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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CosmicDan»



    Could be a bug, it does seem suspicious that it seems a new TE is created every tick. Or it could be a legitimate memory leak.

    I made a hprof memory dump on the server and will check it out, I couldn't get jstatd working but might try a JMX connection - it only takes a couple hours before it starts to build up. I just need a way to track/catch the allocations, Warmroast and Opis only care about CPU (which I may be able to catch once it reaches that ~2 million account again but I think the lag I was getting was actually from GC working in overdrive - so again the CPU profiling of warmroast and opis wouldn't be able to help with that).

    EDIT: Just looked at the hprof dump - confirmed, there is indeed a ridiculously large number of thaumcraft.common.tiles.TileNode instances. Unless it's specific to my mod collection (don't see how), Thaumcraft 4 has a serious memory leak. It's creating new TE's when it has no need to do so.

    Is the author still around? Maybe I can ask them to peek at the code.... Or maybe I can decompile, not that I'd be able to recompile it successfully...



    Well, it is definitely specific to your mod collection. As I play TC 4.3.2.5 all the time in packs like Simply Magic and this problem does not occur.


    My previous experience with this was a FTB pack - Direwolf20 for 1.7.10. And between Twilight Forest (strange wroldgen of "ruins" but full of end game ME blocks) and Factorization (its extra dimensional system to make its big robots did strange things) I did, occasionally, see millions of things. But as I said I never tracked them down.


    TC4 does have a memory leak on servers - related to the aspect orbs it drops. Unstable nodes that are in loaded chunks drop aspect orbs, but if the chunk is not processing ticks (has an unloaded chunk within 2 chunks, spawn chunks, etc) the aspect orbs do not despawn, causing 10's of thousands of entities to build up and cause lag. (Unstable orbs can generate in the factorization dimension and as FZ only partially loads those chunks, if a player wanders past a colossus this kicks off the process in that dimension.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CosmicDan»

    I suspect I'll get no support since nobody seems to care about 1.7.10 anymore, but... anybody know what the cause of this is?



    This is just on a server that was running for about 24 hours with one or two players online.


    Restarting the server solved it, but I expect we'll have to do regular restarts and that's not really a solution.



    While admining a server I to used to get occasional reports of "millions" of tile entities belonging to some mod. Then later the report would indicate zero loaded. I don't know if some mod was creating a dimension with chunks constructed entirely of a single block (Factorization was a strong candidate for wierdness here) or if Opis itself was buggy and misreporting. Annoyingly, Opis has zero means to "jump" to a tile entity so I could never find where they might be.

    Posted in: Minecraft Mods
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    So, reading back a "few" pages I see that the mod author has been MIA for a while now. There are some issues that are perhaps touched on but seem to have no resolution:


    So, I am playing on a public server (grumpycraft.com) hosting the FTB Launcher hosted 3rd party modpack: Simply Magic (on CraftBukkit (although I belive that kCauldron servers behave similarly)) that has Thaumic Horizons. Does anyone have any clarity on the following:


    * Self Infusions sometimes 'go missing' when players change dimensions. The infinite duration potion effects tend to persist but they no longer respond to the keyboard toggles, and if erased by a different potion effect or some other magic are not restored.

    * There is a "Golemancers Bell" research topic on the Thaumic Horizons tab that, when clicked, says a research note has been given, but no research note is given.

    * We can craft the golemancers bell in the arcane workbench with a ~50% chance of being kicked off the server with a client side crash. Has there ever been a resolution for this crash. I see that the SimplyMagic configs have turned on the "compatability" recipe (in addition to using minetweaker or similar to add a different way of creating the bell, which on a server does not work as it requires command (OP) access).

    * what actually is the purpose of Horizons replacing the base thaumcraft bell?


    I saw reference to a 'decompiled' version that fixed some issues - would this version work on a server with clients using the default modpack version?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nocturnum»


    There's a fair point to be made about how abuse or negligence on a server can lead to disaster but I don't think the SSP experience should ever suffer do to inherent issues with SMP balance.


    I take issue with this. I do now know if anyone has tried to track the amount of SSP to SMP play, but, if for the moment we can assume that a not insignificant number of players DO in fact play SMP rather than SSP, then


    * those players are never going to experience Thaumcraft properly, as, if a mod does not cater for balanced SMP play, server owners are forced to disable and remove features. And consequently, as I personally prefer playing on servers, you are essentially stating I deserve an inferior / disabled experience.

    * Development of Thaumcraft is a hobby for Azanor. And he consequently has limited time. From a utilitarian point of view; If he has an hour to spend working on a feature, and has a choice to spend that time working on a feature that 50% of his users will enjoy, vs a different feature that 100% of his users will enjoy - which feature should he / would we prefer him to work on? I know my answer.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    The thing is, there is no possible middle ground for taint. It has to be a dangerous threat, or else it's ignored.


    Actually the opposite is true:
    There is already a wide scale perception in the general modded community that taint in TC4 and TC5 is a game ending disaster. The bulk of posts on server forums regarding it are of the form "OMG theres taint! Its going to break my server. How do I disable it?".

    In order for taint in TC6 to be "interesting" to the general community:

    * it needs to be perceived as being ... friendlier. Not friendly. But also not a game ending destroyer of bases of unprepared players. Remembering that a lot of players that might find themselves inadvertently close to taint might not be interested primarily in Thaumcraft, or even if they are, dealing with taint is too deep into the thaumcraft tech tree.
    * It needs to have less grief potential or server operators will turn it off. Now, I don't pretend to know the ratio of SMP to SSP players who play Thaumcraft, but I (for one) like SMP and I'd like to think that a sizable proportion of Thaumcraft players play online. And any mechanic that is going to be turned off by default by server owners is just never going to feature in those games.
    * There needs to be some tangible benefit to going there. Outside of some non critical tainted research there is no reason to ever visit a tainted biome, and they are damn hard to live in - I know - I've tried. And (see my first point) if you can't live in it, never need to visit it for any length of time whats the point of making it dangerous? Whats the point of wasting any time at all developing content for it if no one actually gets to see it?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?


    So, basically the research table and deconstruction table get merged? I rather like this as it entails exploring the world to bring back examples of items with aspects.
    My concerns are:
    * The deconstruction table UI was really bad. The new "break items into research aspects" needs to be a lot more engaging.
    * Scanning and the scanner become redundant.

    The TC5 pool of research points system at least keeps the scanning mechanic, but, as implemented in TC5, was too easy to complete all research in a single sitting as each note started with the same number of primal points.
    So again, I suggest my fix:
    * Make the pool of research aspects each note starts with the square root of the number of actual points of that aspect scanned. This means that larger research notes actually require more scanning in the world to complete and thus actually gate progression, whereas at the moment they are just tedious.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheLordEternal»

    so hey, I've got an idea for making taint seem more "lively", By making taintacles start sprouting near the edges if you try to purify a patch of taint inside of a taint biome. Maybe even have taint-bug-swarms being attracted to areas being purified as well, Reacting to their presence like a immune-system.

    They probably shouldn't destroy the flower though, As that would just make it a nuisance to use them.


    (offshoot idea)

    Unless of course, They kept growing as they purified, Absorbing the taint and using it as fuel for its growth. needing you to protect it only until its grown large enough.

    I'd imagine that if that was the case though it'd purify/grow in pulses. Building up a internal charge before releasing it, Immediately purifying nearby taint instead of gradually over several minutes. And eventually it'd grow into a great tree (that maybe have unique properties or materials that could be harnessed?), Absorbing taint until there's nothing left then starving and withering. This withering could even release captured/purified Vis into the air as well?


    Cool ideas need to be posted to the Thaumcraft Suggestions area on GitHub so that they can be tracked.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Regarding Champion mobs:

    Rather than having them spawn "rarely" for all players, there could be some different ways to make them more compelling:


    * Make mobs that spawn have a chance to become champions in response to a "curse" or enchantment on the players gear.


    OR


    * Make mobs have a chance to become champions if they spawn "near" a totem or some new kind of thaumcraft world-gen.


    OR


    * Make unique mobs that spawn if the player is at a certain point in their Thaumcraft research (And killing them completes the research). (i.e. "Rathgar the Annoying" - a skeleton, will drop an item required to progress in the bone bow research. Find him and kill him. Pair this with an item that points the way to where they might spawn.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]


    Damnit!
    You actually seem to have more than enough memory allocated.

    You can use shift-F3 and alt-F3 to show graphs showing where the frame time is being used up.

    However, I notice that you are using the Intel HD graphics - Intels integrated graphics chipset, the 3000 is an older generation GPU (released in 2011) that is, sadly, pretty damned crap. I still don't understand the massive FPS drop just by adding thaumcraft as there shouldn't be a lot of thaumcraft content in the world...

    My only suggestion is to open the thaumcraft.cfg and turn off the shaders.


    The other option is to get a discreet video card, or upgrade your CPU if possible. The 2015 entry level Pentium and i3's include the Intel HD Graphics 520 (or better) which provides pretty damned passable performance.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Hyxaru»

    So strange.
    I make a new profile, with the latest 1.8.9 forge. I play in a world, no mods. 28-ish FPS.
    I add the latest thaumcraft. 1-2 FPS.

    How? I have not changed a single thing beyond adding thaumcraft. When I pause the game I get like 40 FPS.


    You sir, have run out of memory. Press F3 and verify how much memory is allocated, vs available (vs how much RAM you system actually has!)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I do actually find myself agreeing with @Barleypaper here.

    Thaumcraft is a minecraft mod, and vanilla Minecraft and "most" other mods do not restrict the craftability of items.


    This is not to say I think research should be disposed off: I think blocks should be craftable (and usable) without the research BUT at the cost of massive quantities of flux.


    Research changes from being a case of unlocking access, into a mechanic to improve the efficiency of crafting - and potentially becomes open ended - theres always another tier of efficiency attainable (but for double the "research) that will shave off a bit more of the flux...

    Posted in: Minecraft Mods
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    posted a message on Applied Energistics 2 - Open Source
    Quote from MauveCloud»


    Really? Your previous post made it seem like you were.



    I'm not familiar with Nevermine. I don't recall Thaumcraft, Ender Storage, or Tinkers' Construct providing power sources usable for AE2 by themselves (possibly in addons for Thaumcraft or Tinkers), but BuildCraft has the Combustion Engine, which seems like a good choice to me for powering your system.

    Thaumcraft can be used to make a charcoal farm (via a tree farm) which can feed AE2's own vibration chamber to provide power.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Anything that "saves progress" to the cloud - from a users PC - is GOING to be hacked.


    So, no server admins would ever allow a cloud based progress to be used.


    and, as it is already possible to "copy" progress in SSP from one save to another, a complicated saved-to-the-cloud feature is not necessary for single player.


    So a lot of effort on a feature that will be useful literally never.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    It is already possible to share your progress in SSP games by copying the *.thaum contents of the player data folder from one save to the next.


    And thaumcraft on a server won't be able to access the 'saved' data from a different server so really, the only way to allow this is to have an in game way of - not to put too fine a point on it - bypassing progression using player knowledge.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    I've been racking my brain trying to think of a solution for this. Suggestions are welcome :)


    I think the proposal for TC6 research is coming close, as a component of the research involves making the item.

    As such, I would propose simply allowing players to craft anything they can look up in a wiki, and crafting it would unlock its own research topic. BUT: give all thaumcraft devices a quality rating that effects their operation - in terms of flux generated or efficiency. And make devices crafted with more background research completed be produced with a higher quality metric.


    A different axis to this is that there is just too much hidden stuff that locks progress. Even having played through several times, the things I need to research to unlock brain-in-a-jar or infusion crafting (or whatever) are entirely unobvious.


    Again, what I understand of the TC6 system goes a long way to solving this but: if players can start at the "other end" of the research: I should be able to - having just started Thaumcraft - wave my mouse over "Infusion crafting" and see at least the names of the researches I need to complete to get it. I think at least the text of the research should be available at the beginning of the research. Do I want "advanced node tapping" or "research expertise"? I literally don't know until I complete it.


    tl;dr; tell players what the research is going to unlock before they do it - show players the research path to the things they want and it will be easier for newbies to discover the goodness in the mod and veterans to focus their research on the path they want.

    Posted in: Minecraft Mods
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