We're hosting a heavy-traffic server with a modpack, and one of the things we notice is that most of our tps drops (lag) are caused by your mods tile-entities and handlers.
Since we're the official server of this modpack, and mekanism is in it as a non-optional mod, I'd like to ask you to check your code for places where integers (int) are used that could be replaced by shorts (short) or even byte (byte). These should at least significantly decrease memory usage.
As for the processing-part, of which I assume the most lag comes from, I'd suggest looking through your mods code again, and see if you can improve any of it in such a way it becomes less CPU-intensive.
I hope you'll spend some time into it, since we'd really appreciate it, on behalf of the whole server.
Keep your mod awesome, and hone your coding skills,
Zaexides
It seems that when you've got an item router with a conveyor belt (or snow 'slab') on it, and having the top one filled and the set the option to "off", it duplicates any item thrown on top of it.
I'll definitely want to add this to my personal modpack. Is the mod going to be updated anytime soon?
I'm afraid not. I'm having my finals in a few weeks and updating the mod seemed to be quite a problem since the way textures work have been changed entirely.
I'm planning to redo the mod from scratch once my finals are over.
So you'll have to wait until then, sorry
by the way are there any plans to allow your steam engines to accept steam from BC pipes or TE liquiducts i guess my question was rather vague above
There are currently no plans of using the BC API in SteamWorks, but there is already a way to put steam into an engine with the use of BC pipes.
Upgraded conveyor belts that are placed in such way that they turn in a golden funnel are able to deposit steam from a steam capsule into an engine. So you could have one of them on top of an engine and have an obsidian pipe pick them up. To put them down, you could place two conveyor belts leading to the funnel with on top of the furthest one a regular pipe which transports steam capsules.
May seem like a big setup and maybe it is, but that's actually how I wanted SteamWorks to be.
Ah ello people I hope your having a nice day, but I got a bug to Report.
When I right clicked a Redpower2 timer with a steam capsule it well crashed my game.
As for the report....
I don't to make those spoiler thingy, so prepare for wall of words.
-- System Details --
Details:
...
java.lang.NullPointerException
at iv.a(NetServerHandler.java:639)
at fk.a(SourceFile:58)
at cf.b(MemoryConnection.java:80)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:123)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
--- END ERROR REPORT c628752c ----------
There's not much I can do about mods being incompatible with each other. The capsule does use the "right-click" method, so I guess I could look into it, but this error report doesn't really give that much info (in my opinion, at least).
Only thing I can do for now is recommend not to use any kind of steam capsule (filled or empty) on the redpower timer and similar blocks. :/
BTW, do you want me to make a 'getting started with steamworks' tutorial? Not a video (I hate tutorial videos) but a step-by-step guide to producing most of the important steps and the order in which they may be accomplished?
Only if you feel like it. I'm willing to put it in the OP if you want.
Is there a reason why the logger is outputting boards instead of logs?
BTW I'd REALLY like to address a tutorial for using all the various aspects of steamworks. Assuming I can get the weird board thing nailed down, I would happily provide a step-by-step 'getting started with steamworks' page for the wiki.
BTW- I am trying to use it with thaumcraft. Frankly, the way steamworks behaves, it more closely resembles something akin to 'magic' than anything resembling steam pressure. As such, it fits in wonderfully for a 'magic pack'(of which there are entirely too few with automation) The only change I would make would be 'box textures' (and models eventually, but that's a ways off) a few texture changes to make the 'steam bubbles' look like glowing magic thingies (Or use sprites instead) and a few name changes (Maybe calling steam umbra or mana?) and you would have an entirely effective second 'magic based' automation mod that people playing magic packs could use instead of things like buildcraft and IC2 that totally thematically poop tech all over the core game genre.
well, that and a thing to pull stuff out of boxes and spit it out onto the 'spirit path' (retextured conveyors)
Edit: also, the oak saplings that are getting reclaimed are oak saplings 6:8 instead of oak sapling 6, for example... checking it out, it appears that 6:8 doesn't show up in NEI
The mod was supposed to be a tech mod, but view it as you want.
As for models, first of all I'm trying to stick a bit to the style of vanilla Minecraft, so that it fits in a bit better with it. Second, I'm not that great of a modder, so making block models seems to be a bit difficult for me.
As for the Lumberjack outputting 6:8 saplings, I have no idea what's going on. I've noticed the problem myself, but there seems to be no clear error in the code... It's supposed to output saplings with the same metadata as the leaves, but this apparently does not happen.. :S
I'm not entirely sure what's going on. It's referring to several methods, but most importantly to the Fisher Block Item.
Could you please describe what you did when the error occurred?
As for a solution I could recommend trying to reinstall Minecraft, Forge and SteamWorks and see if the error occurs again. This shouldn't happen.
How do you know when something's working? I'm trying to get the Miner prepped but it doesn't seem to be mining...I have it beside the engine that's powered
0
We're hosting a heavy-traffic server with a modpack, and one of the things we notice is that most of our tps drops (lag) are caused by your mods tile-entities and handlers.
Since we're the official server of this modpack, and mekanism is in it as a non-optional mod, I'd like to ask you to check your code for places where integers (int) are used that could be replaced by shorts (short) or even byte (byte). These should at least significantly decrease memory usage.
As for the processing-part, of which I assume the most lag comes from, I'd suggest looking through your mods code again, and see if you can improve any of it in such a way it becomes less CPU-intensive.
I hope you'll spend some time into it, since we'd really appreciate it, on behalf of the whole server.
Keep your mod awesome, and hone your coding skills,
Zaexides
0
0
0
0
0
0
I'm afraid not. I'm having my finals in a few weeks and updating the mod seemed to be quite a problem since the way textures work have been changed entirely.
I'm planning to redo the mod from scratch once my finals are over.
So you'll have to wait until then, sorry
0
There are currently no plans of using the BC API in SteamWorks, but there is already a way to put steam into an engine with the use of BC pipes.
Upgraded conveyor belts that are placed in such way that they turn in a golden funnel are able to deposit steam from a steam capsule into an engine. So you could have one of them on top of an engine and have an obsidian pipe pick them up. To put them down, you could place two conveyor belts leading to the funnel with on top of the furthest one a regular pipe which transports steam capsules.
May seem like a big setup and maybe it is, but that's actually how I wanted SteamWorks to be.
0
There's not much I can do about mods being incompatible with each other. The capsule does use the "right-click" method, so I guess I could look into it, but this error report doesn't really give that much info (in my opinion, at least).
Only thing I can do for now is recommend not to use any kind of steam capsule (filled or empty) on the redpower timer and similar blocks. :/
0
In the current version the Refiners only give increased exp when upgraded, but it is something to change in the future.
The transporters on the other hand should update automatically, so I'll look into that.
Thanks for the info! ^^
0
Only if you feel like it. I'm willing to put it in the OP if you want.
0
Planks are normal for the Lumberjack, I edited the Wikia page so that it's correct now (I hope). I may add an option to have it output logs instead.
0
The mod was supposed to be a tech mod, but view it as you want.
As for models, first of all I'm trying to stick a bit to the style of vanilla Minecraft, so that it fits in a bit better with it. Second, I'm not that great of a modder, so making block models seems to be a bit difficult for me.
As for the Lumberjack outputting 6:8 saplings, I have no idea what's going on. I've noticed the problem myself, but there seems to be no clear error in the code... It's supposed to output saplings with the same metadata as the leaves, but this apparently does not happen.. :S
0
I'm not entirely sure what's going on. It's referring to several methods, but most importantly to the Fisher Block Item.
Could you please describe what you did when the error occurred?
As for a solution I could recommend trying to reinstall Minecraft, Forge and SteamWorks and see if the error occurs again. This shouldn't happen.
0
Is the miner powered with redstone as well?