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[3.1.2] TekkitCraft [250 slots][Hard][New Map] || [CC dissabled, EE enabled]


Sp0nge

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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 :)

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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!

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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).

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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

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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 :)

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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

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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 ;)

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