Is there a bug with tesseracts and buildcraft pipes? Dosent seem to connect. (Alternatives?)
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Is there a bug with tesseracts and buildcraft pipes? Dosent seem to connect. (Alternatives?)
Steves Factory Manager can do thatRunning 1.0.3
Does anyone know of a way to detect an item on the ground?
I am attempting to automate the powering on and off of my AE2 Growth accelerators.
I have a transfer node as the bottom of the pool with an item filter to pull the completed Pure Crystals. I would like to have a way to see if there are items in the pool, turn on the accelerators then once they are completed and pulled out of the pool have them turn off.
micro != milliI would think that 1/10 of a second just on "glimmers of light" would cause a bit of lag. 2 out of every 20 ticks just on those alone. Then MC has to do all the other ticks of things happening.
Hah, yeah. Does Opis actually report that granularly? If so, hmm, ya, prob not an issue with light sources.micro != milli
The biggest and most imoprtant question here is this: is it tick lag (TPS) or frame lag (FPS)?My DW20 based world has become increasingly laggy.
I have invested heavilly in a thaumcraft golem driven tree farm and have flattened a large area that I have lit with arcane lamps.
Opis does not indicate any particular bottle necks but does show that I have over 10k tile entites that are "glimmers of light", but the cumulative time associated shows as ~100 microseconds in the opis report so I'm not sure that that is the issue.
The problem is the lag persists even when I leave the area entirely. And there the Opis "loaded chunks" view shows that chunks near this treefarm are remaining loaded. (The spawn chunks ARE elsewhere). If/when I restart the server the chunks near this base don't load - until it gets visited. And then they don't unload.
I am beginning to suspect thaumcraft as the area that remains loaded ecompasses the area lit by arcane lamps and/or frequented by my golems.
The biggest and most imoprtant question here is this: is it tick lag (TPS) or frame lag (FPS)?
It's quite possible 10,000 tile entities of lights are causing considerable FPS lag, whilst not really affecting TPS. As it persists regardless of where you are this seems unlikely though.
If it's TPS, then it may not be the glimmers of light, although being 10,000 tile entities, it could be just that minecraft is having a hard time keeping track and updating them all. does opis track the time it takes for minecraft to do it's stuff with tile entities, or just the tile entities themselves? if the latter, which I suspect is quite possible, then its possible that the sheer number of tile entities is the problem, rather than the time each individual one takes to update, even when added together. There's a difference between the time it takes minecraft to visit each tile entity and the time it takes that tile entity to do whatever it is it does, the former is usually a lot less than the latter, but for 10,000 tile entities which are probably doing almost nothing, it could be the other way around and it could add up quickly. A mod author would probably be more informed in this area than I.
Its also possible that it's the particles the glimmers emit that are lagging the game, 10,000 glimmers all emitting particles could add up quickly, and probably wouldn't be lumped together under 'glimmers of light' in opis. Though I suspect, if built correctly, the particle systems in minecraft/thaumcraft should have a safety against particles being emitted/updated if they're too far away, which means it should stop when leaving the area or looking in a different direction. Again, a mod author might know whether minecraft/thaumcraft implements such a system.
As for the chunks loading, well, chunk loading is often an odd thing, and they sometimes take a while to unload after a visit. I wouldn't think that the lights would be chunkloading. The golems might be, but I've never heard of them chunkloading before. It's probably either a glitch, not waiting long enough after leaving, or something else loading the area. Opis should be able to tell you if the chunks are force loaded or player loaded, which should help determine the cause.
The best way to test whether or not it's the arcane lamps is to simply remove them (and all the glimmers). If it's a big enough problem that it requires direct intervention, then use the admin-type tools at your disposal and creative the lamps out/in, or switch to peaceful while you tinker with the lights, testing lag. If you're game you can do it all in survival, but if the threat of a darkened large area is what's preventing you from simply removing the lights to do some testing and fix your game, then set it to peaceful while you do so.
Personally I'd rather cheat to fix game-breaking bugs and enjoy my survival game, than be completely 'honest' and crippled by them. Although in this particular instance I'd probably just sleep through nights, and kill the lights in survival .
Of course there's the possibility that it isn't that area at all that's lagging the game...
being that it's the DW20 pack, you should have access to "/tps" and/or "/cofh tps"1. Since upgrading to 1.6.4 my minecraft server GUI has ceased to show the performance graph.
Remember, in general, minecraft doesn't care about cores, it usually uses 1 or 2 threads (are you 4core/8thread or 4core/4thread?). If I recall correctly, there have been attempts at increasing the multithreaded nature of minecraft, but so far it still sucks at multithreading, I think dimensions are the only multithreaded thing at the moment.2. I run, for safety, the server on my PC and use a localhost entry to play against it from my client. This means any client crashes don't crash the server and thus don't corrupt the game. The PC is a quad core running 64bit java (for both) has 16GB of RAM. Normally I get about 60-70fps, but with this world fps drops to an average 40fps, until it spazzes out and drops to below 10. At the same time, the server starts emitting messages about ticks taking too long, skipping 1000's. I don't think that rendering is the problem as, if I am running this server and I play a different single player game (that normally gets 100fps) I get very low fps. So, somehow, despite having 4 cores and loads of ram, a busy server process causes the clients fps to drop.
It may be the sheer number of tile entities, or it may just be the general lag that starts happening when things start getting hectic on a heavily modded game. For instance, how gradual was the lag buildup, did it start suddenly, or has it been getting steadily worse? Just how many golems are in the tree farm, and how large an area are they farming? How many other automated systems are running, and how many chunks are loaded in general (besides those randomly loaded ones). Are the builds efficient? I could go on...3. Despite the "skipping ticks" messages on the server console, nothing really leaps out at me from opis - other than the large number of glimmers. But, again, opis claims they take merely hundreds of microseconds - I am concerned that the large number of TEs is causing a processing cost "outside" of where opis can measure.
Based on this, I'd say it's a random bug or a vanilla feature us modded users have no knowledge of. If it were any forge mod loading the chunks, opis should report it as 'force loaded', which it isn't.4. The chunks in this base, once loaded, remain loaded (according to the mapwriter map bundled with opis) for hours. Also, a charcoal burning power facility in that base will run out of charcoal while in this state, indicating both that its loaded, and that the chunks are acting more like spawn chunks - they are loaded but not processing random ticks - the charcoal runs out as trees are not growing.
5. I was using chunk loaders to work around the trees not growing problem. But I removed them, and the witchery poppet table that opis indicated was force loaded. There are no force loaded chunks in this area (and the actual spawn chunks are far away).
6. The only non vanilla blocks in the area (that I know of) are thaumcraft, AE2, chisel and witchery. So one of these mods must surely be the root cause of the chunks not unloading.
being that it's the DW20 pack, you should have access to "/tps" and/or "/cofh tps"
Remember, in general, minecraft doesn't care about cores, it usually uses 1 or 2 threads (are you 4core/8thread or 4core/4thread?). If I recall correctly, there have been attempts at increasing the multithreaded nature of minecraft, but so far it still sucks at multithreading, I think dimensions are the only multithreaded thing at the moment.
Also, whats your GHz? for client and server on a heavy world I'd recommend at-least 3+ GHz.
And for completeness sake, how much RAM are you allocating to the server, and to the client, each?
It may be the sheer number of tile entities, or it may just be the general lag that starts happening when things start getting hectic on a heavily modded game. For instance, how gradual was the lag buildup, did it start suddenly, or has it been getting steadily worse? Just how many golems are in the tree farm, and how large an area are they farming? How many other automated systems are running, and how many chunks are loaded in general (besides those randomly loaded ones). Are the builds efficient? I could go on...
If the lag buildup happened gradually it's unlikely you'll find a single cause of lag, as its probably everything working together that's overwhelming the game.
Based on this, I'd say it's a random bug or a vanilla feature us modded users have no knowledge of. If it were any forge mod loading the chunks, opis should report it as 'force loaded', which it isn't.
"/tps" and "/cofh tps" commands, not gui on the server.Even if I run a brand new vanilla server with the GUI enabled the tps graph is blank. Can't believe i'm the only one experiencing this.
I doubted it was running out of memory, since usually that just results in a crash. Anyway, have you checked what the CPU usage is like per thread? that should indicate if the server and/or client are crapping out on CPU power.Each is getting -xmx2G as the ingame f3 shows me about 1.5G allocated and memory usage <60%.
How many saplings? I'm not sure how optimised the 'use' golems from thaumcraft are, but that could be something to look into. Though you did say small, so it's probably not that, I might be clutching at straws...All told there are about 8 golems moving stuff between chests, an2 vibration chambers, an infernal furnace and an overflow chest that feeds into the AE2 system: a single chopping core golem cutting the trees and a use core golem to replant saplings.
Are you using loads of carpenters blocks or multiparts? Sometimes those can lag out games when used in large quantities, e.g. Fireball's base on forgecraft, so laggy everytime DW visits .Most of the build has been decorative, so the lag buildup has coincided with the placement of arcane lamps as i've levelled and built.
"/tps" and "/cofh tps" commands, not gui on the server.
I doubted it was running out of memory, since usually that just results in a crash. Anyway, have you checked what the CPU usage is like per thread? that should indicate if the server and/or client are crapping out on CPU power.
How many saplings? I'm not sure how optimised the 'use' golems from thaumcraft are, but that could be something to look into. Though you did say small, so it's probably not that, I might be clutching at straws...
Are you using loads of carpenters blocks or multiparts? Sometimes those can lag out games when used in large quantities, e.g. Fireball's base on forgecraft, so laggy everytime DW visits .
Also, are you on 1.0.3 of the pack? It updates forge to fix a performance issue, and have you added fastcraft?
Ok, a couple things you haven't tested that I've asked for:re the "tick time" graph missing on the server GUI - I am just perplexed that its been missing for so long and Mojang has not fixed it. Unless (somehow) I am either the only person who runs a server with the GUI enabled, or the only person who sees (doesn't see at least) this glitch.
I have added fastcraft. When I first switched to 1.7.10 I had to add it due to the massive generation lag the game started experiencing.
I don't know how to check the CPU usage per (java) thread? I know that the server process is busy (Across multiple cores) as is the client (which is expected given the cpu cost of rendering).
I want to use carpenters blocks but havn't started yet due to the increasing lag. Mostly chisel, and the mods mentioned.
1.0.3 is being used. Allthough Ive updated Thaumcraft and Twilight Forest as Direwolf seems to be lagging a bit there.
Why can not I add "redstone flux capacitor" at my broadward? I've 4 modifier slot but i can't add :s
Sorry for bad english