So, does that mean that every 20 cycles, there is a chance that you will see a temporary spike?Really? The updateEntity() loop is called every tick from the main game loop, and only every 20 cycles does temperature code get called.
So, does that mean that every 20 cycles, there is a chance that you will see a temporary spike?Really? The updateEntity() loop is called every tick from the main game loop, and only every 20 cycles does temperature code get called.
I tried that. Performance got much worse, and it led to all sorts of glitchiness.@Reika: is it possible to put Electricraft network recursion into a separate thread? I'm investigating some lag spike issues where our server stops responding for up to 90 seconds while jvisualvm says the server thread is in electricraft.
As I understand it: If we use the word "ticks", and say there's 20 ticks in a cycle, then yes every 20 ticks you'll see a temporary spike, but it will be half-way through a cycle. The explosion code doesn't fire until that cycle is complete.So, does that mean that every 20 cycles, there is a chance that you will see a temporary spike?
Is that possible? That's terrifying and an alarmingly sensible theory.
No. The two are not asynchronous.
I tried that. Performance got much worse, and it led to all sorts of glitchiness.
As I understand it: If we use the word "ticks", and say there's 20 ticks in a cycle, then yes every 20 ticks you'll see a temporary spike, but it will be half-way through a cycle. The explosion code doesn't fire until that cycle is complete.
Well, is it really possible to multithread modded MC ? especially RoC/ReC. I remember myself having some huge issues with TickThreading back in 1.6.4 days. Boring machines didn't exactly love the whole worldgen multithreading thing.
That's what I'm wondering... What prevents the temperature update check from not being the same tick as the neutron temp spike?
Then what was pyure talking about, because I'm confused again
Turn on "clientside power transfer" in the RC config and see if that fixes it.@Reika: Reactorcraft v6e, can't get central control to raise control rods with 16 MW of power. They dance up a down a bit but never lock in.
Not quite.This is my understanding:
Cycle start
Tick0: Add heat <---- Heat now at its highest.
Tick0: subtract heat (create steam too if necessary)
Tick1: subtract heat (create steam too if necessary)
Tick2: subtract heat (create steam too if necessary)
Tick3: subtract heat (create steam too if necessary)
Tick4: subtract heat (create steam too if necessary)
Tick5: subtract heat (create steam too if necessary)
Tick6: subtract heat (create steam too if necessary)
Tick7: subtract heat (create steam too if necessary)
Tick8: subtract heat (create steam too if necessary)
Tick9: subtract heat (create steam too if necessary)
Tick10: subtract heat (create steam too if necessary)
Tick11: subtract heat (create steam too if necessary)
Tick12: subtract heat (create steam too if necessary)
Tick13: subtract heat (create steam too if necessary)
Tick14: subtract heat (create steam too if necessary)
Tick15: subtract heat (create steam too if necessary)
Tick16: subtract heat (create steam too if necessary)
Tick17: subtract heat (create steam too if necessary)
Tick18: subtract heat (create steam too if necessary)
Tick19: subtract heat (create steam too if necessary)
Check for explostions
End cycle
Cycle Start
....
End cycle
Unless you like corruption and "this will cause weird chunk breakages" spam, you absolutely cannot multithread worldgen.Well, is it really possible to multithread modded MC ? especially RoC/ReC. I remember myself having some huge issues with TickThreading back in 1.6.4 days. Boring machines didn't exactly love the whole worldgen multithreading thing.
I knew this but didn't want to go into that much detail to answer the question.Heat is only subtracted if steam is created or conducted away.
Turn on "clientside power transfer" in the RC config and see if that fixes it.
No, it was added to boost clientside performance, but is apparently responsible for several bugs.It did. Shouldn't this be a default?
No, this defeats their entire purpose and is inconsistent with how bedrock is treated.I was wondering if it would be possible to add a config option to make bedrock tools be breakable. Like have 4000 durability?
Is it possible to add config option to disable bedrock tools?No, this defeats their entire purpose and is inconsistent with how bedrock is treated.
Is it possible to add config option to disable bedrock tools?
You will probably say no, but it's worth a try.