My log is getting slammed with "AbstractConduit.onChunkUnload: Destroyed network on chunk unload": http://puu.sh/4dKgi.log. Its lagging me out like crazy. (More tick rate lag, than framerate lag, but neither are good to have). I'm using ChickenChunks Chunkloaders, nothing should be unloading. EnderIO 1.5.2 - latest version at the time of this post.
I will remove that log spamming as that is just a left over debugging message that shouldn't be there. This would have certainly made any lag worse, but it is not going to be the source of the problem. My code has no effect on chunk un /loading, it just gets notified when when it happens and I do some trivial cleanup (that is where the message is coming from).
If my code was causing lag every time conduits where unloaded I am almost certain I would have noticed it long ago as that code hasn't changed since we'll before release.
If you are sure that all the conduits should not have been unloaded, I suspect there is an issue with the chunk loader or some related system.
I will remove that log spamming as that is just a left over debugging message that shouldn't be there. This would have certainly made any lag worse, but it is not going to be the source of the problem. My code has no effect on chunk un /loading, it just gets notified when when it happens and I do some trivial cleanup (that is where the message is coming from).
If my code was causing lag every time conduits where unloaded I am almost certain I would have noticed it long ago as that code hasn't changed since we'll before release.
If you are sure that all the conduits should not have been unloaded, I suspect there is an issue with the chunk loader or some related system.
I'm fairly certain it is. The tick rate on world load is about 80%. It drops to .5% in 2 minutes. The only thing that changed is me replacing TE stuff with EnderIO stuff
Is this where the conduits are? I am not sure what mod adds these dimensions but thats certainly where part if the issue issue is.
I also looked through all my log files from my test and play worlds and I have been getting the conduit unload messages printed to my logs with no lag issues.
Is this where the conduits are? I am not sure what mod adds these dimensions but thats certainly where part if the issue issue is.
I also looked through all my log files from my test and play worlds and I have been getting the conduit unload messages printed to my logs with no lag issues.
yes, that's where the conduits and my GT fusion reactor. The tick rate was just fine before I started using conduits
Sure: http://imgur.com/a/U7jp6 (I removed ChickenChunks in the process for testing. I also tried removing EnderIO, just to make sure. As expected, my TPS spiked to 100% and never went down again.)
I didn't realise it was heaps of fluid conduits that seemed to be causing the issue. I think it has something with the bug reported a few hours back. When the liquid conduits are in loops it seems to be getting into some kind of loop.
The version I uploaded disables the fluid flow simulation. I doubt you will notice any practical difference but it will help me narrow down the cause.
I didn't realise it was heaps of fluid conduits that seemed to be causing the issue. I think it has something with the bug reported a few hours back. When the liquid conduits are in loops it seems to be getting into some kind of loop.
The version I uploaded disables the fluid flow simulation. I doubt you will notice any practical difference but it will help me narrow down the cause.
Ok. Thanks for your help. I can reproduce the error now in my dev setup, and man is it bad!
Things are going horridly wrong in certain 'looping' setups with the liquid conduits. It is duplicating fluid and getting itself into a massive loop.
I will look into tomorrow and hopefully have a fix very soon.
This is what beta's are for I guess
Appliligies, but I think you will have to change back to liquiducts until I have a fix.
Ok. Thanks for your help. I can reproduce the error now in my dev setup, and man is it bad!
Things are going horridly wrong in certain 'looping' setups with the liquid conduits. It is duplicating fluid and getting itself into a massive loop.
I will look into tomorrow and hopefully have a fix very soon.
This is what beta's are for I guess
Appliligies, but I think you will have to change back to liquiducts until I have a fix.
No problem, I understand and can wait for the fix.
I just watched Bevo's spotlight for your mod and it looks amazing. Can't wait to use it in 1.6.2!
You already mentioned the ability to control the input and (more importantly) output of the energy cells. Might be specific to my play style, but it would be nice to have.
I always build centralized power plants and use this kind of control a lot in the beginning to limit the energy supply for the quarry and later on the Extra Bee machines in order to make sure that the rest of the base doesn't run out of energy.
And also great to know that you plan to include the tesseract functionality, especially for the energy transfer. I assume the best ETA that you can give right now is "it's done, when it is done"?
One suggestion (again, just from watching the spotlight): Is it possible to add upgrade recipes for the power lines? This way it's possible to start out with the cheapest version. When the powerplant exceeds the 128 MJ limit, it would be possible to rip the cables out, put them into the workbench with a capacity upgrade and it turns them into the next higher version.
... oh, and can you also add a Magma Engine please?
Anyway, amazing mod! Thanks for all the work and I'm really looking forward to using it in 1.6.2.
If you Shift+Left Click on a conduit with a wrench, you get more info on that conduit/network. For a power conduit, you see the I/O of that conduit (like the EU reader from IC2). For a liquid conduit, you can see if the network has a liquid filter (i.e. if you've restricted it to only allow one liquid), as well as what liquid is actually flowing through that specific conduit. Personally I find that a lot of liquids look far too similar to each other while flowing through conduits (I'm looking at you honey, seed oil, and creosote), so this would make it more obvious.
Liquid Conduit Filter Display
When you apply a filter to a liquid conduit by double clicking it with a full bucket, make it so that the little bucket icon on the conduit itself fills with that liquid, so you can see at a glance without having to check with the wrench. It would be cool if you could apply the filter using any liquid container (tin cans, cells, buckets, wax capsules whatever), but that might be a little tricky. You could probably sort something out by using the liquid dictionary but IDK, I'm new to coding.
This looping infinite liquid thing sure does explain how I managed to go from 2 stills about quarter full of biomass using buildcraft pipes to 5 stills completely full of biomass using your liquid conduits... I was wondering where I could possibly be getting all that liquid from.
Edit: one other thing I'm wondering about is how the output on the capacitor banks work. I was hoping each block would be able to control output. Basically I have a big cap bank and wanted 3 separate outputs on it to 3 separate things, each having their own conduit switch. But it seems if I activate one switch power goes through all 3 outputs even though 2 of them have their Redstone conduits turned off.
Edit #2: Sorry for throwing so much stuff at you but after setting up my biofuel plant using a number of liquiducts I too have begun to run into the same tick rate lag problem as JZTech101. Hopefully you aren't overwhelmed by everything because this mod is awesome so far!
CrazyPants, while you're bugfixing, why is it, that with the same distance of cables, my EB innoculators work with TE conduits, but not with your Ender Conduits? They do not seem to be getting the power they need.
Actually it could just be tick rate lag, from the earlier problem. I'll test it again, when that's fixed.
I am working on a map right now and ran into something that would be awesome for you to add.
So I want to build with your conduits Ect. and cover them but I do not want my players seeing inside the facades when they hold wrenches ect. So I was wondering if you could add a feature to the wrench to look the visibility of the facades. So they can use them and they work just fine, but have the wrench option so I can hide mine used to build the map.
I am working on a map right now and ran into something that would be awesome for you to add.
So I want to build with your conduits Ect. and cover them but I do not want my players seeing inside the facades when they hold wrenches ect. So I was wondering if you could add a feature to the wrench to look the visibility of the facades. So they can use them and they work just fine, but have the wrench option so I can hide mine used to build the map.
Oh that could be neat. Basically a public/private option on the facades. If its public anyone with a wrench can see through it, if you set the facades to private only the person who set them could see through them.
yes! single conduits not happen..
This happens on both 1.6.2 and 1.5.2
If my code was causing lag every time conduits where unloaded I am almost certain I would have noticed it long ago as that code hasn't changed since we'll before release.
If you are sure that all the conduits should not have been unloaded, I suspect there is an issue with the chunk loader or some related system.
I'm fairly certain it is. The tick rate on world load is about 80%. It drops to .5% in 2 minutes. The only thing that changed is me replacing TE stuff with EnderIO stuff
Whatever you have in pocket dimension 13 is causing some serious issues too:
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] Overall: 1.52 TPS/658.66MS (7%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] Overworld [0]: 20.00 TPS/10.02MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] Nether [-1]: 20.00 TPS/0.33MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 21 [21]: 20.00 TPS/0.63MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 13 [13]: 1.63 TPS/612.79MS (8%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 12 [12]: 20.00 TPS/5.01MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 11 [11]: 20.00 TPS/1.94MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 8 [8]: 20.00 TPS/3.33MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 3 [3]: 20.00 TPS/12.87MS (100%)
2013-08-29 05:12:57 [INFO] [Minecraft-Client] [CHAT] PocketDim 2 [2]: 20.00 TPS/9.12MS (100%)
Is this where the conduits are? I am not sure what mod adds these dimensions but thats certainly where part if the issue issue is.
I also looked through all my log files from my test and play worlds and I have been getting the conduit unload messages printed to my logs with no lag issues.
yes, that's where the conduits and my GT fusion reactor. The tick rate was just fine before I started using conduits
https://hostr.co/JaTnUrq35hk7
It is the same as the current 1.5.2 version with the debug line removed.I may have spotted an issue
give me 5 to try something...
https://hostr.co/ykjOMdLiFeD9
I didn't realise it was heaps of fluid conduits that seemed to be causing the issue. I think it has something with the bug reported a few hours back. When the liquid conduits are in loops it seems to be getting into some kind of loop.
The version I uploaded disables the fluid flow simulation. I doubt you will notice any practical difference but it will help me narrow down the cause.
Yep, you were right. It wasn't the debug line causing the issue..
Hmm... still dropping TPS: http://puu.sh/4dOgA.log
Things are going horridly wrong in certain 'looping' setups with the liquid conduits. It is duplicating fluid and getting itself into a massive loop.
I will look into tomorrow and hopefully have a fix very soon.
This is what beta's are for I guess
Appliligies, but I think you will have to change back to liquiducts until I have a fix.
No problem, I understand and can wait for the fix.
You already mentioned the ability to control the input and (more importantly) output of the energy cells. Might be specific to my play style, but it would be nice to have.
I always build centralized power plants and use this kind of control a lot in the beginning to limit the energy supply for the quarry and later on the Extra Bee machines in order to make sure that the rest of the base doesn't run out of energy.
And also great to know that you plan to include the tesseract functionality, especially for the energy transfer. I assume the best ETA that you can give right now is "it's done, when it is done"?
One suggestion (again, just from watching the spotlight): Is it possible to add upgrade recipes for the power lines? This way it's possible to start out with the cheapest version. When the powerplant exceeds the 128 MJ limit, it would be possible to rip the cables out, put them into the workbench with a capacity upgrade and it turns them into the next higher version.
... oh, and can you also add a Magma Engine please?
Anyway, amazing mod! Thanks for all the work and I'm really looking forward to using it in 1.6.2.
Conduit Tooltips:
Liquid Conduit Filter Display
I hope you like my ideas!
Edit: one other thing I'm wondering about is how the output on the capacitor banks work. I was hoping each block would be able to control output. Basically I have a big cap bank and wanted 3 separate outputs on it to 3 separate things, each having their own conduit switch. But it seems if I activate one switch power goes through all 3 outputs even though 2 of them have their Redstone conduits turned off.
Edit #2: Sorry for throwing so much stuff at you but after setting up my biofuel plant using a number of liquiducts I too have begun to run into the same tick rate lag problem as JZTech101. Hopefully you aren't overwhelmed by everything because this mod is awesome so far!
Actually it could just be tick rate lag, from the earlier problem. I'll test it again, when that's fixed.
So I want to build with your conduits Ect. and cover them but I do not want my players seeing inside the facades when they hold wrenches ect. So I was wondering if you could add a feature to the wrench to look the visibility of the facades. So they can use them and they work just fine, but have the wrench option so I can hide mine used to build the map.
Oh that could be neat. Basically a public/private option on the facades. If its public anyone with a wrench can see through it, if you set the facades to private only the person who set them could see through them.