version of TickThreading for 1.8.9. I've spent quite a bit of time recently working on ModPatcher (the patching engine which was part of TickThreading, as a separate mod)...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Completely untested update for TickProfiler for 1.7.10: http://nallar.me/buildservice/job/TickProfiler/
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Nothing definite just now, I would like to help develop Sponge. There's a chance I'll create another less ambitious performance mod which doesn't attempt to thread everything, but don't be sad if it never shows up. I'd also like to try to actually make a proper mod at some point instead of...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I hadn't realised that Opis was discontinued, I will update it but probably not add any new features.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    I've updated the main post to make it more obvious that this is no longer being worked on. I will be making the patcher available as a separate mod for anyone who still needs to use it to patch broken mods, but doesn't want TickThreading.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    >12:18:19 [INFO] [Free memory: [m 3,140 MB. [m Java likes to go up to Xmx even when it doesn't need it, and never frees it. Set Xmx to 3G and it'll probably still work, as you were only using 2G at that point. edit: Oh, should also mention I won't be working on TT properly either for a while...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Stop arguing. While Mitelin's response was unreadable, it was in reply to a pointless post by Solice2o0 which served no purpose other than to deliberately annoy Mitelin. edit: Looks like the mods cleaned up the mess that was here - thanks! :)
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The latest builds should now be testable. DO NOT INSTALL ON A SERVER INTENDED FOR ACTUAL USE. Running on a copy of a known working server is a good idea. For now, please only report issues that fit into one of these categories: * Noticeably broken in-game while trying to play * Errors in...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Good news, can probably expect a testable version tomorrow. Testable as in it might run for a few minutes with 1 person online, but still technically testable! No guarantee that a testable release will actually exist tomorrow, of course. ETAs are almost always wrong.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    By an overwhelming 100% majority looks like we'll be on 1.6 for now. AbrarSyed is helping to get TT's prepatcher working with the new ForgeGradle build system, you can follow the discussion over at issue #1053.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    What are people's thoughts on moving straight on to 1.7? How long do we expect to be stuck with 1.6? I don't want TT to constantly be behind on minecraft versions. edit: I was just reviewing the stats for TT over at mcstats. Very surprised to see people still using it on 1.5, that wasn't even...
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Downhill, not tried cross country yet. Just got back, now to make a cuppa' and try to get some work done.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Currently on holiday skiing, work will resume some time after the 21st.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    That's time spent in the main thread waiting for world ticks to complete (time in world tick threads), and it's normal for it to be high. It's not actual CPU usage, the thread will be suspended during the Object.wait call.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Wow, people are still using this thread. Guess now's a bit late to get a 1.7 version working?
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    Edit the start bat to have "-jar TickThreading.jar" instead of "-jar <whatever .jar>" Except don't, because it won't work because TT still isn't updated to 1.6.4 yet.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TT makes backup copies of anything it patches in the TickThreadingBackups folder. Anything that has a backup made will need to be restored from that backup after removing TT.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    The way TT's patching works is that the core patching changes minecraft server code to make world + tile/entity ticks threaded, and the patches for mods are to fix things that the first patch broke. Not patching redpower will make it more broken, not less.
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    TickThreading - concurrent entity/tile entity ticks and other optimisations

    TT for 1.6.4 and up will be a server wrapper, similar to how forge can be installed now where you start the server from the forge jar and the forge jar loads the server. Will hopefully have a testable build up soon.