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[Minecraft] Kneel before your bee overlords.

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Posts

  • ButtcleftButtcleft Registered User regular
    @Radiation I figured a work around with the tree farm, and we are generating a surplus of charcoal once more, and the boiler is back up to full heat.

  • RadiationRadiation Registered User regular
    Hurray!
    I'll be on in a bit to work on the tower more.

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    @Radiation

    I like the XP band..but that's thousands of levels locked up that we cant use in auto enchanters :(

  • Bloody JackBloody Jack Registered User regular
    That's a temporary problem really. Just up your slaughter of hapless mobs to get more xp :P

  • RadiationRadiation Registered User regular
    Buttcleft wrote: »
    @Radiation

    I like the XP band..but that's thousands of levels locked up that we cant use in auto enchanters :(

    The xp band was both our ideas.
    So ha!

    PSN: jfrofl
  • Bloody JackBloody Jack Registered User regular
    I know I've mentioned this too many times already, but I just want you all to know how torturous it is to still not have internet access. I have been working on a design in my head for a new and improved multi-grinder but can't even test it because the FTB launcher doesn't want to work offline :(

  • HugglesHuggles Registered User regular
    edited February 2014
    Welp I logged on and I'm stranded just north of my place and get a message of 'you have reached the edge of the world' every time I head south towards it. Or where it would be, because it looks like the chunks have all reset.

    Sigh. GGWP, going to play something else instead.

    E: just so's you're aware, looks like AM2 doesn't play nice with MCPC+ and can cause chunk resets. Don't know if that helps anyone else.

    Huggles on
  • ButtcleftButtcleft Registered User regular
    MCPc+ seems to break a lot of things. like world loading, mob spawning, etc.

  • TakelTakel Registered User regular
    edited February 2014
    That's odd, AM2 is in the ResonantRise pack, which also uses MCPC+. What are the coords of your base? I'll pull them out from backups

    And what about mob spawns is broken? There's a crap load of config options between spigot and MCPC+, a lot of them involve entity spawning and tick rationing.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • KandenKanden Registered User regular
    edited February 2014
    It's almost impossible to find a mob hostile or passive. Other than the dryads and horses at spawn that have been there since day 1, over the course of 2 or 3 nights I saw like 1 creeper and 1 mana elemental. It's the same while digging as well, I dug a huge strip without lighting it and nothing every spawned.

    Kanden on
  • ButtcleftButtcleft Registered User regular
    Takel wrote: »
    That's odd, AM2 is in the ResonantRise pack, which also uses MCPC+. What are the coords of your base? I'll pull them out from backups

    And what about mob spawns is broken? There's a crap load of config options between spigot and MCPC+, a lot of them involve entity spawning and tick rationing.

    Endermen don't spawn in the end in anywhere near the numbers that they used to, also nights are almost mob free compared to the pre-MCPC days

  • TakelTakel Registered User regular
    Right, let's change that. Scream when it gets too much

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • HugglesHuggles Registered User regular
    I'm out right now, but z was around 3175 for the new place, don't remember the coords of the old one. I couldn't check for certain because of this invisible barrier saying I had reached tge edge of the world.

  • KandenKanden Registered User regular
    Hostile mobs seem to be spawning at a pretty decent rate, passive mobs though are still pretty rare. Only saw 1 cow an entire day of walking around. Still getting the loading errors as well.

  • TakelTakel Registered User regular
    Passive mobs are going to be rather rare until I reclassify dryads as hostile mobs so that they don't use the passive mob pool and hopefully despawn like hostile mobs.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • ButtcleftButtcleft Registered User regular
    edited February 2014
    Just don't cull them, spawn doesn't need a 3rd nature guardian. .

    Also flying in morph continues to instantly destroy hunger.

    Buttcleft on
  • ButtcleftButtcleft Registered User regular
    @Radiation @Kanden

    I have got a MAC made and I've been programing it, but the automation isn't there yet for it to make the more complex recipes its coded with so don't try yet.

    Somehow we keep running low on copper and gold, I just about hollowed out a big hollow hill today to try to stabilize our reserves but if either of you are using it please..stop?

  • RadiationRadiation Registered User regular
    I'm not building shit.
    Also, I should be on in a bit. I''ll be playing Lego Batman 2 with the kiddo for the next hour or so.

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    edited February 2014
    I found a big bunch of copper oreberry bushes. So I set up a farm with our existing tin oreberry and the new copper oreberries.

    They are buried in a wall dumping the oreberries into deep storage units currently, later on I'll set up dedicated smelteries to smelt the copper berries down into blocks.

    be easier than cooking them in redstone furnaces since oreberries alone only produce nuggets, at least in smelteries the liquid can build up in the basins to become blocks.

    Also sorry for the slow progress on the machines, yesterday I woke up feeling sick and today hasn't been any better.

    oh and radi I found out elevators don't need a clear line, but they don't work beyond like..10-20 blocks..so to get to the top floor we're gonna need a series of elevators up.

    Buttcleft on
  • TakelTakel Registered User regular
    edited February 2014
    Buttcleft wrote: »
    Just don't cull them, spawn doesn't need a 3rd nature guardian. .

    Also flying in morph continues to instantly destroy hunger.

    They'll be culled via opis' wonderful KILLALL function.

    Now, flying with morph destroying hunger. That's putting me into an interesting quandary:
    I don't expect everything to work perfectly; MCPC is frankenstein voodoo magic on top of a mod on top of a fork on top of a mod. SOMETHING is not going to work right, and it looks like that something is Morph.

    MCPC+ is based off Spigot, which is a fork of Bukkit++, which is a mod on Bukkit which is a mod of the original vanilla server software with API wrappers. Bukkit++ was designed for a huge 100+ player server, so its focus was to attack the most CPU intensive portions of the minecraft world simulation in a manner that is somewhat transparent to the users but in a way that may change the expected behaviours. Just as a primer, here are some of the big ones:

    - Growth Ticks
    As briefly mentioned above, default minecraft behaviour is rather wasteful for this part. Every tick, every single loaded chunk is affected. The 'world' randomly selected 'a bunch' of valid blocks to apply growth to, then does so. The more chunks loaded, the more blocks selected and growth applied. With a 9 viewing range setting, every player loads 17x17 chunks = 289 chunks. Two people in totally separate places, 578 chunks. The number of chunks the server can have loaded due to them not unloading? 700-2000. Flat Surface area for 700 chunks? 179200 blocks. That's a lot of blocks to go through and randomly pick stuff to grow. For every single tick, that can only take 50ms at max. The altered behaviour does three distinct things. The first is that it flat out limits the number of chunks selected. This is a configurable limit and default is around 600 chunks. The second is that chunks are allocated in a scaling priority fashion. Chunks that players are in are always selected. Then priority drops off the further the chunks are from a player (or 'observer'). Last thing it does it that the growth ticks are aggregated. Instead of selecting and applying growth every tick, it's only done every 4-5 ticks (configurable) and multiple growth ticks are applied at once.

    Now, overall effect:
    Growth is less predictable. It's no longer a matter of 'load chunk, done!', it's dependant on how many chunks are loaded and distance from an observer. Spot loaders may be important for farms...
    The law of RNG is a lot more prominent since each selection has a greater short term effect. Over the long term, growth rates should be identical, however waiting 5 minutes for wheat to grow without doing anything may be a little random.
    However, these changes does mean there is a cap on how much server computation resources are used for growth. CPU limits are what we're hitting as the server goes on, so this does alleviate the problem with chunks not unloading.

    - Entity Spawning
    You've experienced this. Entity spawning has two changes. The first is a hard cap on the number of entities before it refuses to spawn any more. Pre-existing ones are fine. The second change is a restriction on the range within which mobs can spawn.

    As you may know, mobs are forbidden from spawning with 25 blocks of a player so long as the chunk is loaded (for single player, between 25-144 blocks). Bukkit++ changes this to a configurable range, defaulting to 4 chunks or 64 blocks, so mobs only spawn between 25-64 blocks from the player. Depending on the terrain, this can greatly limit the number of valid spawning locations, but the intention was to concentrate mobs around the players instead of wasting a large number of entities on areas which won't be seen or visited, so entity conservation in the hopes the spawns are more meaningful. I'm going to bump this up to 7 chunks, or 112 blocks which will more than triple the valid spawning area around a player from the current setting so the place will feel less empty, but still reduces the spawning area by around 40% from default behaviour.

    There's a third minor change which allows for the specification of the delay between mob spawning ticks. This is currently set to 10s for passive mobs and 0.5s for hostile mobs. Defaults for Bukkit++ are 20s for passive, 1/20th (every tick) for hostiles. When I was running Bukkit++ a long time ago, I found that every tick had a number of cases of continuous respawns. Fun in a way, tiring in another.


    Now, back to Morph. This is a bit of a problem because what is happening is kinda what I expect from trying to merge the Bukkit codebase with the Forge codebase. Not everything is going to work, it's a bit of wizardry that it works anywhere near as well as it does at the moment. However, Morph is not a mod that I'm going to have in the Frankenstein pack, so it's a decision of keeping the server responsive and effectively burn testing if we can use MCPC+ with the majority of the mods working well; or retaining all expected functionality for a mod pack that is a quick and easy stand-in, even if the functionality is being provided by a mod that long term will not be used, and keep possible performance improvements as an unknown and unattainable.

    Your call.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • ButtcleftButtcleft Registered User regular
    that explains why the treefarm chest is almost empty by the time I log in. no ones around our base, so the trees don't grow as much. good thing we're still stable on power though.

    As to morph, we need to get to where we can make jetpacks and see if flight in general robs the hunger or if its just related to morph flight.

  • TakelTakel Registered User regular
    Well, you should have ops

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • ButtcleftButtcleft Registered User regular
    edited February 2014
    Takel wrote: »
    Well, you should have ops

    http://www.youtube.com/watch?v=e_DqV1xdf-Y

    Buttcleft on
  • KandenKanden Registered User regular
    I'm not totally sure if this is caused by MCPC is causing this but it's a real bummer to constantly be stopped by giant chunk errors that the only way to fix is by relogging, then for some reason when I relog I'm in the middle of a void, so I have to relog again to continue going the direction I was trying to go.

  • ButtcleftButtcleft Registered User regular
    Kanden wrote: »
    I'm not totally sure if this is caused by MCPC is causing this but it's a real bummer to constantly be stopped by giant chunk errors that the only way to fix is by relogging, then for some reason when I relog I'm in the middle of a void, so I have to relog again to continue going the direction I was trying to go.

    Small price to pay for having a server to mess around on.

  • KandenKanden Registered User regular
    So uh @Radiation and @Buttcleft I'm not really taking lead on the whole base thing, but for some reason I don't think a giant redwood in the middle of our base was the plan...

  • ButtcleftButtcleft Registered User regular
    Kanden wrote: »
    So uh @Radiation and @Buttcleft I'm not really taking lead on the whole base thing, but for some reason I don't think a giant redwood in the middle of our base was the plan...

    WHAT

  • ButtcleftButtcleft Registered User regular
    @Kanden please tell me this wasn't you trying to pull a prank that went terribly bad.

  • KandenKanden Registered User regular
    Nope, I was actually going over to leave behind a little something when I spotted it.

  • RadiationRadiation Registered User regular
    I think it was planted by tree farm.
    Pretty hilarious.

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    Radiation wrote: »
    I think it was planted by tree farm.
    Pretty hilarious.

    there was only oak and eucalyptus in the farm, not redwood.

  • ButtcleftButtcleft Registered User regular
    edited February 2014
    edit: so, forums posted the same message twice..sorry!.

    @Takel @Radiation.

    I cleaned up most of our base of the redwood apocalypse...and another one has spawned. not in the middle of our build, but right next to it.

    Buttcleft on
  • TakelTakel Registered User regular
    No idea what is causing those redwoods to spontaneously spawn... there were a bunch of dryads near that tree so I assumed it was them and did a killall dryad... 385 dryads were removed from the world.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • ButtcleftButtcleft Registered User regular
    edited February 2014
    Oh please god don't let Redwoods be the new dryads.

    @Kanden please remove your lego from the workshop. they are in the way and I cant break them.

    Buttcleft on
  • RadiationRadiation Registered User regular
    You can't remove them? Aren't you OP?
    Also the second one I planted I think.

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    no cause you keep punching through them and hitting shit behind them.

  • KandenKanden Registered User regular
    Man, I had literally no trouble taking them down. Have you played minecraft Buttcleft?

  • ButtcleftButtcleft Registered User regular
    @Takel I think MCPC has broken the ender-thermic pumps self chunkloading.

  • RadiationRadiation Registered User regular
    @Buttcleft Your floors are finished.

    PSN: jfrofl
  • TakelTakel Registered User regular
    Buttcleft wrote: »
    @Takel I think MCPC has broken the ender-thermic pumps self chunkloading.

    ... I'm not sure if Enderthermic pumps ever self-loaded chunks. Can you check /chunkloaders to see if they are registering as a chunk loader? I can see the portals generating chunkloading tickets, but not the enderthermics...

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
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