TickThreading - concurrent entity/tile entity ticks and other optimisations

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Siigari

Well-Known Member
Aug 27, 2013
370
168
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Portland, Oregon
Wow this looks incredible. I am starting a new TPPI server on a dedicated machine with all the resources available. How long until a working version would you guess?
 

DZCreeper

New Member
Jul 29, 2019
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1
Wow this looks incredible. I am starting a new TPPI server on a dedicated machine with all the resources available. How long until a working version would you guess?

Technically it already works, there are just a lot of bugs. I would give it a couple days minimum before even thinking of using it on a public server.
 

Mitelin

New Member
Jul 29, 2019
5
0
0
Hi got this errors it is clone of our main server we desperatli need TT a long time but it didnt even start

[TTPatcher] Failed to patch net.minecraft.entity.player.EntityPlayerMP in patch group minecraftCommon.
errors are for every mod


[TickThreading] Patching failed - TT installed correctly as a wrapper, but patches not made.

FULL LOG
https://gist.github.com/Vycraftujto/1ae68d264258e4f7c784
and server stops
 
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saki2fifty

New Member
Jul 29, 2019
73
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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 console AFTER the server has finished starting
* Crash on startup

If you just get warnings on startup, do not report these yet.

Please make sure you're not creating a duplicate issue - read through the full list. https://github.com/nallar/TickThreading/issues?state=open

Suggested things to test across chunk boundaries:
* AE systems
* BC pipes, liquid pipes and power pipes
* Factorization barrels

Didn't see this till just now... should be checking it out in a bit, thanks!
 

nallar

New Member
Jul 29, 2019
270
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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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Maximuscr31

New Member
Jul 29, 2019
162
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I am all for a 1.7.2 version. Nearly every major mod is updated and there are over 300+ 1.7.2 mods updated/made so far.
 

Jammie

New Member
Jul 29, 2019
133
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I am all for a 1.7.2 version. Nearly every major mod is updated and there are over 300+ 1.7.2 mods updated/made so far.

That's very different to a stable pack though. I would love to have both a 1.6 and 1.7 version but I believe Nallar should focus on what most people are playing now. Which is 1.6
 

Mitelin

New Member
Jul 29, 2019
5
0
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That's very different to a stable pack though. I would love to have both a 1.6 and 1.7 version but I believe Nallar should focus on what most people are playing now. Which is 1.6

Exactli 1.7.2 have noli about 50% of mods and there is loads if bugs as allways you shud reali w8 for 1.7.2 to get stable then actuali go there.

Im know this from 1 th experience we was server who done patches as they come and it is horryble work paching everi bug every other day
 

Maximuscr31

New Member
Jul 29, 2019
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I have experienced few bugs and the ones I do the mod makers fix immediately. 1.7.2 is fine if you know how to read crash reports and submit them to be fixed.
 

Jammie

New Member
Jul 29, 2019
133
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I have experienced few bugs and the ones I do the mod makers fix immediately. 1.7.2 is fine if you know how to read crash reports and submit them to be fixed.

This will be my last reply as I don't want to hijack and derail Nallars thread with an argument.

I must disagree with you when you say 1.7.2 is fine. The bugs do not generally come from the mods on their own but occur when two mods interact in the same pack. The current monster pack has over 150 mods and took months to get to a state where the FTB team were willing to release it out of beta. It's also still got a fair few bugs especially when combined with MCPC+, and assume that many servers that will use TT will also use MCPC+. That's going to mean we'll have a lot of bugs and that it'll take the creators time to fix them.
 

Maximuscr31

New Member
Jul 29, 2019
162
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I had a 150+ private mod pack that was working very swimmingly back 5 months ago on 1.6.x. Did I use the same mods? Not all of them. I pick and choose my mods. I would never use some of the mods in the Monster pack just because they are always broke or tend to break with very little help from the mod author in my experience. I am sure they have their reasons for using them but to each their own. I have right at 100 mods now in 1.7.2 and they are all working well together. I am still waiting on traincraft, AM2, and UE to update but overall it is very promising. The minor bugs with 1.7.2 can be fixed with the little fix mod. I personally only run one FTB server anymore just for fresh blood into my community.I don't agree with most of the ftb pack choices but it is easy to throw on a server and go for most so I understand. Making your own mod pack on a huge level takes time and careful consideration of each and every mod. It takes lots of time to fix all the configs to your liking. It takes even more time to have it all work in harmony. If I have a mod that no longer works, or mod maker flakes on us, then I put it aside and wait till it appears to be stable. Everyone is different but I see no huge issues with 1.7.2. If there was most of the large mods would not be out. Instead it would be silence. Play on whatever you want but 1.7.2 is the current future. People always want the latest and greatest and convincing nallar no one plays 1.7.2 and it is SOOOO HORRIBLE is childish,ignorant and asinine. I too am done and hope Nallar makes a full come back. Just like before I and my staff will support him by testing and making bug report after report. If there is a problem then there is a solution.
 

Connor Gavitt

New Member
Jul 29, 2019
1,091
-1
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If 1.6.4 has a stable tick threading and 1.7.2 doesn't, that is reason enough for me to stay on 1.6.4 indefinitely.
Lol our definitions of stable differ greatly :p, however what naller is doing is well past by current ability so ewe will have to wait until he patches the bugs.
 

cpy

New Member
Jul 29, 2019
42
0
0
I don't play 1.6.4 because it's bugged as hell and lagged as hell compared to previous MC versions. I have around 100 mods and it lags much worse than older MC without TT and that's something! I'll patiently wait for 1.7 :)
I don't know if nallar is capable or willing to fix 1.6.4 bugs/memory leaks that mojang fucked up. (as usual)
 

HaoSs

New Member
Jul 29, 2019
290
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don't know what lag you have. but Monster pack works good for me :) ( 30 slots on a i7 with 5 gb of ram, normal HDD ) i also have 2 more Minecraft servers on this machine
 

cpy

New Member
Jul 29, 2019
42
0
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TPS lag! Server slow down to grinding halt, much faster when traveling to nether or traveling distances. It never did that. Basicaly empty server lagged to death.

Code:
13/12/2013  19:21          122,668 advanced-machines-57.1.0.jar
14/12/2013  11:36          214,599 AdvancedPowerManagement-1.2.85-IC2-1.118.jar
27/11/2013  20:34            99,250 Barrels 3.3-1.6.4.jar
27/11/2013  20:34        1,297,764 BiblioCraft[v1.5.3].zip
27/11/2013  20:35          563,205 BiblioWoods[Forestry][v1.3].zip
29/11/2013  17:35          391,439 BiblioWoods[Natura][v1.1].zip
27/11/2013  20:44        2,884,560 binnie-mods-1.8-dev2.jar
06/12/2013  10:27        1,394,344 buildcraft-A-1.6.4-4.2.1.jar
13/12/2013  19:20          167,362 buildcraft-Z-additional-buildcraft-objects-1.0.7.557.jar
21/12/2013  14:10          338,738 Carpenter's Blocks v1.9.7 - MC 1.6+.zip
13/12/2013  19:24          166,995 CodeChickenCore 0.9.0.7.jar
06/12/2013  10:29          366,461 CoFHCore-2.0.0.b8a.jar
27/11/2013  20:42            54,323 compactsolars-universal-1.6.4-4.4.19.224.zip
13/12/2013  19:10    <DIR>          denLib
13/12/2013  19:03            77,587 denLib-1.6.4-3.1.35.jar
24/12/2013  10:17          910,005 DragonAPI 1.6 v11.zip
27/11/2013  20:36          127,547 EnchantingPlus-1.16.5.zip
13/12/2013  19:20        1,425,584 EnderIO-1.6.4-0.5.1a.106.jar
27/11/2013  20:36          114,305 EnderStorage 1.4.3.5.jar
02/12/2013  10:40            75,514 EnviroMine v1.0.13.zip
06/12/2013  10:30          618,798 ExtrabiomesXL-universal-1.6.4-3.14.5.jar
13/12/2013  19:18        1,197,061 Factorization-0.8.23.jar
13/12/2013  19:33        3,264,958 forestry-A-2.3.1.0.jar
21/12/2013  14:00        3,772,948 gregtechmod.zip
29/11/2013  23:47    <DIR>          ic2
13/12/2013  19:19          819,206 IC2NuclearControl-1.6.2e-ic2-experimental.zip
06/12/2013  10:29          279,975 immibis-core-57.1.6.jar
20/12/2013  21:43        4,367,865 industrialcraft-2_2.0.336-experimental.jar
27/11/2013  20:39            45,588 KeithyUtils_1.2.zip
24/12/2013  09:32            19,497 LegacyCraft 1.6 v11.zip
27/11/2013  20:44        4,000,754 LogisticsPipes-MC1.6.4-0.7.4.dev.80.jar
27/11/2013  20:44          767,825 magicbees-2.1.7.jar
27/11/2013  20:38        1,185,013 Metallurgy-1.6.4-3.3.1.jar
27/11/2013  20:40        2,200,683 MineFactoryReloaded-2.7.3-179.jar
19/11/2013  00:05          245,972 PlayerAPI.jar
13/12/2013  19:02          365,998 PluginsforForestry-1.6.4-3.2.30.jar
27/11/2013  20:39          129,840 PowerCrystalsCore-1.1.8-9.jar
13/12/2013  19:23        3,604,790 ProjectRedBase-1.6.4-4.2.0.14.jar
13/12/2013  19:23            7,062 ProjectRedCompat-1.6.4-4.2.0.14.jar
13/12/2013  19:23          265,285 ProjectRedIntegration-1.6.4-4.2.0.14.jar
13/12/2013  19:23            51,656 ProjectRedLighting-1.6.4-4.2.0.14.jar
13/12/2013  19:23            80,430 ProjectRedWorld-1.6.4-4.2.0.14.jar
29/11/2013  23:47    <DIR>          railcraft
13/12/2013  19:19        2,907,379 Railcraft_1.6.4-8.3.1.0.jar
05/10/2013  23:22          604,324 Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip
06/12/2013  10:24        2,041,721 StevesCarts2.0.0.b3.zip
13/12/2013  19:19        4,582,432 TConstruct_mc1.6.4_1.5.2.1.jar
27/11/2013  20:41        10,078,007 Thaumcraft4.0.5b.zip
06/12/2013  10:29        2,054,094 ThermalExpansion-3.0.0.b8.jar
27/11/2013  22:43          107,029 UndergroundBiomes 1.6.x - 0.4.2c.zip
30/11/2013  08:42          270,008 WeaponMod.zip
27/11/2013  20:42          254,738 WR-CBE 1.4.0.6.jar
27/11/2013  20:38            68,160 [1.6.4]bspkrsCorev5.0.zip
27/11/2013  20:42            87,563 [1.6.4]TreeCapitator.Forge.1.6.4.r06.Universal.jar
29/11/2013  18:41            8,928 [forge_universal]LoginMessage_v0.5.zip
 

Xile

New Member
Jul 29, 2019
100
0
0
Yea... I run nearly 160 mods, on a 100 slot server and with 40 ppl on I can maintain 20 tps usually. That's on an i5 with 16 gigs of ram. Though only 8 given go server. And that's with a second server on same machine...not sure why you have such issues. Also that's without tick threading.
 

cpy

New Member
Jul 29, 2019
42
0
0
Everyone have zombie memory leak problem with poorly coded AI. Stop pretending like you don't. It's well known 1.6.4 problem. I could run non 1.6.4 server with much more mods without any TPS problems.
 

Xile

New Member
Jul 29, 2019
100
0
0
I'm not pretending. I didn't say anything about not having memory leaks...but facts are facts...and I just posted mine... Memory leaks aren't an issue for me because I have plenty of ram and reboot every few hours to clean it up.