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    posted a message on Inconclusive Crash Source

    Haven't removed any mods, only added a few. Odd part is how the crashes just happened out of the blue. The issue with the pigmen specifically seems to be fixed now that I simply nuked the Nether. I've also fortunately found a solution to at least regenerate the corrupted chunks by deleting their region files. So far though it's been a while since the issue last happened, so I'm hoping with some of the mod updates and tweaks I tried, that it calmed things down.

    Posted in: Server Support and Administration
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    posted a message on Inconclusive Crash Source

    Been running a custom modpack for some time now on a server for a bunch of friends. Started off smoothly, by far the best pack I'd come up with to date with practically no issues. Then it started... Obnoxious crashes of unknown origin, seemingly corrupting entire regions. As you can imagine, this is the worst kind of issue since it means I have to shut
    everything down and edit that player's NBT data to get them out of that location, which has unfortunately been a base on several occasions.


    Normally with crashes, my friend and I are pretty decent at reading over the crash logs and determining the specific issue. However with these crashes, we haven't been able to figure out the cause, much less a viable solution to prevent them from happening again, or potentially repairing the damage caused. I've scoured through Google in every which way I know how and still can't find a solution, or even much information on the potential issue. So I'm turning to the forums in the hopes that
    someone here is a bit more capable than I am, and could help me locate the source of the issues, if not at least a potentially better solution for dealing with it.


    For a brief description of what happens and what we've tried... There's not much I can provide, other than that it seems extremely random, and the server goes down the second whatever triggers the crash occurs. Any time that player tries to join again, the server instantly goes back down. The only workable solution we've discovered so far is to either delete the player's data, or use an NBT editor to change their location away from the crash site. My friend has also, according to him, tried nuking/regenerating the problematic chunks but to no avail.


    Here's a copy of the crash report: https://pastebin.com/1M5sABPt


    If needed, I can supply a list of the mods used as well.


    Any ideas of what the issue is and what the solution could be?


    (On the side, there's also a crash regarding Zombie Pigmen that just started today. I'm absolutely about to lose my mind if I can't get these crashes to stop.)

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    Giving this one last bump before I give up on the post...

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    Sigh. Bump. Nearly giving up on this :/

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    This is getting frustrating having to bump this much...

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    Yet another bump :/ is anyone able to help me here?

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    ~Bump~

    Posted in: Server Support and Administration
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    posted a message on Modded Server Spawnrate Issue

    Hey guys, wondering if some of you folks around here could be of assistance to me, and my very annoying problem I'm trying to deal with.

    Started up a private server to test a custom modpack (it's hosted, and with a nice host too) and how it would work in singleplayer, and if the server can handle it. After a good while of messing around, I worked out most of the kinks and crashes, but there's still one major one, that I can't figure out how to fix.

    Mob Spawn Rates.

    In singleplayer, I get a nice assortment of mobs, and they spawn plenty. (Heck, I did CoFH killall squid, and several times I had between 200 and 600 squids spawned at any one point.) Set it to night, or any other time and place that the mobs I want to spawn, and presto, I get yet again a nice amount of mobs, just like I want. For the server though... Nope. Night-time, I can find maybe 2 - 3 hostiles if I'm lucky, even with some mob spawn rates at their maximum. (the only exception would be Lava Monsters, which when I use killall, it shows about every time around 20 - 25 were removed) The strange part is, during a bloodmoon where I changed the rates to 3x maximum spawn amount, and 2x spawn rate, I get swarms of mobs, but only then.

    I've tried just about everything I can think of to get the rates to go higher, and have done a fair amount of Googling to try and find a solution, and talking to friends that know their way around this stuff for the most part. Tried changing view distance, both up and down. Got slightly better when I turned it down to around 8, but by maybe 1 mob. Tried increasing rates in configs. At least I got a mob to spawn once from the config I edited to maximum rates...

    Frankly, I'm just stumped on what else to do, and the pack isn't near as good if I can go out at night, and have to go on a scavenger hunt to find a hostile mob. (Or really any mob that isn't a villager in a village...)

    Anyone have any suggestions that could help me out?

    If needed, I can provide a list of the mods I'm using too.

    Posted in: Server Support and Administration
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    posted a message on 🔥 Ad Inferos 🔥 The time has come.. Better Nether, plus Abyss Dimension. Now with Background Music!
    Quote from superdextor»

    Hmm, What Version of Ad Inferos and Minecraft do you have these issues? If Ad Inferos worldgen is crashing your server, only fix for now is to go into the config and disable all structures.

    You there, Read our FAQ for Think Big Core.

    I'm running version 1.1 for Minecraft 1.7.10. (So the latest version for 1.7.10) Worldgen caused some crashes while in the nether it seems, and in general puts a lot of stress on the CPU and RAM. Once I disabled the majority of the worldgen features and wiped the nether, I tried loading the nether again, and instead of crashing twice in a row for the whole server, it loaded up at a normal pace, and since then the TPS and FPS in the Nether has been just fine.
    The only other problem I'd say I've noticed, is probably just a multiplayer issue, or issue I can't figure out yet, where about every mob seems to be giving me a hard time with spawning, even if the spawn rates are maximized, but that seems to happen with mobs from the other mods, and vanilla MC too.
    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...

    If you guys want any incompatibilities or crash logs from The Betweenlands, I'm over the next day or so going to be doing some extensive testing on a custom pack on a private server, so hopefully that will help. (If there's no crashes or other problems, then hey, that's great too, because it means less to fix for you guys I believe.)

    Posted in: Minecraft Mods
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    posted a message on 🔥 Ad Inferos 🔥 The time has come.. Better Nether, plus Abyss Dimension. Now with Background Music!

    I'm just going to note something really quick, that I'm not sure if the dev(s) for this mod have found yet. At first I thought it was just a multiplayer issue, but when my friend did some testing, found out that some portion of the worldgen for Ad Infernus, causes a massive amount of CPU usage, and memory usage, as well as rather slow generation of the nether.

    Not sure if that's an issue with the world gen code having some sort of issue, but there is an issue present. On my multiplayer server (small private one, but I know it has good enough RAM and CPU) it even crashed twice while trying to generate the nether the first time around.


    I also noted some invisible mob that I can't figure out where or what it is, that spews fire all over the place, and goes rather quickly, which ends up lighting half the nether in your area on fire, unless you can get away fast enough. Anyone know what that is?

    Posted in: Minecraft Mods
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    posted a message on The Betweenlands ~ A dark, hostile environment...
    Quote from ShadowJohnX»

    So two things I need to say now:


    1. The farming system is weird and hard to handle. Like I have to make sure that my farms don't get decayed while doing other stuff like building and exploring. Not only that, it does cost me some sap which is not easy to come by. And the amount of weedwood buckets I need to keep a good supplies of plant tonics is alot. I kinda which there a way to auto feed my crops and stuff without having me to come back every once in a while.


    2. Why do we not have any English lets players of this mod. I would be the first person to do it. But my voice is so bad, I need to get a text to speech program to talk in my video without needing to add texts. So who will make a good lets play of this mod?


    1. True. I read over the wiki on farming, and it was quite intensive, and at least the decay could be simplified in some manner.
    2. If it's not minded, I'm using the mod in a custom and currently private pack, for me and some friends, and I'm going to be attempting a series, and The Betweenlands should hopefully be featured at some point in there.
    Posted in: Minecraft Mods
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    posted a message on MobTalker2 - Write your own adventure stories [Dev paused]
    Quote from mezzodrinker»

    If you had read this post on the MT2 forums, you'd know that we are now actively working on the mod. You can follow the current progress of development on BitBucket.

    Ah, sorry. I did a lot of looking around and didn't find much of anything, so I guess I just missed that. Anyways, sounds like you're at least giving it a go. Let me know if you guys want any ideas for the mod, or any assistance in general. Might be able to help with at least some things.
    Also, for the Curse site, will that be updated when a new version is released, and do you think there will be a 1.7.10 backport?
    Posted in: WIP Mods
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    posted a message on MobTalker2 - Write your own adventure stories [Dev paused]
    Quote from mezzodrinker»

    *coughs* Currently I am what you might call "the mod author"... Or at least I have the feeling that everyone in the development team seems to see me as their Project Lead.

    Also, the reason why the 1.7.10 versions were taken down is exactly because of that: they don't work that well and they're unsupported by now. Maybe, once we get out of into beta or release status (JFYI, MT2 is currently in alpha), we will port MT2 back to 1.7.10. The major problem with that will be porting the AI because 1.8 did a big job there.

    So I'll take it development hasn't really gone anywhere since the last update last year in July? (especially considering it's 1.8 rather than 1.8.9 like most every other mod)
    I had mailed the original project lead, but since there hasn't really been anything that's gone on since then, would it be a consideration to pass on development if someone was able to carry it on, or continue development in any manner if more ideas were produced, or you had more help on your team?
    Posted in: WIP Mods
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    posted a message on MobTalker2 - Write your own adventure stories [Dev paused]

    Anyways... Found an older 1.7.10 version in a technic modpack. Doesn't seem to be working the best, since I don't seem to be able to get any scripts working, or maybe that's just me.

    Is there a way to get in contact with the mod author?

    Posted in: WIP Mods
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