Sp0nge Posted October 4, 2012 Author Posted October 4, 2012 Last day we have been discussing the gameplay with players online, stuff like EE/EMC, endgame, and similar issues. We are aware of that we got a highter turnover of new players, but most players joining the server just leaves, moslty becouse they HAVANT read our changelog. Many EMC farms are dissabled, blockbreaker nerfs etc. Do not join without reading the changlog please. To endgame, eighter know the mods, or be patient. Tnx :)
Sp0nge Posted October 6, 2012 Author Posted October 6, 2012 This change is for those that struggles with low bandwith in general: Oust Added a packet filter feature into /oust packet Comes with packet profiling to see how much some mod packets take under /oust packet s And limiting (which saves) - use it when you have limited bandwidth like me. So when you build your systems too big and start getting DC. Have a look in the stats, then test ur internet speed and set the limits (ore use defaults with /oust packet l on) Ill explain this for those that dont understand this: Server sends info to the client, and if this info is to much and your internett cant handle it, you will lag. Thats why this is created, to make it so that players with lesser bandwith can still be able to play, with alot less lag!
Sp0nge Posted October 7, 2012 Author Posted October 7, 2012 http://www.twitch.tv/dfissell One of our trustfull members finally is back on streaming, this is real interesting to watch, trust me :)
Sp0nge Posted October 8, 2012 Author Posted October 8, 2012 Oust Added whole map ousting feature. To cleanup the mining world. Added a whole map townblock removal feature. Mining cleanup again. Added a WE region ousting feature. To clean up fallen towns near spawn or such. Added a packet content hashing and comparisation filter to the /oust packet limits menu. This will compare packets that the server want's to send, if they have already been sent in the last 5sec. If the content hash matches, the packet wont be sent. Again, only useful for player with slow internet connections playing in high activity towns (like mine).
Sp0nge Posted October 12, 2012 Author Posted October 12, 2012 Ill answer question on my livestream at the top of the hour, ask whatever you want to! Livestream can be found on our website: www.tekkitcraft.com
Sp0nge Posted October 12, 2012 Author Posted October 12, 2012 Seems like EE was a larger part of the Q&A, and we will take those issues/questions/suggestions into considerations in our future pathces and fixes!
Sp0nge Posted October 13, 2012 Author Posted October 13, 2012 MobArena added, and several of them have been made around spawn!
Sp0nge Posted October 13, 2012 Author Posted October 13, 2012 Livestreaming from the server for alteast 1h, stream is found on our website!
Sp0nge Posted October 15, 2012 Author Posted October 15, 2012 I guess people are to busy playing, and have nothing to complain about :D
Sp0nge Posted October 15, 2012 Author Posted October 15, 2012 Several MobArenas have been added, custom rewards
Sp0nge Posted October 17, 2012 Author Posted October 17, 2012 Miningworld resetted. All LWC items have been retrived into our storage. Had items there? Just do /mail read and collect them at /storage
Sp0nge Posted October 18, 2012 Author Posted October 18, 2012 Balkony Weaponsmod readded, issues with it making serverchrases are fixed
Sp0nge Posted October 20, 2012 Author Posted October 20, 2012 Server were down for a few minutes while we tested out some fixes, it should work all fine now
Sp0nge Posted October 21, 2012 Author Posted October 21, 2012 We are really working on sorting the lagissues and low TPS. If going according to plan, in half a day it should all be fixed!
Sp0nge Posted October 21, 2012 Author Posted October 21, 2012 Oust Added loaded chunk debugging functionality Added an automatic+manual chunk unloader RedPower2 Remade tube route finding completly to be based on cached tile entities Created a event handler for block changes, chunk loading and unloading to refresh tube caches Fixed assemblers to honor block breakers blacklist WeaponMod Fixed all ranged weapons to call the bukkit pvp attack event
Sp0nge Posted October 22, 2012 Author Posted October 22, 2012 Oust Added CB++ functionality to improve tickrates and possibility to now actually find chunks that are for some reason making the TPS drop so that we can suggest improvements for factorysetups that arent ideal and similar. Tickrate improved with around 10 TPS on average with this, finally getting playable speeds with everything
Sp0nge Posted October 22, 2012 Author Posted October 22, 2012 MC is back up again, now we need a ton of people to try take our TPS down, so we can test our latest changes!
Sp0nge Posted October 23, 2012 Author Posted October 23, 2012 Oust Created a new top command called /tick It handles all the chunk tick rates seperately, limiting any that go over a threshold /tick <- shows the chunk speed /tick entity <- shows the blocks that take up the chunk time /tick detail <- shows the block types that take up the time All chunks that go over the limit recieve a limiter that percentually skips block updates to that chunk. A 10% limiter means that in the next 5 sec only 10% of the ticks go to that chunk There are more commands for mods and admin to control the tick distribution or see chunk times from far Charging bench Fixed redstone giving too much power bug Small improvement to tick rate by caching the redstone state for 20 ticks
Sp0nge Posted October 23, 2012 Author Posted October 23, 2012 Actually, i wanna dare players to bring us down. Lagissues are solved, map dont crash, really, build with Tekkit, and dont assume it will have downtime the next day. We are up, and we will allways stay that way. Test us, see if we are wrong ;)
Sp0nge Posted October 26, 2012 Author Posted October 26, 2012 This will be pretty straight forward: Playerfiles and the map have resetted!
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