Build 1.6.4-1.965.21.89:
jdroque: Removed legacy getBukkitToForge method. This build also does not exist.
Build 88:
jdroque: Fixed config derp.
Build 87:
jdroque: Another fix to prevent hashCode check with null id.
Build 86:
jdroque:
Prevent hashCode check with FakePlayer GameProfile's that contain a null id.
GameProfile javadocs specify either an ID or name can be null/empty yet it
uses the ID in its hashCode method. To workaround this issue, I now search
for a matching gameprofile in HashMap, without causing a hashCode check, and
create a new FakePlayer if no match is found.
Build 85:
jdroque: Fixed derp in config. This build doesn't exist =)
Build 84:
jdroque:
Added configurable TileEntity tick settings. Refactored configuration.
With this new change, each TileEntity that attempts to tick will be added
to cauldron.yml under world-settings. There are currently 2 options for
each TileEntity.
The first option is 'tick-no-players'
- This prevents ticks on a TileEntity if there are no players in range
excluding forced chunks with chunkloaders.
The default value is false. Setting this to true will make it tick
with no players nearby. This setting should be set to true for
TileEntities that need to always tick such as ComputerCraft's computer.
The second option is 'tick-interval'
- This controls how often you want this specific TileEntity to
tick. The default is 1 which means you want it to tick every tick.
Changing this to a value of 20 would mean it would tick every 20 ticks.
Note: this option will only appear when a TE ticks. If the TE has never
ticked before, you will not see this show up in config. You can still
add the option manually to override it when it does tick.
The default config will apply to all worlds. If you want to override a
specific TE in a world, you would add it to cauldron.yml like the example
below :
world-settings:
worldname:
tileentities:
net-minecraft-tileentity-TileEntityChest:
tick-no-players: false
tick-interval: 1
* added TileEntityCache to improve performance overall with new config.
- Whenever a TileEntity ticks, if it hasn't been seen before, a new
TileEntityCache will be created with the data found in config. For each
new tick, the te config data will be accessed from the cache to avoid
performance issues.
If you modify the config, you need to reload by running '/cauldron
reload'. This will update the TileEntityCache so it works immediately.
* added caching for entity immediate despawn checks.
* Fixed many configuration bugs.
* You can now modify anything in cauldron.yml then execute
'/cauldron reload' to have it take effect in game. For other configuration
options use the '/cauldron' command.
* Added StructureStart NPE check to prevent crashes with broken structure
components.
* ChunkGC is disabled again by default. If you experience a high chunk load,
enable chunk-gc in bukkit.yml.
Note: as stated in previous commits, you may experience issues with mods with
ChunkGC turned on.
Build 83:
jdroque:
Added TileEntityCache to improve performance overall with new config.
Whenever a TileEntity ticks, if it hasn't been seen before, a new
TileEntityCache will be created with the data found in config. For each
new tick, the te config data will be accessed from the cache to avoid
performance issues.
If you modify the config, you need to reload by running '/cauldron reload'. This
will update the TileEntityCache so it works immediately.
* added caching for entity immediate despawn checks.
Build 82:
jdroque: Fixed config NPE with DimensionManager. Fixes #1333, #1335
Build 81:
jdroque:
Final build. Fixes #1327
The battle for GC being on and off is finally over, GC stays off.
Agarian Skies servers recommended to turn on. IC2, EnderIO, BOP servers
are recommended it remains off.
To alter setting, use bukkit.yml and change chunk-gc.enabled to false or
true.
This is the final 1.6.4 build.
jdroque:
Added configurable TileEntity tick settings. Refactored configuration.
With this new change, each TileEntity that attempts to tick will be added
to cauldron.yml under world-settings. There are currently 2 options for
each TileEntity.
The first option is 'tick-no-players'
- This prevents ticks on a TileEntity if there are no players in range
excluding forced chunks with chunkloaders.
The default value is false. Setting this to true will make it tick with
no players nearby. This setting should be set to true for TileEntities
that need to always tick such as ComputerCraft's computer.
The second option is 'tick-interval'
- This controls how often you want this specific TileEntity to tick. The
default is 1 which means you want it to tick every tick. Changing this
to a value of 20 would mean it would tick every 20 ticks.
The default config will apply to all worlds. If you want to override a
specific TE in a world, you would add it to cauldron.yml like the example
below :
world-settings:
worldname:
tileentities:
net-minecraft-tileentity-TileEntityChest:
tick-no-players: false
tick-interval: 1
* Fixed many configuration bugs. You can now modify anything in
cauldron.yml then execute '/cauldron reload' to have it take effect in
game. For other configuration options use the '/cauldron' command.
* Added StructureStart NPE check to prevent crashes with broken structure
components.
* ChunkGC is disabled again by default. If you experience a high chunk load, enable
chunk-gc in bukkit.yml. Note: as stated in previous commits, you may
experience issues with mods with ChunkGC turned on.
Build 80:
jdroque: Fixed server ping stalling.
Build 78:
jdroque:
Updated README.
Cleaned up some derp code. I need to sleep more and not work on
bugs I already fixed =)
Build 77:
jdroque:
Updated README.
Cleaned up some derp code. I need to sleep more and not work on
bugs I already fixed =)
Build 76:
jdroque:
Don't remove players if detected in wrong chunk location.
* AgarianSkies servers can suffer a big TPS loss with GC not enabled, so I
have decided to just keep it on like MCPC+ always had. If you experience
issues, you can set chunk-gc.enabled to false or period-in-ticks to 0.
Build 75:
jdroque:
Don't remove players if detected in wrong chunk location.
* AgarianSkies servers can suffer a big TPS loss with GC not enabled, so I
have decided to just keep it on like MCPC+ always had. If you experience
issues, you can set chunk-gc.enabled to false or period-in-ticks to 0.