I've added the quote for you to point it at the exact post you wanted to make the reference. :)
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Set up a few blocks far east of spawn (closest chunk allowed by the configs) for people to try and break, switch, steal from. Only protection is the Towny built in protections, so we will see how easy it is for non-OP people to grief/steal stuff.
In setting this up, I ran into an old bug that I can't remember how I fixed. Blue power gates freeze your game and fill your log with render errors. Not sure if it is a shaders mod bug, since that is the only real "extra" mod that I have running.
*Edit* I have confirmed that disabling shaders mod fixes the blue power problem. I love my shaders, but I love my logic gates more!
Thanks for setting that up :)
What I'd like to know is if players can interact with blocks, containers, machines, etc. with and without the use of tools or weapons.
Outsiders can break carts, chest and cargo.
Can operate the minecraftswitchlever ID 69:10 / 69:2
Was not able to access anything else there.
Was that as an admin/op? OP has all perms even if you're set to default via permissions.
In my testing with a couple of non-OP players in the Enertrons, I had to enable switch in the particular chunk to outsiders and then control things I didn't want getting 'switched' via worldguard. So by default it was already off.
Used alt account with no perms.
Clarify, "chest cart" and "cargo cart".
Chest cart are vanilla I think. And cargo cart railcraft I think.
Thanks! I'll see about adding those to the protection lists.
Quoted from this thread:
https://happydiggers.net/showthread....ady-for-launch
We'll discuss this here to keep that thread clean: just a yes/no and opinion thread :)
You say it's not affecting other players. Does that mean other players standing right next to you, or players elsewhere on the server? If it's the latter then I think we should try to have someone you join and see if they lag as well.
Other than that, have you excluded the usual suspects?
- Update graphics drivers.
- Update Java.
- Use OptiFine and Fastcraft.
- Allocate 4GB of memory to TnFC's Java instance.
- Tune down the fancy graphics a bit. Disable better leaves, particles, anti-aliasing, filtering, reduce chunk updates to 1 in Optifine, etc.
And of course, what kind of PC are you running this on?
I have tested out the IE drill independently today and there is no lag or slowdown on my end. Could this be from my account being OP'ed?
Other than that, have you excluded the usual suspects?
- Update graphics drivers. yes 3/5 gtx1060
- Update Java. last updated 3/6
- Use OptiFine and Fastcraft. believe i was, checking.
- Allocate 4GB of memory to TnFC's Java instance. yes
- Tune down the fancy graphics a bit. Disable better leaves, particles, anti-aliasing, filtering, reduce chunk updates to 1 in Optifine, etc. should be close to default
Attachment 3843
i work on sat til 5pm mst. but should be able to be on after and on sun.
issue is no longer isolated to the drill. i am having trouble moving after teleport, longer load times. optifine and fastcraft are installed although not sure updated. changed graphics to fast and still had issues. Removed better foliage.
still bouncing back and forth and after teleport at least 3 sec before i can interact with boxes, barrels, sandwich grid, anything you can open/interact with.
logged into freebie and same problem. weird it only affects MC. other games including ark are fine no play issues.
Try to install a clean instance of TnFC. Also, I have almost the same hardware as you do and I don't use Optifine, never have and I don't have weird lag problems. Bob, who loves Optifine (and shaders) does have them from time to time. Last time he had them, he ended up with having to do a clean install of MC, nothing else helped.
did this twice(from ATL). 2nd time i deleted the folders even. left out mods that gave me install problems the last and first reinstall times. same issue happens from the start. i load in and try to turn the camera left or right and get bounced to the original view. this happens for 30-60 seconds then i try to move. i move so far and bounce to original spot again for 30-60 more seconds after 3-5 min of standing still i can somewhat move around. if i try to access any storage the action takes 30-120 seconds. once it catches us to my actions i can again somewhat use it. i would not say normal operation though. teleporting to home or outposts breaks it and i start the cycle all over.
msg me on discord or steam and i will log in no matter what i may be doing at the time.
If you have this issue on both the TFC and the TnFC server then it could also just be a bandwidth issue. TFC is known to require a lot more upload bandwidth from clients than vanilla Minecraft does. Could you do a speed test?
Go to https://www.speedtest.net and change the server to one in Amsterdam. (Settings -> Global Settings -> Change Server)
On a different note, we still need to establish realistic building limits. I'd like to follow what we've done for the TFC server and set limits on a per town basis.
DOM, you've had a lot of experience building stuff. Any recommendations?
I'm thinking about 1 major building project per town like the miner from Mekanism and those huge immersive engineering machines.
As far as the TFC stuff goes I'd like to increase those limitats to the following:
- 10 total adult animals. This means any selection of adult animals that totals to 20.
- Each animal needs to be in its own 16x16 pen in it own chunk fenced in, the fence can have small sections for gates.
- 3 plots of tilled soil farmland or berry bushes. This means 1024 blocks. They may be in more than three plots, but 1024 max blocks.
- 10 fruit trees. (All kinds allowed: red apple, green apple, banana, peach, etc.)
- 1 of each kind of anvil. (copper, bronze, wrought iron, steel, etc.
- 3 outposts
- 3 /sethome points per player
Chunk loaders of any kind are not allowed. This also includes keeping chunks loaded with redstone.
I'd also like to remove the teleport cool down.
Result ID
8101931228
Ping ms 136
Download Mbps
16.45
Upload Mbps
10.81
on different note here i am going to switch my boot drive from a 500gb which is always close to full to a 4tb drive. hope this helps. pray i have a computer after this.
Not sure what this is saying... Only 1 of each major machine? 1 large building with many machines?
I am not sure what the IE machines take up in server load, but they seem to build into one single entity after they are complete so it might not be too bad. I have not had any slowdowns from running machines, but I have however experienced slowdowns (may be client side) from the IE external heaters flickering. Those heaters need a constant source of RF if they are active and if there isnt enough, the heater flickers on and off producing lighting updates rapidly.
On the other hand, I know that the AMP server massively slowed down (local client) when the Mekanism building loaded. We do have a slight advantage since the Mekanism machines are the last tier of the tech tree, so they wont be in every base until you make it to that tech (personally I have not made it there yet). The disadvantage is that the machines are easily crammed into a small space and offer a tremendous amount of production capability, so once players make it to that point, most of their big IE machines will be replaced with multiples of Mekanism machines that server the same (or better) function.
With all of this said, I dont feel as if I have enough information to dictate the limits to machines... I tend to play with bare minimums and little automation, so I wouldnt have the experience either.
My suggestions/questions/fixes in green (the best of the colors):
- 10 total adult animals. This means any selection of adult animals that totals to 20. 10 or 20? FYI many recipes need leather...
- Each animal needs to be in its own 16x16 pen in it own chunk fenced in, the fence can have small sections for gates. I understand the need for this, but is there allowance to control the animal bumping with another method? A single player in a town only has so much space and would need to allocate a large portion (over 50%) of their plots to housing 20 animals.
- 3 plots of tilled soil farmland or berry bushes. This means 1024 blocks. They may be in more than three plots, but 1024 max blocks.
- 10 fruit trees. (All kinds allowed: red apple, green apple, banana, peach, etc.) There are a few recipes that require fruit tree saplings, so this will have to be closely monitored. I have felt the need to expand my fruit tree farm recently.
- 1 of each kind of anvil. (copper, bronze, wrought iron, steel, etc.
- 3 outposts The # of outposts could be larger since there are a LOT more resources to gather, but on the other hand, if the player chooses not to claim the mine it should be fair game.
- 3 /sethome points per player
I have been using TPs a lot since I have OP perms and would have to say that TPs on TFC are quite OP, but are a necessary evil for multiplayer. On my singleplayer instance I was forced to build tremendous transportation networks and loved it. I do plan on making a railway network with my favorite mod ever (railcraft) and distribute beer to the masses.
About the machines. I was thinking about the huge multi-block machines. What I'm looking for is a reasonable and easy way to limit the amount of stuff per town. From experience we know pipes and bad wiring are TPS killers. I don't want to limit the amount of pipes or wires per town, that would be crazy. Instead we could give directions to players on how to optimize those things if they become a problem.
Alternatively we could install Opis (if it works with our TnFC server) and see which plots use the most CPU time. If certain chunks stand out we can talk to the owners of those chunks to work things out.
My idea was 10 adult animals per town. We can increase the plots per town member from 16 to 25. Land isn't exactly in short supply.
How about 5 outposts?
Case by case and Opis checks sounds like a great idea if it works. I think that the players on the server should know that their automation setups have an effect on others and that they may have to reduce their footprint if requested to. I know that we aren't talking AMP levels of automation here and the amount of materials being processed is much lower, so we might be ok with a Laissez-faire approach.
I am fixed for now. will monitor and possibly change the game location to my new drive if i encounter any more problems.
that was short lived to a point
see attached.
Big machines almost always have just one active (TE) block, the rest is decoration. So no need to limit them more than small ones.
I think people that will seriously play a lot and make it to really advanced stage will be the more mature ones, so something to measure load/lag in a chunk and a general rule about downsizing on admin request should be enough.
Also, I remember the official TnFC server (when it was still on) had a reset scheduled every 6(?) hours. There was a countdown from 10 minutes (10,5,1,30 sec, 15 sec, 10 sec, 5 sec, zero) so nobody was surprised when it happened. There were no limits on building stuff and at its peak the server had 10+ players active at the same time, some lag sometimes occurred, but nothing drastic. I suspect this setup was made to counteract poor garbage collecting behaviours.
I know some people will say restarts are a pain, but personally, if I had to choose between more strict limits or restarts, I would pick restarts.
As for the proposed rules, 3 plots don't mean 1024 blocks, it's 4 plots ;)
We can double the amount of plots per town member to 32. This will however result in monster towns pretty with huge outposts quickly. Might be fun :)
The point I was making is that I'm looking of an easy way to limit the amount of stuff players build. Big machines are easy to point out and if you only have one of each you only have infrastructure for one of each. But doing it with Opis should also be possible although that would mean more staff involvement.
Restarting the server won't solve lag due to having too much stuff running. It'll only temporarily solve memory creep. So far I don't think we've had many problems with that. But if needed we can always start restarting the server more often.
In my proposal for limitations I only edited the first values, not what came later in text. The whole thing was copy/pasted, then I changed the first value. I'm sorry for your confusion, guys :p (Yes, yes, I know I caused it. Sorry!)
Don't get rid of Optifine, update FastCraft :)
https://minecraft.curseforge.com/pro...astcraft/files
i did drop optifine but still had the stutter issues. will readd and update fastcraft.
improvement. its now restricted to 20-30 immediately after load/teleport but after that i can move eat drink interact normally. optifine is D6 and fastcraft is .25
Spoiler!
Try removing the Weather 2 mod.
Removed localized weather and ..stuff cant remember the name. then got this
Spoiler!
i did not see one listed as Weather 2
Whoops. Mods, not plugins :B You can't just leave out server side mods in your client. Sorry about that.
You seem to have everything as up to date as you can get it except your OS. You're still running Windows 7. I would never suggest upgrading to Windows 10 (it's so bad). But perhaps you could give something like Linux Mint a go? I'm running on Linux for a few months now and it's been great. You could try running it of a USB stick (or perhaps an old HD) to see if it works for you.
The ATLauncher.jar works as you'd expect. Games running via Steam work just as they do on Windows for the most part. And TnFC doesn't seem to crash because of a bad weather mod :B
Of course that's quite a bit of a hassle just to run a mod pack. I could just try removing weather 2 from of the server. Since I've disabled the tornadoes all it does is let the client to render some 3D cloud stuff. It's not like we're missing out on much if we would remove it.
Thoughts?
I agre that the wheater mod could/should get taken out. I have had a hard time with water because of it and the clouds are all glitch for me so Im all for it!
I have removed weather 2 from the server. You may remove weather2-1.7.10-2.6.1_tnfc.jar from your clients.
For the protections, still can operate the lever, i called it a switch, which may be confusing.
Can operate the minecraftswitchlever ID 69:10 / 69:2
I don't know if I never noticed it before or this is something specific to this server, but ingots in forms put in a (TFC) chest cool down REALLY fast...