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MrKekson

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Everything posted by MrKekson

  1. yupp, but it's also clear up previouslei left open ports, then something different is running there, what port are we walking about?
  2. it can stack in between 2 iron pipe, too, and yo cant even clean it with normel dropp cleaner also try to give more memory to your tekkit client, i prefer 4 gb also check /memory to see how many entities around for 10 players i usually get a lover then 1000 number, if a factory spitting crap then its mutch higher also they are at the same position roughly, so i would check around there i once had a player stacked 3000 entities on a pipe, result was the same, doroppen in a fev sec if someone was around it
  3. not really tekkit related, but if your running it on your pc, make shure thet you stopped the prevoius server properly, try to kill all java tasks if you on a rented host, contact support, you mignt user the default port witch could be occupied, chk your maild then to see what port are you should be on
  4. tekkit restrict do not ban any item by default, and even if it is you juts need to delete like 5 lines, just change - itemid to [], i also use the chunk unloader, witch change the loaded chunk to 2/3
  5. tekkit restrict is a must, but use 0.96 the v1.0 is laggy as hell, also how many entitis are in your world? just 1 failnob factory can spit out tousands of item, and make your cpu fall into coma *you can use tekkitrestrict to teleport to a pos where x or more item is lying around
  6. ur ok now?
  7. # How many tiles on update queue before accelerate render interval renderacceleratethreshold: 60 # How often to render tiles when backlog is above renderacceleratethreshold renderaccelerateinterval: 0.2 # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores) tiles-rendered-at-once: 2 this. my treshold is 20000 so i will not ever reach it, and 0.2 means its starts rendering like hell, try to set the intervall to a bigger number, or treshold to a huge on ( assuming your lag caused by this ) but first try dynmap pause all, when lag spikes, to see if its dynmap, basically your setup say that after 60 tile update (a fev player can reach it easely) it's start to render 5 tiles in 1 sec also you can check update que with dynmap stats, but you should read the manual for commands
  8. if you use bukkit++ it messes with growth, so a player need to be in a fev chunks range( default 4 if im right ) nolagg do the same thing i believe
  9. he lost 2 hours, so you say saving is working properly? autosave is a cpu intense process, so saving on a scheudled basis is better imho
  10. 3 cores mean nothing, minecraft can use 1, ( a fev plugins can use more ), so an old cpu wont do mutch start disabling your plugins 1 by 1 and you will see whats lagging, my tps falls usually caused by dynmap render booster, take the almost constant 20 to 3-4 so try dynmap pause all and wait a while also consider deleting redundant plugin, essentials protect/lwc( wont do mutch since for example a block breaker can scoop your chest up even if its protected ) oh and the 2 h rollback, make a scheudle on your admin page, to /save-all in every 10-15 mins, so even if you crash you wont loose a sh**ad of work
  11. fragnet is fine for me, i have the 1.5 gb plan with 12 ppl maxed out, but tps was still 20, stron cpu, fast services, there are a few slowdowns, but its like once twice a week, and no more then a fev seconds
  12. what is your java version also 1.3.2 tekkit?
  13. Johnathan_A_M, im calling it hippie coding, no security measures at all, and ee is buggi as hell too( dupes ) oops, separate posting :(
  14. get the 4.0.0 one the numbering is missleading
  15. False alarm, i've got confused with version number, and tought 4 is 4.0.0 so i downloaded an old one. Applied the proper patch and now its working fine. Red mace crashing my server, 3.1.2 also, if i brake a non vanilla block with left click, it's instantly grows back the block reapeating exist with rm/dm pickaxe and axe too
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