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Aron2

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Everything posted by Aron2

  1. It's not actually overflow in the sense that stuff is spilling out of pipes that is causing the lagg. It's the error that's called disconnect.overflow. The error is actually caused by there being too much data to process by the server/client (apparently) because of alot of redpower tubes, timers and wires being active at the same time
  2. Hey krizmac, I've actually tried reducing the amount of timers by using about 10 central timers instead of 50 using red alloy wire. Yet this only made it worse. It seems like 5 timers right next to disposers and timers causes alot less lagg then using 1 timer and running wire to the different transposers/timers. I don't know why this is. I'm using a combination of filters and transposers. On some occasions, using filters is not an option since there's tubes running next to them, filling them up. I use tranposers in those cases, which don't have an inventory slot. I actually do need most of my timers on 0.2secs. That's the thing I take pride on about this factory, it produces about 150 solar panels per minute. I'm just wondering if there's any way that doesn't involve rearranging my factory that can enhance performance of my server.
  3. @Jelato. I'm having the same problem. I've got a rediculous HV Solar array factory with alot of timers, machines and redpower tubes. Is there any way to increase the server's speed for sending this data? I host my server on the same machine.
  4. I know you can fix the slotchanging messages by redownloading tubestuff and replacing the current version. Be sure to backup your server before you do this.
  5. @Sacrieur I do have a discrete VGA, it's an ATI Radeon HD 4800 Series, it's not top of the line anymore, but it should be able to handle it I would think. And again, it can handle that solar panel factory, it can handle a room full of crystal chests filled with stuff, what is it about this construction that makes it unable? It's sphax 64x by the way, but I have 32x as well, tried it on that ánd on the vanilla minecraft tp, the problem occured on all three tp's. @efflandt I have 64-bit Win7 and 64-bit Java 7u7, manually installed. You're right in saying that it adds up to more than 4GB, do I need to get more RAM outright then?
  6. That's exactly what got me confused. I thought it may have something to do with it not being able to unload anything, but I added a chest for it to go to and it still lagged out. Maybe it has something to do with specific properties of recyclers? I'm tempted to just buy 8GB of extra RAM, since it's not the most expensive part of a pc and i could use some extra anyways. But I'm just thinking it's not an issue of having enough RAM since the entire solar panel factory works just fine. Even when I have another person on my server, it does fine. I would think that having an extra person building on my server would cost more RAM then these 10 deployers. Thanks for the feedback so far, Hushful, if you come up with anything else, it's greatly appreciated. If anyone else has any ideas or came across a similar problem, I would love to hear it.
  7. Alright, I tried that. By giving it that, you mean in the options of the techniclauncher itself, right? It look like it doesn't just sound counterproductive in my case, it seems to get worse when I do this.
  8. Very well, signature removed. I haven't changed anything on that front. Launch.bat shows ''java -Xmx3G -Xms2G -jar Tekkit.jar nogui pause'' so I assume that means it has 3 gb assigned? You might just have found my problem there. The techniclauncher itself had only 1gb of ram assigned, I changed it to 2 and now my memory use shows 90%+. Is it normal that tekkit uses so much ram? 1.2 gb for the server and 1.5gb+ for the launcher itself. Anything I can do to reduce the usage?
  9. Hey fellow tekkiteers, I'm running a private tekkit server on my pc, mainly playing on it by myself. Recently I wanted to make good use of my EU and make some UU-matter with mass fabricators. For this purpose I created a small wall of recyclers with a condenser feeding sand into them using pneumatic tubes. I added transposers to the front to take out the stuff and lined them with red alloy wire to connect to a timer, as shown below: The problem is, as soon as I add a timer to the bottom row of red alloy wire, meant to get a pulse to the bottom row of transposers, tekkit starts to lagg uncontrollably, eventually kicking me out with ''lost connection: disconnect.overflow'' in the console. Does anyone have any idea why this specific thing causes lagg? It doesn't make sense, since I have this monstrous HV-solar array factory just below, working fine without much lagg: It uses about a hundred times as many timers, pipes and machines. In case it's relevant, I'm running a system with: 4 gig DDR3 RAM Phenom II X4 955 @3.2GHz Task manager shows CPU usage under 60% and memory uses around 80%, so there should be plenty left. Since this occured, I updated to CB++, but it didn't help
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