Recently installed (1393) this on my FTB Ultimate server and seen good performance improvements, unfortunately I seem to have an issue.
On server restart any wooden pipes on chunk boundaries don't seem to reconnect to blocks in the next chunk and look like they have nothing to connect to. I've done some testing and this doesn't occur with TT turned or with all components in the same chunk.
Haven't tested all the mod machines, but I've seen it with IC2, Forestry, GT and vanilla chests too, any advice on a way to fix this?
Should be fixed in latest.Have build 1488 installed on a private Mindcrack server; Traincraft is having issues with trying to add fuel to the trains, plus they wont even drive. There's also spazzing when getting into a train, though that quits after a second or two.
2013-05-02 20:34:00 [SEVERE] [TickThreading] Exception ticking entity EntityFreightWagenDB['entity.MinecartFreightWagenDB.name'/4515, l='world', x=-130.60, y=91.50, z=232.50] in rX: -8, rZ: 14, hashCode: 917496/Overworld/0:
java.lang.NullPointerException
at src.train.common.core.HandleMaxAttachedCarts.PullPhysic(HandleMaxAttachedCarts.java:99)
at src.train.common.core.handlers.LinkHandler.StakePhysic(LinkHandler.java:429)
at src.train.common.core.handlers.LinkHandler.handleStake(LinkHandler.java:67)
at src.train.common.api.EntityRollingStock.j_(EntityRollingStock.java:646)
at src.train.common.entity.rollingStock.EntityFreightWagenDB.j_(EntityFreightWagenDB.java:122)
at yc.a(World.java:365)
at in.a(WorldServer.java:647)
at yc.g(World.java:2255)
at me.nallar.tickthreading.minecraft.tickregion.EntityTickRegion.doTick(EntityTickRegion.java:48)
at me.nallar.tickthreading.minecraft.tickregion.TickRegion.run(TickRegion.java:42)
at me.nallar.tickthreading.minecraft.ThreadManager$2.run(ThreadManager.java:90)
at me.nallar.tickthreading.minecraft.ThreadManager$1.run(ThreadManager.java:41)
at me.nallar.tickthreading.minecraft.ThreadManager$ServerWorkThread.run(ThreadManager.java:157)
Bump, cant even run my server using 1555 or 1570. 1555 has my world suffering from memory leaks of all things, all of which occurred 6 out of 6 times after rebooting several times.
1570 (as well as 1569, I theorize all builds after 1558 have this problem but meh) deadlocks the moment after Loading NEI. The fix for #460 (no surprise!) might have something to do with this.
Small update, the fix for AE item loss mostly works, but there are still some cases where items can vanish.
Now I have got no idea of how this mod works exactly, but I do have a small suggestion. Sometimes CurrentModificationExceptions show up, especially with computercraft. If this mod actually replaces code/classes, might I suggest replacing all ArrayLists with CopyOnWriteArrayLists? I'm not sure how this would effect memory usage, just an idea.
Not possible. Just report the issue and I'll fix it properly.Actually, all the cmods I have come across so far are ones caused by computercraft using arraylists. Maybe some kind of system that replaces one line of code as soon as a cmod occurs? Not sure if that's possible though.
It makes the mod able to separate it's ticks into different threads. It enables this entire mod to work, because otherwise, it would never work and throw lots of errors.I just installed that on my server and after a few minutes I needed to remove it.
In console there were alot of errors showing up and the server just freezed every 2 minutes for about 20 seconds.
I am curious what that patcher do with the mods. What are the benefits of having the patched mod?
Im having two problems on my server. My server is an ftb ultimate server and normal has around 50-80 people always online, the mod has been working great about from the two problems that are, when teleporting to a mystcraft age the user will crash on teleporting there. The second issue is really quite annoying when ever some one dies the normally keep there Armour and keep one random item in their inventory but it always depends on how they died.