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plowmanplow

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Everything posted by plowmanplow

  1. I truly have no interest in getting into a Windows vs. Linux forum war, so if anyone is inclined to do so, please don't. That being said, yes, I feel that Linux (nearly any modern, "full" distribution works fine) provides a number of advantages over Windows for hosting something like a MC server (vanilla or modded). A few of the advantages: Native application to let multiple people view/use/monitor the server console from anywhere at the same time Better native tools for monitoring and tuning system resources Native tools for doing quick, easy, de-duplicated backups Significantly fewer resources required by the OS leaving more for user space applications Totally free
  2. Make sure you are using v1.0.6. The buildcraft version in 1.0.5 or less has an issue which can cause massive lag/bandwidth problems.
  3. There is literally an order of magnitude reduction in back-channel bandwidth usage from 1.0.5 to 1.0.6 so that goes high on the list of things to do.
  4. - Assuming you are running a 64bit version of Windows, you need to install the 64 bit version of the latest Java 7 - Make sure you have edited your launcher.bat file to bump up the allocated memory (the -Xmx... portion) - Make sure you are using Tekkit 1.0.6 - If you are running this on Windows, and playing on the same machine as the server, anything less than 8G of physical ram and you are going to have a rough time (2G for server, 2G for client, 2G for Windows)
  5. 1) Java 6? You really want to be using the latest version of Java 7 when running a Tekkit server, or client. 2) The resources required by a modded server like Tekkit can be an order of magnitude more than those required by vanilla MC. 3) Tekkit version 1.0.6 updated BuildCraft and made a HUGE improvement to the system resources required to run a server. Make sure you are up to date.
  6. You need to use whatever statistics and profiling tools are available for your operating system. I'm running Linux (as one should, IMO) so most of the necessary tools are built in.
  7. We are in a time of rapid change for the pack. Just the change from v1.0.5 to v1.0.6 made a HUGE difference on the server I run for a few friends. We went from 1+ megabit per player back-channel usage to averaging around 100 kilobit per player usage. The server was absolutely hammering kernel I/O buffer space before the upgrade which had us at well over 100% CPU load frequently. Now, even with 5 active people in difference areas, even mystcraft ages, we are at a solid 35% CPU and no TPS lag. I guess what I am trying to say is things are likely to change in the near future. Just give it a whirl. If you are paying for a host, you can always switch tiers if it isn't a good match.
  8. hehe, semantics. They will "stop running" when they are making power with no place for it to go.
  9. Well, yes they can overheat. They don't explode, but they will seize up if they are producing power and there is no place for it to go. You can whack it with a wrench/hammer to get it going again. Using a cobblestone structure pipe with a gate on an energy cell to output a signal when the cell has space to store energy will make sure the engines never run when no energy is needed (and saves fuel).
  10. Updates for Mystcraft MFR Additions for stained glass, roads, rubber trees (heisted from RP2 with some edits), and rails Most of the Modular Powersuits item/GUI stuff from the 1.4.7 version of the patch
  11. Great ideas to be sure. My two cents: 1) Only a single pump should ever really be required. A single pump being sufficiently powered by, and pushing lava into, tesseracts can fill 1000+ buckets of lava storage in a couple minutes. I can't imagine going through lava quicker than that. 2) Since all thing Thermal Expansion are so much more friendly to SMP performance I would hope that most server owners would lower the tesseract energy loss down to the loss of phased pipes (5%) to discourage the use of phased pipes (and all things BC in regards to liquid/energy/item transport).
  12. Yep. Computercraft has quite limited range by default (for good reasons) and isn't interdimensional.
  13. <sigh> Just let it go folks. People seem to want everything, they want it for free, and they want it yesterday. Such is life.
  14. After installing the transparent armor module I do not see it as a selectable option in the keys GUI for powersuits. Am I just missing something?
  15. I was trying to stay in context of the post title of "efficient power early game". Admittedly, I probably could have been more clear on that point. I was referring to the current power consumption of machines not really needing more than 100 MJ/t even with a quarry at max speed (~50 MJ/t). Sure, if you start making multiple instances of consumers, you'll need an appropriate number of instances of production. This also refers to the tesseracts having a default max of 100 MJ/t conduction so you would obviously need more of them if you need something over that at a single point. This also assumes you reduce the power loss of tesseracts in the config file down to 5% or so. The default of 25% loss is both ludicrous and discourages using them over phased pipes over which they hold a decided SMP performance advantage. No, we weren't trying to claim that <100 MJ/t would be enough for all time. I fully intend to have multiple 96 MJ/t magmatic stacks running in the not too distant future. I'm sure I'll find a use for it.
  16. (not a criticism here, just an observation) Part of the challenge of operating a server is that just because something "functions" in Tekkit(/Lite/Classic/Modded) doesn't necessarily mean that it is either efficient or friendly to server performance. With IC2, one could make a big 8x8x8 cube of cable with power coming in one corner and leaving the opposite corner. It would totally get from point A to point B. However, it is VERY inefficient with server resources and causes unnecessary load. Loops in BC pipes are the same way whether they be energy (very very bad), item (pretty bad), or liquid (bad). Thankfully the more modern implementations with energy conduits, liquiducts, and Applied Energistics cabling are sophisticated enough to resolve these "loops" so that they are not problematic. Making things that look like loops with conduits and liquiducts is totally fine. (yay progress!)
  17. Since absolutely nothing currently in Tekkit takes that much power (over 100 MJ/t) you can use a single power plant that pushes in to one or more energy cells. The output of the cell(s) connect to whatever you need AND an energy tesseract labeled something like "Remote Power". If using Magmatics, a single energy tesseract in the nether next to a single pump connected to a liquid tesseract to bring the lava back will keep more engines filled in the overworld than you will ever need. Provided you have the power to do so, that single pump will fill 1024 buckets worth of tanks in a minute or two. Here's an example: http://imgur.com/a/BEZuh Oneill87: A note: Loops in BC pipes = bad (waterproof cobble near tanks)
  18. Because of the way Dimensional Doors and Mystcraft operate, Multiverse Core doesn't work.
  19. It is just a "notice" really and you should only see it once.
  20. Oh, I totally get you. A great thing to package stuff up for the non-tech-savvy. If I could just post the collection to the bdcraft forums without it getting remove, I would do so.
  21. If you have a "kitchen sink" modpack (not a criticism, just a phrase) it does provide a TON of different ways you can do things. However, what happens when you want to have a server with a couple dozen or more people on at once? Does the mod collection scale well? Is it balanced? Can it be protected from grief? How well do those mod authors keep up with MC and Forge updates? The challenge being that the more mods you have, the more difficult it can be to update and bugfix while still maintaining a world which has been assembled by many, many people.
  22. Laptop hardware, from the CPU down to the hard drive, is simply not designed for the type of load a modded server can create. You will never get acceptable performance out of that system. Not trying to be harsh, just realistic.
  23. Ahh, my bad. If you do it "correctly" it can save a lot of hassle and downtime, but I completely get that there are many server admins who aren't up on proper difference/regression testing.
  24. Unless you have changed any of your configs, or are using MCPC+ or similar. The only changes I've found so far are that the Galacticraft version was updated (to match the client) and that the immibis-microblocks.cfg was changed: Was: enableNEI: true Is: enableNEI: false Might be easier to just change/update those.
  25. Mod patches I found and included which aren't in the package you listed: Applied Energistics Buildcraft (just a few textures in /gfx/ which help pipes get rendered properly) Chicken Chunks Dimensional Doors (my own chopjob) EE3 (my own chopjob and some lousy artwork) Ender Storage Modular Powersuits (some mine, some others) Mystcraft (compilation of stuff found in many posts on the forums) OpenCCSensors NetherOres Packaging the Sphax base textures in with a download is a no-no so I won't be putting up a public link to downloading that. I will say that I have been updating this pack/collection multiple times per day as I see glitches and missing textures, and when updated things show up in the Sphax forums. I did a collection of 64x stained glass for MFR (which was posted to the Sphax forums) is my next "chopjob" project. My hat goes off to anyone working on a texture patch for MFR. There are over 600 images in that thing :(
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