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Loader

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Everything posted by Loader

  1. As I understood it a huge reserved empty block is fine, it's when you've got a bunch of stuff loaded in already that then doesn't get cleared (and keeps getting calculations run on) because you've got enough space available that it just loads new stuff into more. Minecraft is a bit peculiar in that it really hates unloading chunks (the strange thing there is that even if they're not active it keeps them in the game logic loop so they slow everything down when you get enough of them to exceed the 50ms gameloop budget). I could be not current, but it certainly used to be the case - I haven't actually done a test on it in about a year but you don't see people running 8-16GB anymore so I had just assumed it was still the same deal and hadn't changed. The opposite is also true, of course - if it can't assign something memory and has to swap to disk then you get the lag spikes and slowdowns that we're all so familiar with. Most of the threads I can find on it for examples are for Bukkit servers, so it might've been a Bukkit specific thing (I was using bukkit back then when I tested all this) but the common factor in all of them is this: if there's more RAM available, there can be more stuff allocated within that space - the more stuff that's actually loaded and in use the higher the CPU usage will be. That's pretty much exactly in line with what you've said you thought would be the case. I'm pretty sure the server picks what chunks you have to keep updating on, so on the client it'd only be an issue if you're playing singleplayer (SMP would still mostly benefit from more RAM). If you're really interested, I guess I could test it properly and let you know if it's still the case, I just wanted to point out that it isn't so cut and dried as with most games where the loading in and out of textures and models are the majority of RAM usage (and with those it's true that more is better).
  2. The only workaround I've found is to use the thermalexpansion generators (the dynamos) for the moment. Look for Leadstone, it's cheap and should make a passable stopgap until this gets fixed (Leadstone energy cells for batboxes/energy storage modules, Leadstone conduits for wires). The dynamos automatically throttle down so they don't waste a lot of fuel, and the high tier ones run for a long time without topping up. Sometimes I've had partial success from the solar panels, but even then it's only been to charge the energy storage module and then was a matter of shuttling portable batteries into machines, so I'm not using them for now.
  3. Did you power the fluiduct output with a redstone signal? Took me a while to realize you needed to do that so I hope it's that simple. Some stuff apparently needs a pneumatic pump installing in the fluiduct, but I haven't encountered that yet.
  4. At least it was an attempt to help though, right, and it gives an idea of very roughly what the pack takes to run nicely (and run the server in single player, I assume?). I can tell you that it seems to take anywhere from 3-10% of my cpu cycles to run the server with a low pop (usually not more than 6) on an i7-3770k, and playing SP I can't seem to break 20% (spawning lots of villagers, lots of zombies, a wither to blow up blocks and shooting at anything interesting with the explosive dubstep gun) so the client doesn't seem very processor intensive, a processor that has a fifth of what I have available to use should be all but the very cheapest or old processors. Graphics are harder to get results for, but I seem to be able to sit consistently at 25-30% use in the maximum on a Radeon HD7870 (I don't know how much of this is just the pack though, this includes all the overhead from windows and anything else I have running). Still, it gives us a baseline. Let's assume the overhead is really massive on your CPU and the total utilization is about a third of mine, then anything faster than Intel's Pentium G2140 should be OK even in the worst case the way I run it (check here), The graphics card is a bit higher but you could turn things down, a 260, 660 or 760 (not mobile version) should be fine, and that's corroborated by what rcmaehl is saying (the 9800 alone would have to have some settings down a bit but would still be fine). Briefly on this tangent; With regards to MHz, Kr0nZ, that's only true if everything else is can be held to be the same (the exact same architecture). I would be happy to underclock my processor to 2GHz to compete with a quad-core cellphone in zipping and unzippng, if you'd like to try it for real make a 1GB compressed file of some kind to try it. That misunderstanding is the same thing that kept the Pentium 4 alive so long ("why is my dual core 4.3GHz Pentium D half the speed of that Core 2 Duo 2.6GHz? These results must be wrong!") 32-bit vs 64-bit is less big of a deal than you'd think (it's mostly useful for allowing the operating system to address more RAM so you can have more applications running simultaneously), most programs, games in particular are still piss poor at dealing with large quantities of RAM, and don't benefit from the 64-bit CPU calculation savings. Since we're talking about Minecraft here, the third one is actually the opposite of true - the more RAM you allocate the more work the CPU has to do, so if you're limited there already then you can actually slow things down greatly by allowing it more RAM. There's a sweetspot on every system for every pack between stability and speed.
  5. I had something similar to this happen to me when I logged out (may have been a clientside crash, don't remember) while driving a titan, were you doing that? I got a few seconds in game, entering creative mode, starting to fly then teleporting, turning off fly and going back into survival seemed to fix it.
  6. Wierleader yes, anything that needs the broad axe head acts as a semi-treecapitator. The lumber axe does a much better job than the battleaxe, but the battleaxe is also a passable weapon in its own right, so it's a convenience thing more than anything. The hatchet and mattock work like vanilla minecraft though the mattock also digs dirt and mainly serves as a hoe, again it's a convenience rather than a wondertool. It's a lot more finicky about hitting the core of a tree than treecapitator, try to hit the central block of wood and it'll behave much better (this can be hard to do and it's easy to mess it up and have it cut out the core where you would've liked to hit it especially on big trees). Hope that helps if you didn't try it already.
  7. Yeah, you need Fuel - if you look in the inventory of the titan you'll see a meter with a flashing red light, put a can of Fuel in the inventory and it'll fill up (the check is disabled in creative). If you can't find it (it's the red jerry can called "Fuel", 23290) then you make it with four coal in a square in the bottom left of a bench with an iron ingot in the top middle, cheap and easy compared to what you just went through making it. The other relevant items you might have missed for the titans are; Obsidian Boots = make you smash the ground like a true giant robot instead of taking falling damage. Floatation device = allow you to swim, without these you just jump off the bottom of a lake. Item Vaccuum = the titan sucks up dropped blocks into its inventory in the way you do with your own inventory on foot. Hope that helps!
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