Hello all, I'm having several problems that I can't seem to wrap my brain around.
The situation is thus:
I have created a small, private modpack for my friends and I to play with on a server. There's approximately eight of us total, but not all of us play at the same time. I'm relatively new to the creation of a modpack, but with some trial and error I have gotten the pack to function relatively well on SSP as well as in SMP. The total mods in the pack are 18 and are:
forge, bspkrs core, code chicken core, NEI, forestry, chococraft, idfixminus, chickenshed, treecapitator (Which i can't seem to get to work on SMP), chickenshed, backpack, zan's minimap, dungeonpack, hats, pam's harvestcraft, and balkon's weaponmod.
The vast majority of us play with windows. One of our friends is on linux. He can play vanilla minecraft fine. When it comes to mods, he has issues. With this modpack, all of us aside from him can access the server and play together just fine. When he attempts to log in, he is given a conflicting ID error from Forge, regarding differences between item IDs generated between his client and my server and is forced to close. I've removed mods, installed idfixminus for the sake of fixing item ID errors, manually changed the conflicting item ID errors, exchanged config files with him to make everything match and nothing seems to work. I've run out of ideas and I hate to leave him out. I know things are better solved with logs and screen caps, but I currently lack them. When he is around I'll fetch them and post them up. Right now, I'm just looking for ideas.
The second issue is an inconvienent one: my server maps tend to partially reset and I can't figure out why? By this I mean, for example: I spent a few hours terraforming a hill and building a nice house for my friends and I to use. At the end of the night, I /save-all'd in the console and closed out the server. When I started it up again, part of my work had been completely reset. Half of the house I built is there and a good chunk of the terraforming has remained, but the other bits of the house are gone and the terraforming has reset as if it never happened. I'm completely puzzled! When my friends and I are booted from the server due to temporary drops in internet connection and we reconnect the world doesn't seem to do this. It only does it when /save-all is entered into the console. Obviously, I shouldn't do the /save-all command, but my question here is: Why?
When he attempts to log in, he is given a conflicting ID error from Forge, regarding differences between item IDs generated between his client and my server and is forced to close....Right now, I'm just looking for ideas.
The second issue is an inconvienent one: my server maps tend to partially reset and I can't figure out why? .... Half of the house I built is there and a good chunk of the terraforming has remained, but the other bits of the house are gone and the terraforming has reset as if it never happened. I'm completely puzzled! .... Obviously, I shouldn't do the /save-all command, but my question here is: Why?
1)
Forge tends to remap conflicting IDs to empty segment, on different operating systems it has different math (should be native java classes issue). Remap IDs manualy to segment that is free (eg. for a certain mod IDs have range 65xx , remap them to 165xx), share configs with your crew, and should be working well.
2)
Hmmm.... puzzled, but i have ideas how i could invoke such issues for a proof of concept.
Generaly, every operating system has disk read/write buffer, when you issue command /save-all you're giving instructions to the game to save chunks cache, however game is calling operating system to perform the task. Should you be using RAM-drive set-up, i could be sudgesting that OS did not save buffers to actual physical drive, or not all of them. Should you be using overlaping cache for the drives, it could be issue that buffers are partialy stored to drive, and partialy kept in memory, giving that you have serious operating system problems, or your game have dangerous memory leaks and such. Other issues regarding the same problem would be simmilar in core, but invoked by yourself, eg. doing all that terraforming, then /save-all , then /stop , then you skipping a step to flush buffers to hard drive, then stoping the physical server.
i might be completly wrong here, this ideas are how i would invoke those problems on purpose for proof of concept.
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Does it help to say that I'm running windows 8? Your concept makes sense. The only issue I have is that I've never actually had it happen before on a modded server until this one. I figure it's an issue on my end.
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The situation is thus:
I have created a small, private modpack for my friends and I to play with on a server. There's approximately eight of us total, but not all of us play at the same time. I'm relatively new to the creation of a modpack, but with some trial and error I have gotten the pack to function relatively well on SSP as well as in SMP. The total mods in the pack are 18 and are:
forge, bspkrs core, code chicken core, NEI, forestry, chococraft, idfixminus, chickenshed, treecapitator (Which i can't seem to get to work on SMP), chickenshed, backpack, zan's minimap, dungeonpack, hats, pam's harvestcraft, and balkon's weaponmod.
The vast majority of us play with windows. One of our friends is on linux. He can play vanilla minecraft fine. When it comes to mods, he has issues. With this modpack, all of us aside from him can access the server and play together just fine. When he attempts to log in, he is given a conflicting ID error from Forge, regarding differences between item IDs generated between his client and my server and is forced to close. I've removed mods, installed idfixminus for the sake of fixing item ID errors, manually changed the conflicting item ID errors, exchanged config files with him to make everything match and nothing seems to work. I've run out of ideas and I hate to leave him out. I know things are better solved with logs and screen caps, but I currently lack them. When he is around I'll fetch them and post them up. Right now, I'm just looking for ideas.
The second issue is an inconvienent one: my server maps tend to partially reset and I can't figure out why? By this I mean, for example: I spent a few hours terraforming a hill and building a nice house for my friends and I to use. At the end of the night, I /save-all'd in the console and closed out the server. When I started it up again, part of my work had been completely reset. Half of the house I built is there and a good chunk of the terraforming has remained, but the other bits of the house are gone and the terraforming has reset as if it never happened. I'm completely puzzled! When my friends and I are booted from the server due to temporary drops in internet connection and we reconnect the world doesn't seem to do this. It only does it when /save-all is entered into the console. Obviously, I shouldn't do the /save-all command, but my question here is: Why?
Thanks for any help!
1)
Forge tends to remap conflicting IDs to empty segment, on different operating systems it has different math (should be native java classes issue). Remap IDs manualy to segment that is free (eg. for a certain mod IDs have range 65xx , remap them to 165xx), share configs with your crew, and should be working well.
2)
Hmmm.... puzzled, but i have ideas how i could invoke such issues for a proof of concept.
Generaly, every operating system has disk read/write buffer, when you issue command /save-all you're giving instructions to the game to save chunks cache, however game is calling operating system to perform the task. Should you be using RAM-drive set-up, i could be sudgesting that OS did not save buffers to actual physical drive, or not all of them. Should you be using overlaping cache for the drives, it could be issue that buffers are partialy stored to drive, and partialy kept in memory, giving that you have serious operating system problems, or your game have dangerous memory leaks and such. Other issues regarding the same problem would be simmilar in core, but invoked by yourself, eg. doing all that terraforming, then /save-all , then /stop , then you skipping a step to flush buffers to hard drive, then stoping the physical server.
i might be completly wrong here, this ideas are how i would invoke those problems on purpose for proof of concept.
Does it help to say that I'm running windows 8? Your concept makes sense. The only issue I have is that I've never actually had it happen before on a modded server until this one. I figure it's an issue on my end.