TickThreading - concurrent entity/tile entity ticks and other optimisations

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I hope when Jenkins comes back up it'll have all of the old build available, the latest ones are really bad stability wise IMO :\
 
That deserves at least a facedesk. :( Jenkins broke after an upgrade yesterday and I had to delete the github auth plugin - forgot to turn auth back on after. Oops?

Anyway, set up a script to redo every single build since someone deleted the project and I didn't have backups set up for jenkins.
 
Not sure if this warrants a ticket on git:
http://pastebin.com/9sHP3Sxs

Running BukkitForge 149 and TickThreading 673. Also starting with your recommended java options.
Yes, that's a serious bug. I'll need to talk to keepcalm, TT causes the issue but it's a design flaw in bukkitforge.

edit: Oh, that should be fixed in latest. Didn't notice the build you were on. Sorry!
 
Here is a link to build #567. It is pretty stable, I haven't had any issues with it yet. Nallar, if you want me to take down the link, just ask.
Link
 
Build #709 fixed the instability I was experiencing - so I recommend it if you're using MindCrack v8 :)

Ok cheers. You dont happen to know how to set this up from a File server do you? I can't run cmd's from the file server so i'm unable to patch.
 
709 promoted to stable.

Ok cheers. You dont happen to know how to set this up from a File server do you? I can't run cmd's from the file server so i'm unable to patch.
You can try installing it locally and copying the mods folder, coremods folder and server jar to the server.
 
709 promoted to stable.


You can try installing it locally and copying the mods folder, coremods folder and server jar to the server.

Ok thanks. On McMyadmin i have an to run an exe, should i try this for the patchme?
 
If you dont have root access then yes you would have to use mcma but if you have root access turn off the mcma backend then run the patcher and restart.

Also thanks minerdude for that build and nallar for new builds ill try em both :)
 
Giving this a try to get around some bottlenecks, but I've noticed that from 709 on all passive entities (cows,chickens, tamed dogs, tamed cats, pigs) are removed from the world on load. Tried with about every build that would run from 709 to 717 and fresh copy of world, same result. Even tried repopulating some of the cow pens, stopping and then starting, cows are gone.

On the plus side, it did fix some tick rate issues... not quite the way I was expecting, though. Going to see if one of the previous builds will run and not slaughter the kitties.
 
Giving this a try to get around some bottlenecks, but I've noticed that from 709 on all passive entities (cows,chickens, tamed dogs, tamed cats, pigs) are removed from the world on load. Tried with about every build that would run from 709 to 717 and fresh copy of world, same result. Even tried repopulating some of the cow pens, stopping and then starting, cows are gone.

On the plus side, it did fix some tick rate issues... not quite the way I was expecting, though. Going to see if one of the previous builds will run and not slaughter the kitties.

Eek! You're right! That's not good.