Quote from Grimshad
Are there any performance options you would recommend?
I have Dynmap set to only render when the server is empty and it still has an impact on server performance.
I have also reduced rendering of tiles from every 1 second to every 3 seconds and I believe I have disabled all but hires so it only renders a tile once instead of 3-4 times (1 for each resolution).
What are your specific performance concerns? Do understand that nearly all compute load is off the main server thread (which is what dominates server performance in a MC server), so the mere presence of N% CPU use doesn't translate into impact on lag or other elements of game performance.
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As a server operator with about 70 mods, and having gone through several major updates, your best bet is making a spreadsheet or at the very least text file with the block and ID ranges of the IDs you have assigned to the mods. Blocks can go up to 4096, and I think Items up to 32000. Plenty of room in there if you start out with a plan. Finding free numbers in a world that has already been generated is a little rougher when you are not trying to corrupt an existing world. I would suggest using NEI's ID function to give you a list of free IDs.
Asking mod authors to fix your ID conflicts is considered bad form, because the problem doesn't lie with the mod, but your ability to configure it properly. If you still need help, PM me and I'd be happy to go through your config files and help sort the mess out.
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We started as a mostly PS3 clan, but over the years have added sections for the 360, and PC. We have a small, but growing Minecraft following, including our own SMP server run by me. Speaking as a member, this is the best group of friends I have ever had, and I am sure you can find a home here as well.
Our home website can be found here: feel free to check it out, sign up and stay a while. Our only requirements are that you post at least twice a week and participate in events once in a while, but above all be nice.
As for our SMP server, we have about 20 members, with varying levels of activity. We are a modded server, using several of the popular technical mods, and strive to encourage peaceful cooperation in building in a survival environment. New members will be accepted on an individual basis. Membership in the parent clan isn't mandatory, but encouraged.
Info about our server can be found at the server website at http://botcserver.no-ip.org
Currently installed mods are always changing, but the full list, Server rules, and credits can be found at the above site.
Installation of the mods will be required to log on. Per the requirements for some of the mods, I will no longer provide a link to the modpack here. Interested parties may apply in this thread or on the clan site using the following application, and if accepted, will be PM'ed the server address and the download link.
If you are interested please post the following info:
Name:
Location:
Past Creations:
Previous Bans:
Why you want to assist:
Notes:
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Ditto, cheers to one of the hardest working modders in the MCverse.
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Block ID conflict. IC2 and EBXL are trying to use the same block ID. Edit the configs of one of the two mods to find a free block ID or use ID resolver.
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As a long-time user of Redpower on my server, I agree with this idea. My natives are also getting restless, and we have been playing with the other mods on a test version of the server, but we are about at the point of abandoning Redpower completely, even though it is the single mod that adds the most to the experience, because we are tired of being stuck on 1.25. Adding it later once it does finish, (I do believe she will finish it someday) is pretty crappy because you lose out on the world-gen aspects.
Has anyone that actually has Elo's ear suggested just releasing "World" and adding the other modules later? Considering Redpower is already broken into modules, it doesn't seem like too much of a stretch.
I don't want to be considered another one of the self-entitled trolls in this thread. I have nothing but respect for Elo and the work that she has put into one of the 5 must-have mods for my server, but reality is creeping in. Other developers have given up, and we have had to leave mods behind. I would prefer not to lose all of the potential that Redpower has.
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@Bremii. Though Portal is near and dear to my heart, I am leery adding another mod until we get this crash resolved. If there is time, I may roll it in if there is enough interest.
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You have both been whitelisted and PM'ed the address. Welcome aboard.
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Oil (black) is made into Fuel(Yellow) in a refinery. Both are used by normal Buildcraft Combustion engines.
Biomass (Green) is made in a fermenter using saplings, water, fertilizer and power from an engine. It will fuel Biogas engines, Bio-generators, or can be converted into Biogas (orange) in a still. Biogas can then be used in the Bio-Generators as a more efficient fuel source, or may be burned in combustion engines instead of normal fuel.
Boigas engines can only be run on biomass, (green) which is the most efficient fuel source, Milk, or water as long as they have lava in the tank to heat up the water. To be more clear, you nead lava to start the engine whatever you run it on, but if you run it on water, they need a constant supply of lava, whereas if you are running on biomass, you only need the lava to start up, or if it cools off. If you keep it running, it will stay warm.
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Installing any of those mods do not "screw up" and existing world. Several of them intruduce new ores and materials which will only generate in new chunks, which means you will have to travel a long way to find Buildcraft's oil, or Redpower's volcanoes, or Forestry's Apatite.
Texture packs aren't really mods, they just change what you see, not what is there.
For SSP, you can have any number of worlds saved. In the screen where you pick your world, just make a new one after the mods are installed, your old world will be saved and you can go back and forth between them at any time.
On my SMP server we are running Buildcraft, IC2, Forestry, Redpower, and Railcraft. All are Forge-based, so getting the prerequisites installed is a must. The Forge-based mods all do work together, but may take some block ID re-balancing to get it to work. I don't know about the other mods you listed.
As for a single file for install, all of the parts are made by different authors, so no one person has responsibility or authority to make it that way. Unfortunately that is the way it is, if you want to use mods. There are several tutorial vids on YouTube that can help you through the process, otherwise you can always revert to vanilla MineCraft if it gets too complicated.
Hope this helps answer some of your questions.