Inactive [FIX/ADMN] NoLagg v1.88.1 - Prevent common lag causes on your server [2338]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Sep 17, 2011.

  1. Offline

    bergerkiller

    I had already made this plugin before after having a major lag issue. (lots of torches being filled, turned into items, lag for 20 minutes) It also works for 1060.

    Some feature ideas are taken over from PerformanceTweaks by @LexManos so some credit goes to him. Code, however, written from scratch by me. :)

    Important:

    If you get a warning message [NoLagg TLN] followed up with a stack trace in the log, this has to do with the main thread not having responded within 10 seconds. When a plugin takes more than this time to enable, it will show that. The warning is NOT an error and is no bug, and not a bug related to NoLagg. To disable this feature, disable 'threadlocknotifier' in the config.yml. This feature is mainly intended to notify you what plugin is causing the server to freeze, may it ever happen. It is used to debug plugins in general, as they may get stuck for whatever reason.

    NoLagg's features in a nutshell

    Description

    Prevent lag caused by many items

    Every time an item gets spawned, it is buffered per chunk. For example, you spawn 30 items using Q and the maximum allowed items per chunk is 20, then the 10 remaining items are not spawned. They are spawned as soon the item count in this chunk is < 20 again.

    Read more...

    Form item stacks - fully automatically

    Whenever two or more (configurable) items or experience orbs get near each other, they form a single stack of that item type. If someone drops 64 dirt blocks on the ground using Q, it will show a single item of 64 dirt instead.

    Read more...

    Prevent lag caused by TNT

    This plugin takes over tnt ignition caused by explosions. When exploding stacks of tnt, it does not rush all tnts into a single tick, but detonate them nicely in sync. This results in pretty awesome fireworks. :)

    Read more...

    Prevent lag caused by lighting glitches

    Whenever a new chunk is generated, it's lighting information is generated and all nearby players receive the updated chunk data. If the auto-method fails, you can use /nolagg fix to do it manually. This fixing fixes, for example, dark spots in and around caves lagging the client.

    Read more...

    Set entity spawn limits

    You can set a spawn limit on virtually every entity in the game. From mobs to items to TNT. Only thing being excluded is Players, since I can't simply kick someone 'like that'. :)
    Note: It removes already spawned entities too. So, if you want to keep your animals alive, don't set mob or animal limits, or it will possibly clear your farm animals. (or you can disable the spawn limiter all together)

    I recommend finding an alternative plugin for this instead. Removing entities after they are spawned causes more lag than it prevents!

    Global auto-saver

    Since asynchronous chunk saving is now implemented internally, it is no longer a problem to save entire worlds frequently. You can set auto-save intervals in the configuration. If used with an interval higher than 400 ticks (20 seconds) it will use a scheduled task instead of the internal saver to prevent chunks never getting saved. Another benefit is that player information is also auto-saved, preventing your players losing their inventory state.

    New chunk sending mechanics

    Instead of loading chunks all around the player, the player direction is used to load the visible chunks first. This means that players can expect chunks in front of them to load quickly, while chunks on the sides take a bit longer to appear. When the player looks into another direction, the direction changes and thus the new visible chunks get loaded first. Only if all chunks ahead of the player are loaded, chunks around the player are sent. This all can be configured using a simple minimum and maximum sending rate.

    Read more...

    Examining the server tick rate

    If you encounter very low tick rates and you want to find out what plugin is causing it, you can use the examine component to find it out. It comes with a graphic viewer, which makes bug tracking the easiest thing ever.

    Read more...

    Prevent cross-thread access for events

    As it seems, some plugins don't follow the rules and use Bukkit methods in another thread. This plugin will notify you and cancel if possible whenever this happens so other plugins understand their mistake. If you encounter a lot of spam in the console, first check the stack trace for the plugin that caused the error. Report this error to the author or remove the plugin, if you have questions you are free to ask.



    Configuration (on BukkitDev)

    Commands and Permissions (on BukkitDev)

    Synchronized code accessed by another thread? (BukkitDev)



    Media



    Video by brandcool86


    FAQ

    - Help I experience missing chunks
    If you are using Spout, don't use Reloads. This is also the reason why Spout added a warning when a player tries to reload the server. Not using Spout, then it's a bug which you can report.

    - Can this plugin be used with PTweaks
    (this message was really old...) Yes, they are compatible, but if certain features overlap, make sure you disable these features in either plugin.

    - I get a warning about the async auto save and interval. Wat do?
    Change the autoSaveInterval value in the configuration to a value higher than 400, like 600. The warning is to prevent endless autosaves to occur, clogging up CPU.

    - I have experienced CPU usage
    CPU usage is not the same as lag. NoLagg uses multiple (2-3) extra threads to prevent tick and network lag. If a lot has to be done, it does this quicker, but this takes more CPU obviously.

    - I have lag when using NoLagg
    See also the FAQ above. Explain what type of lag you have: tick lag, client lag, network lag and/or 'block placement' lag. You can use /nolagg monitor to check the tick rate. If this is normal (>15), then you have network lag. Client lag is when the FPS drops. Block placement lag is lag when the tick rate is normal and other network messages, like chat, are instant.

    - WorldEdit causes lag...
    YES because it is unsafe to take over the main thread while another plugin is having hold over it. I can try fixing this, but it could ultimately lead to some serious concurrency exceptions. Don't expect this to be implemented very soon...

    - Do spawn limits interfere with mob-spawning plugins like MobArena?
    No, it does not. It only limits mobs spawned by 'nature': all custom creature spawns are ignored throughout the run of the plugin. Only after you reload will it lose track of these entities and will it remove custom-spawned mobs. If you use MobArena, be sure nothing is going on when you reload the server.

    - Does item stacking interfere with Showcase or BleedingMobs?
    It supports Showcase and ShowcaseStandalone entirely. (showcased items are completely ignored at all times) The same applies to the 'particles' created by the BleedingMobs plugin. Know of a plugin where it stacks items which should not be stacked? Post the plugin name so I can add support. You are an owner and want to add support? Only having a function in your plugin to check if an item is 'ignored' is enough.

    - Can this plugin be used with Chunk Manager
    If you want to use the Chunk Manager with Nolagg, disable the chunk sending of Nolagg first. If you don't do that, this plugin will do that by itself and send a warning in the log. Of course, compare the results first. :)

    - What are the best settings if I have a lot of RAM memory?
    This plugin does not deal with reduced RAM memory. If I could, I would, but you simply can't reduce the amount of memory Java uses. This data is locked and secured, so I can't simply throw away bits of data or write and read data from/to disk. Any plugin claiming to reduce RAM usage on a server, is probably 'garbage collecting'. This fakes having less RAM usage by removing unused data, but Java does this by itself as well once it hits a certain limit. All these plugins will do is make the Garbage Collector run in overdrive, which will only kill your tick rate and/or CPU speeds. A bad thing.

    - I get a lot of 'Synchronized code accessed from another thread' errors
    Find out what plugin is acting up by inspecting the stack trace. If the plugin that causes this is inactive, all you can do is wait for a refurnished version or someone to fix it for you, or use an alternative plugin. If it's still under development, notify the author of this, it IS an error caused by that plugin. If you can't find out the cause, PM me or post in this thread.


    Before you begin writing a lag issue

    This is very important, just posting a 'it causuz lagz und shitz' won't do, won't help and I won't be able to help you any further either. Question is if I even want to help you, if you post such a message without anything worth looking at. Things to include in your message:
    - Errors in the log if possible
    - What CB version you use and what NoLagg version you use
    - When this lag occurs. Tick rate drop in general?
    - The configuration you used when running this plugin
    - What type of lag if applicable. Options are: tick lag, client lag, network lag (see above)

    Important links

    NoLagg Download page and others at Dev Bukkit
    View the source code of NoLagg at GitHub

    Use an archive extracting program (WinRar, WinZip) to open the archive.

    TODO-list:
    - Add option to disable physics when the tick delay becomes too high

    Changelog

    Show your appreciation for my plugins by donating
    [​IMG]
     
  2. Offline

    WhiteServer

    I Like This Plugin because i have a computer with 1 gb of ram and i can play on normal render distance which is great!
     
  3. Offline

    Fr0zenfr0g

    eaven if i dont have the chunk extra stuff i have black holes :(
    i cant stand it, i must delete it, aim at the chunk and rightclick does not sem to work eather...
     
  4. Offline

    ledhead900

    Well then Im confused, the global rate is 4500, and world it self is like 900. I maybe I should increase that to 1000 see what happens. Thanks the info tho I really love your work in your plugins, you are probably one of the more cleaner coders around that's for sure plus you work really stood out with the traincarts plugin.


    #edit
    new bug
    Clicking a non loaded chunk does not load it I tested it I kept floating on top of a hole until tp out of that chunk.

    And this is what I'm talking about with the chunk load, its clear at least to me something is not right with the way its loading chunks using the addon method the question remains if removing that portion fixed it or not. But when I spawn into a world I can see only a couple chunks around me and the rest load as I walk I don't like that part of it all it save bandwidth but its dang ugly.

    Also I found that Rain falls thru roof's now when you partially in a chunk not loaded U can see rain fall thru the building.


    Image below shows me tp to our faction base and this is what happend moving around into the unloaded chunk causes me to float and get stuck clicking it wildly did nothing to load it.

    [​IMG]


    Now this image below is the rain issue after a TP event in this case /world spawn.
    [​IMG]

    I am going to test again with chunk interval at 0

    Edit
    The traincart I made also disappears on me hooked up 5 carts they did 1 loop around out of sight came back and right in front of my eyes in the same chunk vanished.
     
  5. Offline

    LeGenDaryX

    Suddenly i have almost no mobs around. Can i set this setting off?
     
  6. Offline

    mrciku

    I get an error while using NoLaggChunks. I have Spout and Orebfuscator installed.

    Code:
    2011-10-01 18:34:53 [WARNING] Task of 'NoLaggChunks' generated an exception
    java.lang.NullPointerException
        at net.minecraft.server.NetServerHandler.sendPacket(NetServerHandler.java:674)
        at lishid.orebfuscator.utils.OrbfuscatorNetServerHandler.sendPacket(OrbfuscatorNetServerHandler.java:38)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.send(PlayerChunkLoader.java:163)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.send(PlayerChunkLoader.java:209)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.send(PlayerChunkLoader.java:204)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.send(PlayerChunkLoader.java:69)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.sendAll(PlayerChunkLoader.java:63)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader$1.run(PlayerChunkLoader.java:38)
        at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:441)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    
    Could u add support to Orebfuscator?
     
  7. Offline

    bergerkiller

    Ugh I hate those black holes...

    Does increasing the sendInterval (to something like 2,3,4,5) help? I do know some chunks don't arrive at the client, but why this is: No idea...

    If someone has an offline server where I can possibly test NoLagg, PM me. I definitely need some sort of 'non-local' server to check this all...

    And that rain falls through is even weirder...this means that the chunk is visibly there, but not physically...this shouldn't even be possible IMO. Maybe because of nearby unloaded chunks?

    For now, disable the chunk feature (remove the addon) and set the unload delay to 0. I hope this fixes your issues for now.

    EDIT

    @mrciku Ow dear, afraid I can't possible add support since it conflicts with Spout. It uses it's own netserverhandler, thus replacing Spout's netserverhandler, thus making the system fail.

    I'll at least wrap the coding in a try-catch statement to keep the thread running, but not sure if the outcome is all right.
     
  8. Offline

    mrciku

    alright, I look forward to the update :D

    Hopefully that will help, but I doubt so, my players say that they are unable to load the chunk and fall forever, even when they rejoin.
     
  9. Offline

    bergerkiller

    Also, reworking the alghorithm once again. Now I know that near-unloaded-chunks cause physics to fail on the chunk you are on, I need to make 360-degree chunk sending. It's complicated, but I'll get there...
     
  10. Offline

    ledhead900

    Alright I am playing with interval rates now we see how we go. You should be able to do this locally as I did, I connected from the same network the server is hosted on using spoutcraft. Tehe and you thought I was out of my mind before when I was rambling about mobs and chunks going loopy.

    Edit:
    Ok so increasing the sendinterval to 6 and the rate to 5 fixed 90% of black holes, Its not perfect but its better Going to try higher. Higher I think would probably fix it but higher means less bandwidth saved and more lag caused by chunk loading.

    Edit:
    I cannot get a constant result with the interval settings, removing it for now and seeing how we go.


    You did install the Spout-bridge for that plugin didn't you !!!!, I have no error like that and I as well use it.
     
  11. Offline

    Zathras

    I can't see that you have acknowledged or addressed the PLAYER_MOVE event problem yet, so here's my 2ยข...

    Code:
    07:44:46 [INFO] XXXXXX [/XX.XX.XXX.XXX:XXXX] logged in with entity id 268727 at ([smp] 108.47959473127511, 88.0, 439.7574613679037)
    07:44:58 [SEVERE] Could not pass event PLAYER_MOVE to NoLaggChunks
    java.util.ConcurrentModificationException
        at java.util.HashMap$HashIterator.nextEntry(HashMap.java:793)
        at java.util.HashMap$KeyIterator.next(HashMap.java:828)
        at java.util.AbstractCollection.toArray(AbstractCollection.java:171)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.updateChunk(PlayerChunkLoader.java:193)
        at com.bergerkiller.bukkit.nolaggchunks.PlayerChunkLoader.update(PlayerChunkLoader.java:73)
        at com.bergerkiller.bukkit.nolaggchunks.NLPlayerListener.onPlayerMove(NLPlayerListener.java:24)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:286)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:180)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:618)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:500)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:464)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    
    And stuff from earlier in the log file...

    Code:
    ...
    19:48:44 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-1067-g6301507-b1185jnks (MC: 1.8.1)
    ...
    19:48:46 [INFO] Spout 1.0.6.403 has been initialized
    ...
    19:48:50 [INFO] RawcriticsOreObfuscationPluginSpout 1.6.5.1 plugin enabled
    ...
    19:48:53 [INFO] [NoLagg] Auto-save field bound to 'u'!
    19:48:53 [INFO] NoLagg version 1.22 is enabled!
    19:48:53 [INFO] [NoLagg] chunk handler add-on version 1.0 is enabled!
    19:48:53 [INFO] [NoLagg] 1 chunk packets will be sent every 1 ticks.
    

    And config.yml...
    Code:
    autoSaveInterval: 40
    explosionRate: 40
    chunkUnloadDelay: 10000
    formItemStacks: true
    tntDetonationRate: 10
    maxItemsPerChunk: 40
    orbScannerInterval: 200
    updateInterval: 20
    tntDetonationInterval: 1
    chunkSendRate: 1
    chunkSendInterval: 1
    
    Have you plans to handle this event soon?
     
  12. Offline

    bergerkiller

    @Zathras it's more of a Java problem. In my version of Java toArray clones the internal data, but with you it appears to point to the old array. I'll do some array copying then....

    Ok just coded the SICKEST algorithm ever...

    It can send layers from a starting chunk, taking corners going all around the player, or only half ways. It can now 'peel' the first 4 chunks fully, the following chunks are sent half. If all these are sent, the remaining chunks are sent.
    Code:
        private static class MoveMod {
            private MoveMod(BlockFace direction) {
                this.x = direction.getModX();
                this.z = direction.getModZ();
                this.initDirection = direction;
            }
    
            public BlockFace initDirection;
            public int x;
            public int z;
    
            public BlockFace currentDirection() {
                for (BlockFace face : BlockFace.values()) {
                    if (face.getModX() == x && face.getModZ() == z) {
                        return face;
                    }
                }
                return BlockFace.SELF;
            }
    
            public void nextRight() {
                if (x == 1 && z == 0) {
                    z = 1;
                    x = 0;
                } else if (x == 0 && z == 1) {
                    x = -1;
                    z = 0;
                } else if (x == -1 && z == 0) {
                    z = -1;
                    x = 0;
                } else if (x == 0 && z == -1) {
                    x = 1;
                    z = 0;
                }
            }
            public void nextLeft() {
                if (x == 1 && z == 0) {
                    z = -1;
                    x = 0;
                } else if (x == 0 && z == -1) {
                    x = -1;
                    z = 0;
                } else if (x == -1 && z == 0) {
                    z = 1;
                    x = 0;
                } else if (x == 0 && z == 1) {
                    x = 1;
                    z = 0;
                }
            }
    
            public void next(int midx, int midz, int startx, int startz, int curx, int curz, int limit) {
                if (isInCorner(curx, curz, midx, midz, limit)) {
                    next(midx, midz, startx, startz, curx, curz);
                }
            }
            public static boolean isInCorner(int x, int z, int midx, int midz, int limit) {
                return Math.abs(x - midx) >= limit && Math.abs(z - midz) >= limit;
            }
            public void next(int midx, int midz, int startx, int startz, int curx, int curz) {
                boolean top = curx < midx;
                boolean right = curz < midz;
                boolean bottom = !top;
                boolean left = !right;
                boolean starttop = startx > midx;
                boolean startright = startz > midz;
                boolean startbottom = !starttop;
                boolean startleft = !startright;
                if (top && left) {
                    if (startleft || startbottom) {
                        nextRight();
                    } else {
                        nextLeft();
                    }
                } else if (top && right) {
                    if (startright || startbottom) {
                        nextLeft();
                    } else {
                        nextRight();
                    }
                } else if (bottom && left) {
                    if (startbottom || startright) {
                        nextRight();
                    } else {
                        nextLeft();
                    }
                } else if (bottom && right) {
                    if (startbottom || startleft) {
                        nextLeft();
                    } else {
                        nextRight();
                    }
                }
            }
    
            public static MoveMod[] get(BlockFace direction) {
                MoveMod[] mods = new MoveMod[2];
                if (direction == BlockFace.NORTH || direction == BlockFace.SOUTH) {
                    mods[0] = new MoveMod(BlockFace.EAST);
                    mods[1] = new MoveMod(BlockFace.WEST);
                } else if (direction == BlockFace.EAST || direction == BlockFace.WEST) {
                    mods[0] = new MoveMod(BlockFace.NORTH);
                    mods[1] = new MoveMod(BlockFace.SOUTH);
                } else if (direction == BlockFace.NORTH_EAST) {
                    mods[0] = new MoveMod(BlockFace.WEST);
                    mods[1] = new MoveMod(BlockFace.SOUTH);
                } else if (direction == BlockFace.SOUTH_EAST) {
                    mods[0] = new MoveMod(BlockFace.WEST);
                    mods[1] = new MoveMod(BlockFace.NORTH);
                } else if (direction == BlockFace.SOUTH_WEST) {
                    mods[0] = new MoveMod(BlockFace.NORTH);
                    mods[1] = new MoveMod(BlockFace.EAST);
                } else if (direction == BlockFace.NORTH_WEST) {
                    mods[0] = new MoveMod(BlockFace.SOUTH);
                    mods[1] = new MoveMod(BlockFace.EAST);
                }
                return mods;
            }
    
        }
    
        public int sendLayer(int sendcount, int sendlimit, int layer, BlockFace direction, Player to) {
            //get modifiers from direction
            MoveMod[] mods = MoveMod.get(direction);
            //Get the chunk to start at
            int startx = cx + direction.getModX() * layer;
            int startz = cz + direction.getModZ() * layer;
            //Send starter chunk
            if (this.send(startx, startz, to)) {
                if (--sendcount == 0) return 0;
            }
            //Peel
            int x1 = startx;
            int z1 = startz;
            int x2 = startx;
            int z2 = startz;
            sendlimit++;
            while (true) {
                if (--sendlimit == 0) return sendcount;
                //offset the chunks
                x1 += mods[0].x;
                z1 += mods[0].z;
                x2 += mods[1].x;
                z2 += mods[1].z;
                //mod update
                mods[0].next(cx, cz, startx, startz, x1, z1, layer);
                mods[1].next(cx, cz, startx, startz, x2, z2, layer);
                //got till the end?
                if (x1 == x2 && z1 == z2) {
                    if (this.send(x1, z1, to)) {
                        --sendcount;
                    }
                    return sendcount;
                } else {
                    if (this.send(x1, z1, to)) {
                        if (--sendcount == 0) return 0;
                    }
                    if (this.send(x2, z2, to)) {
                        if (--sendcount == 0) return 0;
                    }
                }
            }
        }
        
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 19, 2016
  13. Offline

    mrciku

    I did, for both.
     
  14. Offline

    bergerkiller

    @mrciku as I said Spout is probably not compatible with OreObfuscater, nothing I can do about it. Anyway, I placed it all in a try-catch thing. If it fails, remove the addon. :)

    Updating in a few seconds, note: this new alghorithm is ALOT better. Also, set the interval to 3,4 or 5 if you experience lag. it is per tick, so 5 would be 4 chunks every second, which is pretty fast already. If you set the interval too low, you risk an overloaded package buffer, crashes and thus, black holes.
     
  15. Offline

    ledhead900

    Awesome, I love how u openly paste code only true decent coders are willing to be so open with the code for criticism.

    I also see now why the 2 interval made black holes. I don't have lag tho as its a local connection so the only other thing it could be was the fact it was not 360c generated around player issue.
     
  16. Offline

    Zathras

    I had players getting kicked for flying, repeatedly when they were just standing still. I tp'd to them and then I began being kicked for flying just standing still. Restart didn't help. Restart with NoLaggChunks.jar removed made the problem go away.
     
  17. Offline

    ledhead900

    Removing that made a lot of problems go away for me all chunk issues are gone.
     
  18. Offline

    bergerkiller

    @ledhead900 yup, that's why it's optional. It doesn't work for everyone, and you obviously need to configure it correctly. I noticed packets being stacked until an overflow occured and the client has ALOT of lag. This is why you need to set a correct interval, 20 times per second is obviously too fast. I set it to 4 per second now, works nicely.
     
  19. Offline

    ledhead900

    What ? .... now I am royally confused again, I though that "updateInterval: 20" had nothing to do with the Spout addon for this. I had "chunkSendInterval: 0" set at no more than 2 at the beginning and it was worse than at 5. I left "chunkSendRate: 1" at its default.
     
  20. Offline

    bergerkiller

    updated it once again, you need to update the addon too if you use it.

    @ledhead900
    It is best to keep the rate at 1, it's only for servers with a VERY good connection. Keep the interval >3, after testing with 2 other players on my server 5 proofed to be the best, so I used that. Too low will cause lag instead, and thus, chunk corruption. To keep things running real nicely and to keep chat working, set the interval to around 10. But this would make chunk loading a bit slow: 2 times per second. It's up to you to find a balance. :)
     
  21. Offline

    ledhead900

    Well that's going to be hard as my server is dead right now due to everyone waiting for the new 1.9 maps, and my advertisements are starting properly once its live and running. I will note at this point we are blogging it heavily and that Mahjong youtube channel some how somewhere must of featured one of our blogs coz we got about 60 subs that came directly from their channel. I guess what I need to do is wait longer with it on set to something that is ok and then fine tune it once the player base comes in after 1.9.

    Just quickly on another note, hows the Myworlds going for the keepspawn unloaded thing, Also do you have a complete list of possible config options ?.
     
  22. Offline

    mrciku

    Now Orebfuscator doesn't work D:

    Oh and I got this error after letting my server run for awhile with 1.23:
    Code:
    011-10-02 00:53:02 [SEVERE] java.lang.IllegalStateException: TickNextTick list out of synch
    2011-10-02 00:53:02 [SEVERE] 	at net.minecraft.server.World.a(World.java:2122)
    2011-10-02 00:53:02 [SEVERE] 	at net.minecraft.server.World.doTick(World.java:1637)
    2011-10-02 00:53:02 [SEVERE] 	at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:461)
    2011-10-02 00:53:02 [SEVERE] 	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
    2011-10-02 00:53:02 [SEVERE] 	at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    2011-10-02 00:53:02 [SEVERE] Unexpected exception
    java.lang.IllegalStateException: TickNextTick list out of synch
    	at net.minecraft.server.World.a(World.java:2122)
    	at net.minecraft.server.World.doTick(World.java:1637)
    	at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:461)
    	at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
     at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
     
  23. Offline

    ledhead900

    Still working here ! I have no idea what your is doing I need to see your full server log in http://pastebin.com/ and please set the syntax highlighting to java using the drop down box before posting it.
     
  24. Offline

    bergerkiller

    @ledhead900 Haven't worked on it yet, had to make a redstone fix to keep redstone working when time is locked. I ended up setting the block types, so doubt it is the best solution..but hey, it works. :)

    I'll add a list in the main page.
     
  25. Offline

    mrciku

    There are no errors being shown, it is just not working. I double checked that it didn't deobfuscate for ops and permissions, but it was on false. Here are my plugins:

    Untitled.png

    Is it probably CraftProxy?
     
  26. Offline

    ledhead900

    Yep that is redundant now has been for a while ever since Spoutcraft that also caches and allows server client modding :), Also I swear essentials have a compatibility issue with colorsign. ender nurf u dont need essentials has that built in :) on the latest build. Might wanna go over your plugins in general and see what has what built in these days and lighten up.
     
  27. Offline

    mrciku

    Alright I'll remove CraftProxy, thanks for the advice :)

    for the colorsign... Seems to be working fine ^^

    Edit: Nah it isn't CraftProxy, you sure it still works in 1.23?

    Sorry for double post, just to notify I edited my post.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 19, 2016
  28. Offline

    Eminam

    That's some pretty nice work. Looks clean and doesn't seem to have any issues. NICE work.

    Any word on this?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 19, 2016
  29. Offline

    bergerkiller

    @Eminam ow thought I had set it to ignore custom spawned entities only...but atm it ignores monster-spawner-spawned entities too...I'll fix in sec. Update also contains 'a' fix for redstone to keep running. It's used in conjunction with MyWorlds/other time setting plugins to work alongside redstone.
     
  30. Offline

    ledhead900

    oh I though u had errors with it I will have to test it with an xray pack shortly going bed now so I will when I wake up.
     
  31. Offline

    kahlilnc

    Yeah for some reasons some mobs are spawning on there own even though set to 0 spawn limit.
     

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