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  1. #1
    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

    Quote Originally Posted by Dourne View Post
    love the server. ready for public....soon.

    since last weekend i have been having what i can only describe as latency issues. This is not lag as it is not affecting other people playing. nor do i know how to diagnose what may be causing the issue. i can say that i am rubber banding, broken blocks reappear, both with a reg pickaxe and the drill. i use the drill and wait anywhere from 5-30+ seconds for the 9 block area to catch up and disappear. sometimes the blocks broken by the drill then appear as cobble and fall. with 45%+ pickaxe i can arguably mine faster than the drill. on the previous server we had i remember mining for miles without issue i loved the drill. i dont seem to have any other issues but once it starts i end up logging due to frustration. let me know what else you may need from me.
    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?

  2. #2
    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?

  3. #3
    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


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    i work on sat til 5pm mst. but should be able to be on after and on sun.
    Last edited by Dourne; 9th March 2019 at 02:59.

  4. #4
    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.
    Last edited by Dourne; 9th March 2019 at 04:10.

  5. #5
    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.

  6. #6
    Quote Originally Posted by Chogata View Post
    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.
    Last edited by Dourne; 10th March 2019 at 02:56.

  7. #7
    Quote Originally Posted by Dourne View Post
    logged into freebie and same problem. weird it only affects MC. other games including ark are fine no play issues.
    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)

  8. #8
    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.

  9. #9
    Quote Originally Posted by InsaneJ View Post
    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.
    3 outposts is good. i am currently running 5 sethome points( is the default bed point included in those 3?) i would like to up this setting.

  10. #10
    Quote Originally Posted by InsaneJ View Post
    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.
    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.

    Quote Originally Posted by InsaneJ View Post
    As far as the TFC stuff goes I'd like to increase those limitats to the following:
    Spoiler!
    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


    Quote Originally Posted by InsaneJ View Post
    I'd also like to remove the teleport cool down.
    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.

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