No worries. This power source is going to run a MassFab for a bit until I can make Ultimate Solars. Then they'll take over.
Automatically Appended Next Post: Ok Grundz, I've thrown down a Towerwood Block as an indicator for the MFSU. Should you have no Axe to take it out, there's one in the furnace nearby. (couldn't be bothered to make a chest)
4oursword wrote: No worries. This power source is going to run a MassFab for a bit until I can make Ultimate Solars. Then they'll take over.
Automatically Appended Next Post: Ok Grundz, I've thrown down a Towerwood Block as an indicator for the MFSU. Should you have no Axe to take it out, there's one in the furnace nearby. (couldn't be bothered to make a chest)
attach a circuit to it so when its at less than half or something it turns off or run the mass fabricator at MV or you'll drain the entire power grid
I will do, just that it'll facilitate me to get better stuff.
(that and I can salvage the materials later lolz)
What do you mean internal monologues don't work online?
I'll likely use it to power some grinders after all else. At the moment, Carminite Golems take a fair while- the lava blade and three sentries are only so effective.
I'll post a picture showing this later but i figure id share something neat i discovered and showed Dark about Railcraft slabs.
Railcraft slabs let you place 2 different styles on top of eachother. i put a layer of solid blood stained slabs down and then i put a layer of blood stained brick slabs right on top of it.
I was going to see if you could do this with different types of railcraft slabs, like an infernal slab with blood stained brick slabs on top. I am thinking this might not work but who knows.
Seeing as it's currently quarter past 4 in the morning here in the UK, you'll have to be patient and hope Dark sees this before he heads off to work and can do something about it, or has time before he gets back later tonight.
Just a little warning that it might be a slight issue for a bit longer than normal.
power system for the dome now turns off about 80% of the time, when power reaches the last layer of redstone energy cells everything turns on to charge them back up, 1/4th of the engines are always on
this should reduce lag in the dome area if you had that problem
It just went down again (can't reach server). It happens after every other reboot. Ping doesn't work either, but it's common nowadays to turn ping off.
darkinnit wrote: Sorry for the delay, wasn't following the thread today.
Looks to be a crash related to wireless redstone. Anyone added a new wireless redstone transmitter/receiver setup about 17 hours ago?
im using wireless redstone channel 2222 2221 and 2223 for the toggle, its all located near my redstone cells and in the basement of my base is the flop switch since its every other crash im guessing thats what it is, its just a basic flop switch with wireless redstone instead of redstone wire on either side ... ~.~
darkinnit wrote: Sorry for the delay, wasn't following the thread today.
Looks to be a crash related to wireless redstone. Anyone added a new wireless redstone transmitter/receiver setup about 17 hours ago?
im using wireless redstone channel 2222 2221 and 2223 for the toggle, its all located near my redstone cells and in the basement of my base is the flop switch since its every other crash im guessing thats what it is, its just a basic flop switch with wireless redstone instead of redstone wire on either side ... ~.~
I don't know, sorry. It might be the way it's setup, any particular mod blocks it's in contact with etc. Apparently the a few bugs are fixed in Unleashed 1.1.4 but I'm not sure why they're holding off on making 1.1.4 recommended. They must have their reasons...
No new wireless on this end... I think I actually removed all of mine. used to run them to my engines, but removed them when they migrated to a new station...
darkinnit wrote: Sorry for the delay, wasn't following the thread today.
Looks to be a crash related to wireless redstone. Anyone added a new wireless redstone transmitter/receiver setup about 17 hours ago?
im using wireless redstone channel 2222 2221 and 2223 for the toggle, its all located near my redstone cells and in the basement of my base is the flop switch since its every other crash im guessing thats what it is, its just a basic flop switch with wireless redstone instead of redstone wire on either side ... ~.~
Then go remove it and see if the crashes stop?
Thats the plan but server was down at time of post, going to check again now
cptprice0330 wrote: Removed my wireless although if the server crashes due to slimes , may be my spawner getting stuck
Is it an MFR spawner? Were you putting the Wireless redstone receiver/transmitter right up against the spawner? MFR stuff really doesn't like Forge Multipart in this version (it's why you crash when clicking MFR machines with a torch or lever in your hand). Wireless redstone is now made with Forge Multipart components because Redpower doesn't exist anymore.
If you were using Wireless Redstone items touching the MFR spawner, you may be able to have it work by just having a buffer of one piece of vanilla redstone between them...
cptprice0330 wrote: Removed my wireless although if the server crashes due to slimes , may be my spawner getting stuck
Is it an MFR spawner? Were you putting the Wireless redstone receiver/transmitter right up against the spawner? MFR stuff really doesn't like Forge Multipart in this version (it's why you crash when clicking MFR machines with a torch or lever in your hand). Wireless redstone is now made with Forge Multipart components because Redpower doesn't exist anymore.
If you were using Wireless Redstone items touching the MFR spawner, you may be able to have it work by just having a buffer of one piece of vanilla redstone between them...
Ahh i will fix that , need to adjust the spawner anyways, the explidantial growth of slimes is rather annoying
cptprice0330 wrote: Removed my wireless although if the server crashes due to slimes , may be my spawner getting stuck
Is it an MFR spawner? Were you putting the Wireless redstone receiver/transmitter right up against the spawner? MFR stuff really doesn't like Forge Multipart in this version (it's why you crash when clicking MFR machines with a torch or lever in your hand). Wireless redstone is now made with Forge Multipart components because Redpower doesn't exist anymore.
If you were using Wireless Redstone items touching the MFR spawner, you may be able to have it work by just having a buffer of one piece of vanilla redstone between them...
Ahh i will fix that , need to adjust the spawner anyways, the explidantial growth of slimes is rather annoying
Ramos Asura wrote: Hmmmm... Have you done that before? I think that sounds like it mighta been it.. Best way to move barrels is probably using a gravity gun.
i prefer Deep Storage Units for lots of stuff. that way, you can break it without loosing all the items in it!
Might be difficult for you magic types
Well. I had done it before. I think it doesn't like it when a golem tries to pick it up
The server appears to be up (as Xeriapt has just logged in). Can't say it will stay up if someone goes to Twilight Forest and the chunks around StormWarrior's place get loaded.
If it does crash when someone goes to the Twilight Forest, you'll just have to avoid that dimension until I can get home and remove the offending golem.
I fix that by logging in to single player first, exiting out of the single player server (not the game), then going to multiplayer, if i dont do this, i crash on join every time.
when you log back in flip the switch you are standing next to and behold the majesty
darkinnit wrote: The server appears to be up (as Xeriapt has just logged in). Can't say it will stay up if someone goes to Twilight Forest and the chunks around StormWarrior's place get loaded.
If it does crash when someone goes to the Twilight Forest, you'll just have to avoid that dimension until I can get home and remove the offending golem.
Does anyone know of a way to stop Carminite Ghasts from spawning? They're not particularly dangerous, but they're annoying.
Light seems to prevent their spawns in certain areas, but after a while, one or two will spawn in a fully lighted area and make their annoying screaming noises.
its going to be a complex build. And I am calling it my Magic House. Which will mainly use magic. Such as thaumcraft to a certain extent.
Challenge accepted!
The race for the most powerful node begins!
Not really a race. You can have it. I just want a node that is completely ready for my hefty need for thaumium, alumentum, nitor and many other objects.
Absolutionis wrote: Does anyone know of a way to stop Carminite Ghasts from spawning? They're not particularly dangerous, but they're annoying.
Light seems to prevent their spawns in certain areas, but after a while, one or two will spawn in a fully lighted area and make their annoying screaming noises.
I have a pest problem.
make magnum torches
in fact, make a bunch of the potions for them and i'll trade you since I dont have automated brewing yet
its going to be a complex build. And I am calling it my Magic House. Which will mainly use magic. Such as thaumcraft to a certain extent.
Challenge accepted!
The race for the most powerful node begins!
Not really a race. You can have it. I just want a node that is completely ready for my hefty need for thaumium, alumentum, nitor and many other objects.
Maybe Dark, use this opportunity to upgrade versions or something? Too many unnamed items, and did anyone else notice today the icons for solenoids and other crafted items are suddenly bows instead of what they are supposed to be?
If wireless redstone transmitters (for example) cause this kind of problem, and they are supposed to be usable in-game, then it's broken by any logic.
The version is updated when it becomes recommended IIRC. Can't remember why we're not running 1.1.3 yet (the reason is buried earlier in this thread) but I think it was a good enough reason to warrant waiting for 1.1.4.
Then again, Dark might just dislike the number 3, but since he admins the server, I guess that counts as a good reason.
Avatar 720 wrote: The version is updated when it becomes recommended IIRC. Can't remember why we're not running 1.1.3 yet (the reason is buried earlier in this thread) but I think it was a good enough reason to warrant waiting for 1.1.4.
Then again, Dark might just dislike the number 3, but since he admins the server, I guess that counts as a good reason.
If I recall correctly, everything in 1.1.3 is working, but the Force Logs -> Force Sticks crafting is outright nonfunctional. Considering how essential a force stick is to starting Dartcraft, it is a detriment to people just starting out.
A solution could be updating to 1.1.3 and just spawning a communal pile of Force Sticks in the Nexus next to the books. It's not that (I think) having an infinite supply of Force Sticks is gamebreaking. You still need Force Ingots and Force Gems and Liquid Force to Force Force the Force forcey tour-de-force forcey Forcecraft Dartcraft Forcibly force the force forcey four force.
Absolutionis wrote: If I recall correctly, everything in 1.1.3 is working, but the Force Logs -> Force Sticks crafting is outright nonfunctional. Considering how essential a force stick is to starting Dartcraft, it is a detriment to people just starting out.
A solution could be updating to 1.1.3 and just spawning a communal pile of Force Sticks in the Nexus next to the books. It's not that (I think) having an infinite supply of Force Sticks is gamebreaking. You still need Force Ingots and Force Gems and Liquid Force to Force Force the Force forcey tour-de-force forcey Forcecraft Dartcraft Forcibly force the force forcey four force.
Woah...
However, you do all have a point. I'd figured that dealing with unnamed things wasn't that big of a deal, but upgrading and then having one mod become unusable was a pretty big deal. However, if we keep having these crashes, then the entire server is unusable. I also thought that 1.1.4 was coming real-soon-now, but it's been weeks and it sounds like the FTB team are now focusing on Minecraft 1.6 modpacks.
I think that the Trade-o-Mat is fixed in 1.1.3 (I'll have to test it), so I could set up a Trade-o-Mat for Force sticks.
I'll test upgrading the server to 1.1.3 this weekend and if everything's fine and nothing explodes and no rifts open up, then I'll upgrade it. Huzzah?
At the moment the crash is being caused by someone's Applied Energistics ME system. If anyone knows of anything silly/unusual that they've tried to do with one recently, let me know as it will help get the server fixed. I'm leaving the server offline till I have time to look at it because it just crashes on startup anyway.
Well my primary ME system is obscenely huge (350 units of power consumed minimum) and runs throughout my entire base.
I also have 3 sub-networks tied into that system for minium cobble to iron, UU matter production, and honeycomb processing.
Then its a bunch of mini-networks scattered throughout the dimensions, including a Mob Grinder/treefarm, and an auto frame builder/alveary supplier.
Havent changed anything in any of my networks, so its unusual if anything just started out of the blue. :/
I can only confirm so far that it is not Grundz' system. I disabled it and the crashes persist.
Has anyone set up an ME system (including it's wires) touching anything unusual? The crash occurs on a "notifyNeightbors" function, assuming the spelling isn't the cause of the crash, it could be that the ME system is having some weird interaction with a nearby block.
darkinnit wrote: I can only confirm so far that it is not Grundz' system. I disabled it and the crashes persist.
Has anyone set up an ME system (including it's wires) touching anything unusual? The crash occurs on a "notifyNeightbors" function, assuming the spelling isn't the cause of the crash, it could be that the ME system is having some weird interaction with a nearby block.
I doubt its possible but my AE system and the problematic forcefield may have something to do with it
Off the top of my head, I have some touching squeezers, carpenters, advanced crafting tables, alveary frame housings... lots of ME interfaces touching other blocks like assembly tables and IC2 machines....
Cant think of any of those causing troubles... Its all worked great in the past :/
The forcefield was intersecting/overlapping the ME system and it was flickering off and on.
I'm just testing some final things. While you wait.... update your modpacks to 1.1.3
I did update the server as part of trying to resolve it, hoping an AE patch would fix it.
After you update to 1.1.3, quit the game and start the launcher again and click "Edit Mod Pack" and re-enable Biomes o Plenty, Hats, HatStand and XReliquary.
The forcefield was intersecting/overlapping the ME system and it was flickering off and on.
I'm just testing some final things. While you wait.... update your modpacks to 1.1.3
I did update the server as part of trying to resolve it, hoping an AE patch would fix it.
After you update to 1.1.3, quit the game and start the launcher again and click "Edit Mod Pack" and re-enable Biomes o Plenty, Hats, HatStand and XReliquary.
Oh hell yes! No more living in a biome of unnamed blocks chopping down unnamed trees!
Also, is this the update that allows for Nether Hives?
The forcefield was intersecting/overlapping the ME system and it was flickering off and on.
I'm just testing some final things. While you wait.... update your modpacks to 1.1.3
I did update the server as part of trying to resolve it, hoping an AE patch would fix it.
After you update to 1.1.3, quit the game and start the launcher again and click "Edit Mod Pack" and re-enable Biomes o Plenty, Hats, HatStand and XReliquary.
Well now thats sorted , i really should be carefull where i put things ...
General defense , to keep the damned rain out of my base , and to look cool
although i have found the problem , one of the upgrades increases the thickness of the forcefield causing it to clip the ae system
i really should be more careful
The startup crash looks to be an argument between the MFFS forcefield and forge multipart (which is used in wireless redstone). But the crash that took down the server was an argument between the MFFS forcefield and the tesseracts.
I think it's best if you just avoid having forcefields intersect any mod blocks
You know, on a FtB server it's actually disturbingly easy to break it.
All you have to do is get the basic setup equipment for an infinite chicken spawner (which is, if using surrounding material for structure- a few buckets of water, a hopper, some pipes, a redstone ticker of some sort and a dispenser). Get a few of those 'kits' together- travel all over the world, and bury them in random places in the wilderness. Stock each with a chicken...
And, of course, have a single chunk loaded with them as well.
Do this in more than one dimension too. Break the whole thing. Watch it BURN.
That's like flipping the board game off the table because you're losing, or breaking your friends toy because he has it and you don't, or even shutting down the Government in a tantrum to appease your corporate masters....
I have generating a few dozen chunks/running from one side of the server to the other in a couple of minutes bookmarked for maximum Darkinnit attention seeking. =P
I think I'm done for awhile. I did a dumbass thing, died, and lost everything..again. I need to build all new batteries, etc. It'll take a long time, and I just don't feel like spending the entire weekend doing that, borrowing you guys' magma crucibles and induction smelters. Grundz, feel free to continue the smelter project.
Because that is such a cool design for your walls!
the shame is that the map doesn't show all of it.
The dark grey blocks are infernal block, the red are various blood stained block. there is nether rack fence on the top that you can barely see and there is nitor on some of the posts.
It's not TPS (Ticks per second) lag (i.e the lag you get when someone makes some machine or system that slows the server to a crawl).
It appears to be network lag and it's not constant, but happens frequently at regular intervals.
I haven't had time to investigate it thoroughly, however, the quick checks I ran the other day turned up nothing. The bandwidth is normal, not maxed out. It was happening when only a couple of people were connected, so it's not hitting some kind of player limit. There were only a couple of active TCP connections (matching the player connections), so it doesn't appear to be anything running in the background. I need to determine whether it's just the Unleashed server that's affected, or the vanilla one too, or the entire hardware host.
It's not TPS (Ticks per second) lag (i.e the lag you get when someone makes some machine or system that slows the server to a crawl).
If you do /tps during one of the lag spikes, you do get a readout indicating that something is wrong with TPS:
If you don't do it during one of the lag spikes, it seems normal:
Note that something is wrong with the Overworld, but it's still affecting me in Twilight Forest. Nobody else was on at the time the screenshots were taken, and I'm not in Overworld, so it's probably someone's chunkloaded contraption somewhere and not player-loaded.
Well, its not me. I double checked all my systems, and everything seems to be operating at efficiency.
Dark might find something, but from my end, everything checks out.
I get lag spikes here too, so I feel your pain.
And Grundz: Polish System is up and running on Ender Chest "Brown White Brown"
Lots and lots of wood polish now.
I think the issue was that you have things coming in from other chunkloaded locations (such as quarries, and your bee place). But your base itself was not chunk loaded. This was leading to repeated loading and unloading of chunks around your base.
This seems to have fixed the lag and it explains why you don't notice the problem when you're online (because your player loads the chunks).
Because the chunkloader belongs to me, you can't adjust it, so let me know when you're next on and I'll remove it and you can place your own.
In your bee place, I've added some gold pipes to speed up the items in the pipes, as some were moving extremely slowly.
I also replaced your advanced crafting table with a cyclic assembler. I'm not sure what was going on, but the lasers were making a lot of calls to the server even though they weren't doing anything. The lasers and crafting table are in a chest behind the cyclic assembler. The cyclic assembler is set to craft the impregnated frames and I've tested it and it's working.
Really shouldn't be a loading issue, as I've a chunk loader already covering the base- Its tucked away in the warded stone ME room, so that'd explain why you didnt see one.
Gold pipes in the bee area sounds good, thanks. I was planning on doing it, but got sidetracked with other projects. (happens too often) Cyclic assembler is fine too, and might actually work better than the crafting table. Again, thanks. I hadnt even thought of it.
Hmm... Would the Assembly table at my home base be one of the issues? It has the most lasers by far, and recently ive seen it stuttering a lot more... *goes off to investigate*
You logged off, but I've removed my chunk loader. Maybe try breaking and replacing yours and make sure it has no redstone signal nearby. The lag issues definitely stopped when I added a chunkloader.
The lasers at your place seem fine, it seemed to specifically be an issue with the ones at the bee place. They looked fine to me, probably just bugged out somehow.
my wall design isnt entirely my own, i watch loads of Sjin's various Let's Build series and just borrowed bits and pieces from different builds. in Tekkit i was trying to make my area not look as booring as my Vanilla area does and in FTB i went a bit further. i do have loads of cool things planned as Sjin's work really gave me some good inspiration and ideas on how to make structures look better
I'm pretty sure the issue is to do with chunk loading at Gaskan's place. The lag spikes were completely gone when I put a chunkloader there and left. However, by the sounds of it, since I've removed my chunkloader, Gaskan's chunkloader still isn't working for some reason.
One possible reason could be that Gaskan has too many chunkloaders and has hit the 5000 chunk limit. But that's a lot of chunks, it's almost so many that it might as well not be a limit at all. I'd find it hard to believe there are that many chunks being loaded across all players, let alone for one person.
Gaskan, did you break and replace the chunkloader? Is it set to 5 square (or whatever it takes to cover your base)? I placed my chunkloader in the centre of your liquids area as that seemed central-ish to your base. Maybe the chunkloader in your ME room is not quite central and is leaving some section of the base unloaded?
I can help out later this evening to try to resolve this, even if the best I can do is leave a chunkloader there permanently.
I have a lot of chunkloaders, but nowhere near 500 chunks...
I did break and replace the loader after last time. And all the settings are as they should be.
The ME room -should- be centralized. Ill try putting the loader in that tank room and see if that helps at all.
Im really sorry guys. i dunno what the heck is going on. Very little has changed in my base this past week, so it should be operating just like normal!
Hey Gaskan, I checked and I can't see any problem on the server.
There are no lag spikes and I went to your place and your chunkloaders are working.
If anything, the server performance seems at an all time high, but that might just be because I'm the only one on right now
Automatically Appended Next Post: Ok, so for the last two server restarts, Gaskan's chunkloaders weren't working. This is very odd (especially as other people's chunkloaders were working - I tested 4ourswords) and it's making me think that perhaps the Chunkloader data files are partially corrupt.
For now I've placed my own chunkloader back at Gaskan's place and this is working to prevent the lag spikes.
I'm going to see if there's a way to view, edit or at least check the Chunkloader data files for problems and if not, I'll test what happens if the files are deleted and recreated (i.e. by placing down the chunkloaders again).
Maybe the update hosed something? Perhaps the old chunkloaders were not compatible? maybe they need remade under the new update? Remember the neutral mobs all respawned?
Ramos Asura wrote: Chunk loaders definitely are having issues... I've been noticing my bees not breeding as they should.
I come back to an area that -should- be loaded constantly to find bees still working when they should be dead!
I had this problem too. None of my bees would keep going with the chunk loader. The same happened at my main base with that chunk loader not keeping the squeezer going.
1. Chunkloaders have a spinnyfloaty ball on them and deactivate when you apply a redstone signal to them. Maybe that may be the case.
2. I've read in places that the Chickenbones Chunk Loader has a tendency to not work well with some trees. Trees would have to be body-loaded by players. Perhaps bees are the same?
I am absolutely certain that Chunkloaders are not working unless the owning player is online. Report to follow.
I noticed that after a used Spot Loaders to load my new base, my Boilers keept completely shutting off. The fuel was fine, but the temperature would reset to 0degC. Not only that, but the chunks where I had "loaded" with Spot Loaders had been 'frozen' with steam still in liquiducts and steam engines still operating.. The chunks where I had portals, the liquiducts had *no* steam and the engines had shut off completely. Portals were loading chunks, chunkloaders were *not* loading chunks, and steam boilers were resetting their temperature after a server restart.
Automatically Appended Next Post: I hope you all don't get too upset. I invaded everyone's privacy, but it was for a good cause... I think... I tried to invade as much as possible as a form of equal opportunity invading.
Tons of pictures:
Here is me on the map. I Chunkloaded a bunch of stuff because I'm online. Those dots on the map are my Spot Loaders. The Blue Dot near my mouse is me. The Portal I have is chunkloading in the same chunkas I stand. To the upper right, you'll see Mondo's place. He was online at the time and thus all his chunkloaders are working fine. He has one at an 11x11. That blue dot on the map is him.
Spoiler:
Mondo is on the map. Notice how close we are to spawn. Nobody else's bases are chunkloaded aside from mine and Mondo's stuff because only us two were online at the time.
Spoiler:
I asked Mondo to log out for a few seconds. His stuff remained loaded.
Spoiler:
Grundz's base is really close to spawn. However, it wasn't loading. Considering how much stuff he has, I thought it impossible that he didn;t have a single chubkloader. Therefore, I invaded his privacy. I noticed MFFSystems chunkload as well as portals. However, note that on the map only the MFFS is chunkloading.
Spoiler:
With Grundz's privacy not invaded enough, I searched for his chunkloader. He let me in his place a while ago, so I was able to check out the machines and see how they worked. I remembered where the loader was. However, on the map, only the portals were chunkloading.
Spoiler:
I went over to Darkinnit's place and found a single spotloader. It wasn't doing anything. The lonely blue dot is me. The other blue dot is Mondo hanging out in his base.
Spoiler:
I went over to Gaskan's Bee Base. He had a Chunkloader. It wasn't working. As usual, the only green dot chunkloading was the portal he had.
Spoiler:
I went to Gaskan's main place because it tends to lag the server. Items were all over the floor and his item chest from the Beebase was completely full.
Spoiler:
This was because his ME system wasn't even on while the BeeBase was shipping items over. I assume this was because his boilers were resetting and cutting off power altogether. This is exactly the problem I was facing.
Spoiler:
I'm quite certain that Gaskan hasa chunkloader somewhere, but it wasn't easy to spot so I gave up. On the /chunkloaders map, there was nothing. I was alone. Note Mondo's base is still happily working in the bottom right,
Spoiler:
I know it's not much, but Gaskan, I picked up what I could and shoved them in this chest. It would have despawned anyways.
Spoiler:
No privacy left uninvaded! This is Cptprice's place. Chunkloader not working. Only a portal and a gigaton of MFFSs.
Spoiler:
Schellan's place. Same deal. Nothing.
Spoiler:
GangstaMuffin's place. Same as everyone else. Found a chunkloader. Not working.
Spoiler:
Automatically Appended Next Post: More evidence:
Here I am before a server restart. Mondo had logged off by now.
Spoiler:
Server is about to reset in 10sec. Mondo's base is still loaded.
Spoiler:
Post server reset. Mondo's base is no longer chunkloaded. I am alone on the server.
I felt like this was the case, but I'm kinda glad for one reason.
I left a system half unfinished and chunkloaded D: Enchanted items would be spilling everywhere
Yeeeeep. Thats sounding about right.
Definitely think Stein has a right idea- the update might have broken the loaders. Never had these problems then.
No worries on whatever got "lost", Abs. Im just thankful you popped in and saved what you could. Im going to hop on soon as I can and rig up an emergency override for my systems...
This is becoming a bit troublesome :/
Oh and regarding my chunk loaders- They're indeed there, I just tend to tuck mine out of sight whenever I can
Automatically Appended Next Post: Hmh.... and I seem not to be able to log on anymore without getting java timed out :/
Hi all, sorry for the lack of replies, I was away at the weekend. I'll look into the chunkloader problems this evening and see if I can get them sorted out once and for all.
I don't know if this helps, but I watch DireWolf20's forgecraft lets play (Which I think is FTB). And he has mentioned the 'ChickenBones Chunk Loaders' (the ones with the blue spinning orb thing going on) aren't working correctly in the current version.
Whenever he chunkloads something, he switches NEI to cheat mode to get the admin ones (which look like blocks with red corners and anchors on the sides). I've never seen anyone on the series use the blue-spinny-type chunk loaders, so maybe there is a problem with them?
They're on Minecraft 1.6 though, different version. Also the version of Chicken chunks hasn't changed since Unleashed 1.1.2. So it's more likely to be a corrupt file somewhere.
For what it's worth, the Portalgun portals, MFFS blocks (original, not Calclavia), and Quarries chunk-load on server start regardless of a player's online status. It's only the Chickenbones loaders that are problematic.
Also, Gaskan, this is the reason why your place is causing so much lag. You have two portals open permanently with one at your BeeBase and one at your mountain home. Your BeeBase is constantly producing combs in a chunk permanently loaded by the portal and shipping them over to your much larger base with portions frozen in time. Perhaps turn off the portals when you're logging off to freeze everything?
Yep. I haven't been able to fix the issue with ChickenChunk's chunk loaders yet. But as a workaround I've disabled the fuel requirement for World Anchors (they normally need feeding an ender pearl per 12 hours to keep running).
There are two types of Anchors, "World Anchors" and "Personal Anchors". Personal ones only work when you're online, but World anchors behave exactly like the chicken chunks ones, except they only load a 3x3 chunk area (so 48x48 blocks). So if you're loading an area larger than that, you'll just have to use more than one.
World Anchors are disabled by default, so if you want to be able to craft one, you'll have to edit your Railcraft config file as Absolutionis has shown above. Note that server settings override any settings you have there, so messing with the other settings in that file won't give you any advantage Changing this craftable setting to true just allows you to see the recipe in NEI and get a visible result in the crafting output box (you might still be able to craft it "blind" if you have this set to false).
It might also be a good idea to disable any chickenchunks loaders that occupy the same chunks as a railcraft one, just to avoid any wierdness.
I'm going to play with some fresh new Unleashed 1.1.3 worlds, see if I can figure out what's wrong with Chunkloaders.
Why not say it's working with a different client. When I usually instal mod packs they get placed in the Minecraft Folder in the Mods map.
I've been slapping around my Minecraft client for nothing. XD
However, you did make me realise there was one thing missing, Reliquary. So I have just updated the instructions in the first post to include enabling Reliquary (it got added to the "disabled by default" list in 1.1.3 to match it being disabled by default on the server). We have it enabled, so you should enable it along with BoP and Hats. Also see the stuff above about World Anchors.
(For what it's worth you can set it all up manually if you wanted, it's Minecraft 1.5.2, but you can dig up mod versions if you want to go that way instead of just running the FTB Launcher )
Seems useful in a completely decorative sense. You can make statues that change shape and stairs that materialize depending on which direction you look.
I wonder how these observer-changing things would work in multiplayer. I wonder if there is a way to get rid of the obvious green glow as things change.
Not a fan of how it places yet another mod-specific worldgen ore. Can't they just make a supercollider block-machine that you feed glowstone/redstone/monazit/uranium/iridium/gemstones/etc into?
cptprice0330 wrote: so any update on the chunkloader issue?
would deleting the server chunkloader config fix it?
Sorry, I was a bit tired after work to look into it last night. I did try deleting the chunkloader data files on Monday, but unfortunately that didn't work. That's why I enabled the World Anchors without enderpearl fuel as a work-around.
Ok, your Chunkloader was working after the restart, so that's a good sign. I need more people to login to test it out. I think some chunkloaders may have been deleted, so I'll replace them if they're missing.
That mod looks kinda pointless. I think its more gimmicky than useful. Cant really see a point to it other than puzzle maps. Even then..... eh.
And its following a thought experiment in quantum physics, specifically perceptions and stuff... Though thats really my extent of comprehension. Im an english major, not a physicist
Ok, although I've only been able to test a sample size of 2, I think the chunkloaders problem is fixed, with the downside that a lot of chunkloaders and spotloaders have vanished. :-)
I'll replace any missing loaders.
Gaskan Ramos Asura Komrade, I did throw a load of railcraft anchors around your place to alleviate the lag bursts. You can remove them if/when your chicken chunk loaders are back.
Ramos Asura wrote: That mod looks kinda pointless. I think its more gimmicky than useful. Cant really see a point to it other than puzzle maps. Even then..... eh.
And its following a thought experiment in quantum physics, specifically perceptions and stuff... Though thats really my extent of comprehension. Im an english major, not a physicist
I'm a physicist, it really has feth all to do with it.
Just the usual "ooooh! quantum phasing! science!" scifi bs.
Ramos Asura wrote: That mod looks kinda pointless. I think its more gimmicky than useful. Cant really see a point to it other than puzzle maps. Even then..... eh.
And its following a thought experiment in quantum physics, specifically perceptions and stuff... Though thats really my extent of comprehension. Im an english major, not a physicist
I'm a physicist, it really has feth all to do with it.
Just the usual "ooooh! quantum phasing! science!" scifi bs.
It's the idea of something changing every time you look at it, because of how popular understanding of quantum science states you can't measure something's speed without changing its location, and you can't find its location without changing its speed.
Popular understanding of science can be annoying at times.
You're on the ground floor. You look upwards, and an upwards-staircase materializes. Alternatively, you can look downwards, and the space would instead be filled with a downwards staircase.
Or you're at the top of a tower with two towers to the right and left. You look at one tower, and a bridge materializes to it.
It's all aesthetic. It's gimmicky. It's different. It's welcome (so long as it's not super-laggy).
As for the science-thing, it doesn't matter. I'm an engineer, and I can still enjoy movies like The Core or Armageddon because they're just SciFi goofiness. "Quantum" is the new "Nuclear"/"Atomic". The same people that understand the bare fundamentals of nuclear physics and genetics can still enjoy X-Men, Spiderman, and Ninja Turtles. Just categorize this mod under "Fantasy" and we'll all be happy.
Simply put a cat in a chest with a poison potion, and wait for quantum fun!
*the qcraft definition of fun may not match any dictionary definition*
This mod looks like it might be the new Gregtech. Nobody likes it for ages except one small group, but it gets in modpacks anyway. I see no way this mod can work in SMP.
4oursword wrote: This mod looks like it might be the new Gregtech. Nobody likes it for ages except one small group, but it gets in modpacks anyway. I see no way this mod can work in SMP.
From what I understand, people dislike Gregtech because it's needlessly complicated, creates an arbitrary "hardmode", messes up several of the other mods' recipes, adds tons of needless ores into the game, and includes code that intentionally sabotages your game if you mess with its settings.
This Quantum thing is just a gimmick. My only complaint is that it adds another unneeded ore.
Ok, Gaskan's chunkloaders are working after the server restart. I think the problem is sorted.
Everyone else, last reminder, some chunkloaders got deleted. If your chunkloaders are missing from your place, either catch me in-game or PM me on here and I'll replace them.
Those of you who made Railcraft World anchors and don't need them anymore, I will also be willing to trade them in for the source materials.
That qCraft actually looks pretty nifty (ok, let's be human being here and use our advanced brains to ignore the fact that it isn't actually a representation of real quantum physics).
The observable blocks look quite nifty, , no major impact on gameplay but could be used to good effect
one-way doors are going to be easy (as apparently it displays the properties of the observable side)So e.g. west is an air block, east is obsidian.
walk through doorway, turn around, now the way out is a wall of obsidian, better hope you brought a suitable tool...
(admittedly this works better in vanilla, because FtB adds many many things that make obsidian a trivial obstacle)
darkinnit wrote: Ok, Gaskan's chunkloaders are working after the server restart. I think the problem is sorted.
Everyone else, last reminder, some chunkloaders got deleted. If your chunkloaders are missing from your place, either catch me in-game or PM me on here and I'll replace them.
Those of you who made Railcraft World anchors and don't need them anymore, I will also be willing to trade them in for the source materials.
The fuel requirement was originally added to World Anchors as a solution for all the servers that just disabled World Anchors altogether, but we allow chunkloaders so there's little need for the fuel requirement. Not that I'm saying you can go nuts spraying chunkloaders everywhere, please do continue to be reasonable. I prefer to only set limits when they're necessary.
So here's an oddity. It seems that World Anchors are making all microblocks in their chunk inexplicably disappear. It's only *their* chunk and not the ones they load. Looking on the internet, it seems this isn't an isolated incident.
A quarry not an easier manner of collecting it? Witch seem to be exceedingly rare, more so than say the amount of redstone one would find in a quarry. Still I'm pretty ignorant about how ftb works, so there's probably some sort of self duplicating resource fabricator ...of awesome for that kind of thing. ^^
No, the Biomes-o-plenty "Magic Forest". There's one near in between your BeeBase and Wyrmalla/Oiushai's places. It has a lot of trees called "Magic Tree".
Just go there at night and about a third of the mob spawns seem to be witches.
I don't do bees. Ever.
Although I am more likely to do bees than I am to play Thaumcraft.
@Melissa- I developed the habit of calling it that so that in everyday conversation I wasn't mistaken for a Twihard. It's stuck, even online.
My UU's slow at the moment, so I need Redstone to speed it up/make it work. For all Grundz's efforts wiring me up to his grid, he forgot how far away I am from him- all of his cables are useless!
Absolutionis wrote: No, the Biomes-o-plenty "Magic Forest". There's one near in between your BeeBase and Wyrmalla/Oiushai's places. It has a lot of trees called "Magic Tree".
Just go there at night and about a third of the mob spawns seem to be witches.
Which beebase? Lost the previous one while trying to get it's health down.
Hmn, has Oshunai been on the server since I was last? My laptop died a while ago so I can't run ftb, I just wonder if (what little support I did give) disappearing has led him to work on other projects?
FTB_Team wrote:Unleashed and Direwolf20 modpacks will be getting 1.1.6 test releases shortly. These contain minimal changes and should be pushed to recommended within the next couple of days assuming all goes well.
He is planting redwoods to serve as future player housing!
We offer numerous benefits to residents, including unlimited access to our state of the art woodworking facilities!
So if you are interested, pop on over and build the treehouse of your dreams!
I've been thinking about building a community structure in the shape of a Nuclear Power Plant, and it seems like a nice area. You seem to have an Arid Bee Hut and Rail Tracks going near it, so I'm curious if you have any goals.
Oh, that hut is mine. It's little more than some protection for a single apiary I have for breeding up some drones that needed to be in an Arid biome. I'd hoped it wasn't in anyone's way, but if it is, I can move it very quickly, as there's not much there.
So, yes, I can get out of the way if needed, but you might want to check with Dr.What (Schellan) about any plans for large buildings.
They're not "getting rid" of them in so much as they're no longer supporting MJ, they're switching to their own power system. The reason for this are Buildcraft's recent change to having lossless power pipes but requiring that machines are lossy instead. The Thermal Expansion guys don't want lossy machines, but also don't disagree with Buildcraft's concepts. So they're going for their own power system instead.
Because they haven't finished the new power system just yet, there's no Energy Conduits, yet.
2013-11-08 20:53:36 [INFO] [Minecraft-Client] Connecting to ftb.darkinnit.com, 25585
2013-11-08 20:53:57 [INFO] [GraviGun] [1.5.1] Failed to restore setting, probably due to unsuccessful connection to a server.
2013-11-08 20:53:57 [INFO] [PortalGun] [1.5.2] Failed to restore setting, probably due to unsuccessful connection to a server.
2013-11-08 20:53:58 [INFO] [STDERR] java.lang.NullPointerException
2013-11-08 20:53:58 [INFO] [STDERR] at net.minecraft.client.gui.RunnableTitleScreen.run(RunnableTitleScreen.java:33)
2013-11-08 20:53:58 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
I had the same - tried a second time and get a different error message about not being able to find the server even though mc was pinging it and getting a response in the server list.
Ive finally trained my ME system how to make Ultimate Hyrbid Solar Panels - however I also need a lot more uranium if im to make some more - anyone have some spare that they are willing to trade?
Optio wrote: Ive finally trained my ME system how to make Ultimate Hyrbid Solar Panels - however I also need a lot more uranium if im to make some more - anyone have some spare that they are willing to trade?
Whatever of my supply that I haven't given to corpses, I'll see about logging on and offering to you when I get home.
Ramos Asura wrote: Im still getting a lot of "Bad Login" errors... Not sure what the heck is wrong with it.
Eventually it works sometimes if I keep trying, though....
Bad Login is almost always Mojang's problem. Also see these tweets:
FTBSupportTeam wrote:Failed to Login: Bad Login error, sorry to say there is nothing we can do for this issue. Seems to be an issue on @Mojang's side of things
MissMarzenia wrote:Oh so many tweets to MojangSupport! Worky worky on Sunday! If you have BAD LOGIN error - try to connect to 1.7.2 servers. That still works!
I logged in, I was alone. I went to check out my place since I've been away. I walked through the portal to Grundz place and the whole game just locked up tight. I am assuming the FTB server is dead?
hmmm Seems that whatever happened was fixed in one og the server's reboots.
Grundz hasnt been on in a long time... I wouldnt doubt that some of his machinery has started to break down/develop homicidal sentience.
I can check out places if you like? Might be a case of items dropping just outside of a loaded chink. happened to one of my quarries... was interesting fixing that @_@
I was on almost all afternoon/evening yesterday (UK time) without problems. I agree with Ramos that it's probably some system at Grundz' that has gone awry since left unchecked.
If you need rescuing from his place, let me know. However, judging from the times of your posts, Ramos may be better suited to help you out
I need rescuing Dark. Once again, entering the portal between our big smeltery at my place and Grundz resource dome. It happened just as I went through. Gas lagged out there too I believe. I'll try to login again after the next reboot, but for now it just crashes as soon as I login.
Automatically Appended Next Post: edit: nope I'm completely stuck. After logging in I see a an all blue screen with my hotbar for a few seconds, then the game crashes. I'll never take another portal again I promise.
All players: 1 total; [EntityClientPlayerMP['Steiney'/32395, l='MpServer', x=2.55, y=82.58, z=-138.34]]
Grundz' ME system was full, so items were spewing all over the floor.
I've disabled his laser mining system (it still looks like it's on, but it's not mining anything) in the overworld. This probably means the "ball of ore" will eventually dry up, but that's just how it will have to be until he comes back to fix his ME system.
I've also disabled his Mass Fabs and tree farm in the mining age, because those items were also spewing everywhere in his base in the overworld. It looks like his mining age base has suffered some kind of semi-large explosion near the mass fabricators.
Well, I think it's safe to say that we should no longer heed any promises of being able to maintain modded worlds across versions. No-one can predict which mods will completely vanish or have a major rewrite. It's probably best to just have a firm policy from now on that the FTB server's world is reset with each major version. It generally tends to be needed anyway as people abandon systems and they become unmaintainable messes of lag. Long term stuff is best kept to the vanilla server.
Having said that, 1.6 looks awesome and it sounds like mods updating to 1.7 will take quite a while due to the huge changes Mojang have made under the hood. So we should be able to get a good amount of time out of 1.6, maybe even more than 1.5
As for the current world, well I know mentioning the "r" word tends to kill people's motivation, but FTB Team don't have their 1.6 launcher out yet, so while I can't speak for you lot, I'm still going to keep building. I still haven't tried quite a few things yet. I'm currently building all the protections and safe guards for me to take on a Wither for the first time ... :-P