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    posted a message on Server Overloaded, Experienced Help Needed!
    Quote from Chillstream

    Xenon 3.8ghz 8core 8 threads.
    32GB 1833 MHz ramm
    2x 1TB SATA III raid.
    200mb/s net link.

    I didn't have this problem till 1.7 i believe, but its here now.. just need to live with it if you expand the world .


    You're really not helpful. If "just live with it" is all the input you have, then don't post. Thank you to the rest, though, I will be trying your suggestions tonight.

    Also, the Xenon hyperthreads.
    Quote from SeaWry

    Yes, Largebiome option is prone to doing this. It does not really cause harm after the chunks are generated. There is not much you can do about this, nor is it a CPU related issue. It is an software issue at start.

    Also if you do not use custom Java Parameters, I would suggest the follow are worth a try. Backup server and world as precautions before ever trying anything. Not that these could do anything to it, better safe than ever sorry for not playing it safe.

    -XX:PermSize=256M -XX:+UseNUMA -XX:+UseParallelGC -XX:ParallelGCThreads=3 

    Threads is equal to how many CPU threads/cores you want the garbage collector to use. 3 or 4 is fine for that CPU at most, if any 3 is good.

    *Note about NUMA and that CPU, I cannot say if it works with it. NUMA was implemented around Nahalem days and onward. I do not know if Gulftown has such implemented. If it does not, then all will happen is the JVM cannot be created or the parameter is ignored.


    PermSize is unsupported in Java 8 apparently. Also, the issue did not resolve unfortunately when implementing these changes. I cannot tell if it reduced the problem, only over time will I be able to, though I think it may have. So perhaps more tweaking could eliminate the issue.

    LargeBiomes seems to have nothing to do with it in this case. I generated a DEFAULT world and the issue remained. Again, it is curious that this issue only arised recently. I have been hosting this server for some time without it.

    I will have to do more research on Java VM settings and see if I can work out a solution. Thank you so far, though.

    Quote from InuYasha86000

    before I give my answer I have two questions myself:

    Is the PC your using a dedicated Server or do you use this PC to play MC as well (aka, your own Desktop PC you use for everything)?

    If it is NOT a dedicated server, what other programs to you have running along side the server GUI?


    I run my own bukkit server at home here myself, I have had that error on occasion but not as often as you have. my server is running Ubuntu server 13.04 on a Tyan Thunder motherboard with 2 AMD Optiron 250 CPU's with 8G of RAM (6144M dedicated for bukkit). I myself tried servers using windows both X86 XP and X64 win7 but for some reason windows does not like giving the server program enough power, plus all the programs running in the background in windows will slow it down too.
    now I did see your PC has a 6 core processor, from what i've heard, MC servers (weither bukkit or vanilla) only use one core no matter what.
    I suggest if it IS a dedicated server meaning you only use it for bukkit, than try Ubuntu server, it's freeware and i've had no issues with it myself, if it's NOT a dedicated server than idk how to increase performance out of it.


    No, it is a personal system as well as a dedicated server. The server application runs all the time, but the system is still for personal use.

    Quote from Chillstream

    Xenon 3.8ghz 8core 8 threads.
    32GB 1833 MHz ramm
    2x 1TB SATA III raid.
    200mb/s net link.

    I didn't have this problem till 1.7 i believe, but its here now.. just need to live with it if you expand the world .


    If all you have to contribute is "just live with it" then you need not post. I'm rather certain there is something within the forum rules about meaningless, spammish posts.
    Posted in: Server Support and Administration
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    posted a message on Server Overloaded, Experienced Help Needed!
    Quote from Chillstream

    It will happen as brand new chunks are generated. I had the same problem on mine, and my server is much higher spec. Once the new chunks are generated and saved. It will not happen anymore. But will happen if again if you expand the world border.


    I realize what causes the problem. That is why I included it in the post. The problem is that it is happening. It did not always happen - the problem started only a few weeks ago. I also realize it will not happen with already generated chunks. Again, this is already stated in the original post.

    I am looking for information to resolve the issue, not for what the issue is.

    Will you post your specs for reference?
    Posted in: Server Support and Administration
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    posted a message on Server Overloaded, Experienced Help Needed!
    Please read every detail in the following post. Asking questions or posting 'answers' that contradict the information in the post is not helpful.

    There has been an issue that has been plaguing my server for a few weeks now, and help would be greatly appreciated. I will try to sort all relevant data for easy reference.

    The Issue:
    Whenever a new chunk is generated, the server gives the “Server Overloaded” error. This does not seem to happen when the server loads already generated chunks, but only when generating new ones.

    This can be a serious issue when boating into new territory, as the issue can occur with a frequency of 40s intervals. An example of the issue below:

    “[WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7595ms behind, skipping 151 tick(s)”

    The time in “ms” has increased since the first occurrence of the issue. It hovered at about 3500ms. It has gradually grown to 7500ms over a few weeks. The time in “ticks’ has remained about the same, at 151 ticks on average.

    Additionally, when this happens, everyone connected to the server pauses for the duration.

    Server Information:
    The server runs snapshot development versions. That means it is entirely vanilla. There are no plugins. Please do not ask for plugin information.

    Windows 7 Professional 64-bit

    Java Standard Edition Version 8 (build 1.8.0-b132) 64-bit

    BukkitGUI as the server interface.

    5-6 Players average max (about half connected by LAN)


    Intel i7 990X (6 core) CPU

    24 GiB RAM (4 GiB max dedicated to server)

    12Mbps Down/1.5Mbps Up Connection Speed

    64 GiB SSD (specs unknown) that the server runs on.


    What I have done (the error has persisted in every instance):
    I have rolled back the MineCraft version to 1.7 and even to 1.6. The issue persisted, despite having only started to occur a few weeks ago.

    I have rolled Java back to version 7. The issue persisted.

    I moved the world to my HDD (4x 500 GiB RAID, 2TiB total). The issue persisted. I also scanned all disks for errors, none were shown.

    I ran a test on my RAM with MemTest86, none where shown over a few iterations.

    I wiped my entire system and started from scratch. After installing all drivers, etc., I started the server. The issue was still there.

    I have started a new world with the same seed and types (LARGEBIOMES). The issue persisted when loading new chunks in that world.

    I have also tried using the default server program instead of BukkitGUI. The issue persisted.


    Other Notes:
    The issue does not seem to happen on SUPERFLAT worlds. I assume this is because of less complex chunk generation.

    The issue persists whenever ANYONE causes the server to load new chunks, including the host (connected by LocalHost), players connected by LAN, or players connected externally. It also happens regardless of the amount of players currently on (1, 5, etc.).

    There are no notable spikes in CPU/RAM usage during the error.

    Here is a snippet of the error with a great frequency.

    13:12:18 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7495ms behind, skipping 149 tick(s)
    13:13:09 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7497ms behind, skipping 149 tick(s)
    13:13:59 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7549ms behind, skipping 150 tick(s)
    13:14:50 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7570ms behind, skipping 151 tick(s)
    13:15:40 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7552ms behind, skipping 151 tick(s)
    13:16:31 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7571ms behind, skipping 151 tick(s)
    13:17:21 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7582ms behind, skipping 151 tick(s)
    13:18:12 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7550ms behind, skipping 151 tick(s)
    13:19:03 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7580ms behind, skipping 151 tick(s)
    13:19:53 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7646ms behind, skipping 152 tick(s)
    13:20:44 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7696ms behind, skipping 153 tick(s)
    13:21:35 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7631ms behind, skipping 152 tick(s)
    13:22:25 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7560ms behind, skipping 151 tick(s)
    13:23:16 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7582ms behind, skipping 151 tick(s)
    13:24:06 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7575ms behind, skipping 151 tick(s)
    13:24:57 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7540ms behind, skipping 150 tick(s)
    13:25:47 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7495ms behind, skipping 149 tick(s)
    13:26:38 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7512ms behind, skipping 150 tick(s)
    13:27:28 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7554ms behind, skipping 151 tick(s)
    13:28:19 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7567ms behind, skipping 151 tick(s)
    13:29:09 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7557ms behind, skipping 151 tick(s)
    13:30:00 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7567ms behind, skipping 151 tick(s)
    13:30:51 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7593ms behind, skipping 151 tick(s)
    13:31:41 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7655ms behind, skipping 153 tick(s)
    13:32:32 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7558ms behind, skipping 151 tick(s)
    13:33:22 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7595ms behind, skipping 151 tick(s)
    13:34:13 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 7587ms behind, skipping 151 tick(s)



    I am worried it is a CPU related error. If anyone could help to confirm or test this, please do so.
    Posted in: Server Support and Administration
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    posted a message on April Fools' Workaround (Link included)
    Quote from Relyh

    Why is it 100mb? Did you remove all of the unnecessary files? If not there is no point in downloading this when other fixes are ~60mb smaller. Also, the new forum policies was a gag, you know that right? I doubt you're going to be banned for providing a fix to a prank, especially when several others of us already have today and are still here.


    EDIT: Just downloaded it and it is only the sound files. This might be the "correct" correct sounds some users have been looking for.


    It is 100MB because it is lightly compressed. If I used a harsher compression algorithm, I could have shrunken the size to very small. They are not originally made sounds. They are ripped straight out of .\assets\virtual\legacy\sounds.

    100MB is a valid complaint, but my excuse is "I was too lazy to compress it. Harsher compression, longer the time to compress." I used uncompressed resource packs as it is (so they don't need to be decompressed when loaded).

    Edit: For fun I recompressed the file using a favorite setup in 7-zip: Ultra, LZMA2, 256 MB dictionary, 256 word, solid on 12 cores. Balance between fast and strong compression. . . . It still came out to 100 MB. So I don't know what "other fixes" you're talking about, but they clearly did not contain the entire sound library. There are stronger compression methods, but they vary within a few percentages and have considerably more lengthy compression times.

    I didn't see any other fixes, though I didn't look very hard. I saw mostly complaints. You don't even need to download the pack. I explained in the OP how to replicate the fix. I posted a link for people too lazy or technologically impaired to do it.

    Also, you complaining about me allegedly not recognizing said gag in an obviously sarcastic end to a post . . . . The irony is palpable.

    Quote from kaz_bricks

    Block placing/breaking + Baby Villager sounds/arrow, egg, ender pearl and snowball have inaccurate pitch. Still not correct correct.


    The pitch change is a glitch with MineCraft and custom sounds. It has nothing to do with the sound files. So yes, they still are "correct correct." When you use the EA resource back (TEAVSRP), the pack used in the April Fools' prank outside of April Fools' then you will notice the same pitch changes in those sounds.

    Quote from ShawnEyBoy

    100 MB?
    This seems shady.


    The sounds folder is 101 MB large. So clearly, it is about the same size, and certainly not bigger. There are no executable files, only .ogg's. You don't even need to download it. There are instructions on how to replicate the entire procedure in the post. If you're going to call something shady, at least look at it a little bit more closely before you do.



    Come on people. Really? This is what makes people who can do these things not want to help you.
    Posted in: Recent Updates and Snapshots
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    posted a message on April Fools' Workaround (Link included)
    Since this is a more popular section of the forums, I decided to write here, too, for anyone looking for a way to disable a majority of the April Fools' day sounds. Here is a link the to the main thread.

    http://www.minecraftforum.net/topic/2531611-april-fools-workaround-link-included/
    Posted in: Discussion
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    posted a message on April Fools' Workaround (Link included)
    I realize that it is late in the day for this and almost pointless now, but it only really pushed me enough to do something about it now. I did become aware of the joke at about 2 AM today though.

    While I personally think what Mojang did for April Fools' was absolutely hilarious and appreciate it, for day long MineCrafter's, it can get a little repetitive. For myself, personally, it just gave me a headache, literally (though I already used the Villager sounds to give them voices from the Element Animation pack before today).

    So, I rolled back MineCraft to an older version without the sounds and ripped them and placed them in a resource pack. It's pretty easy to do, and here it is. Warning: it will not remove the title music. I'm not sure how to do this.. and frankly, I don't want to. In fact, if I could, I'd keep it myself. If I find a fix (if I'm bothered to) I will upload a new version.



    Just install this pack in your resource packs folder and use it.

    Another warning: the file is 100 MB.

    https://www.mediafire.com/?olhk74fv8vyp3wz


    Note: all the sounds belong to Mojang, obviously, as they are the regular MineCraft sounds. I sincerely doubt a one of them will care that I post this (as a resource pack. For their game), however. But with the new Serious forum policy, it is more than likely I will be immediately banned, hunted, and imprisoned by MineCraftForum.net administrators. So please, mirror this download as quickly and spammishly as possible.
    Posted in: Recent Updates and Snapshots
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    posted a message on Minecraft April Fools Joke: Harmless Joke or The Worst Thing to Happen in Minecraft?
    Quote from KansasCityGirl

    Excuse me, this is for one day only, your going crazy. If you don't like music, turn it off in settings. Overall if your this mad. Log out and play again tomorrow :steve_eyeroll:


    Heheh. I'm just now looking at this thread.. and already laughing at the first person to fall to this clever troll.

    I actually thought they were serious, too.. until they mentioned the EA post. Read it fully, and you'll understand why no one can believe that. :P
    Quote from _LoneWolfe_

    You obviously made the assumption that was completely true. It's an April Fools joke, and it looks like it got you very easily.


    ....... I feel like there is an amazing sense of irony surrounding this post.
    Posted in: Recent Updates and Snapshots
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    posted a message on Resource Pack Help Needed NOW! (Within the day)
    The Element Animation resource pack is the same thing. All the sounds are located in .\assets\legacy\sound(s).
    Posted in: Recent Updates and Snapshots
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    posted a message on Horrible Server lag, latest snapshot (Issue with boats)
    There are no plugins. You must have missed the title. "Latest snapshot". I do not know of any plugins or Bukkit builds or other mod builds that are built for MineCraft developmental snapshots. So it is vanilla, entirely.

    I also stated that I use BukkitGUI as the prompt, so there is no run.bat. It is ran off the GUI, which has specification options (such as RAM usage, etc.)

    http://dev.bukkit.or...gins/bukkitgui/

    I use it for it's tasks features and ability to be customized, not for Bukkit. Again, latest snapshot.


    Also, there are 24GiB of RAM, a 990X Intel CPU, and the world is saved on a 64 GiB SSD (with backups saved separately to a 2 TiB HDD).

    The server load is only a half dozen more players at most often, and the server is set to use up to 4 GiB with a lower min. It is also running on Java 8.


    I'm not quite sure why. Uncluttering the temp yesterday stopped it. But today, again, it has started. I am wondering if is either the snapshot or world corruption.


    Add:
    OP updated to reflect new info.
    Posted in: Server Support and Administration
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    posted a message on Horrible Server lag, latest snapshot (Issue with boats)
    I started playing on my server again with the latest snapshot, 14w11b. I noticed horrid, horrid lag - and I'm the server host, connected by localhost. It is server wide. I checked the server screen. About every 40-60 seconds, the server gives a "running behind" error at 5100-5300ms. It's out of control now. The server is more than well specced, and this problem never happened until today (though we haven't played on the latest snapshot until today). I rolled back to 14w10c, still happening.

    Anyone else getting this?

    Per example:

    19:47:06 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 5187ms behind, skipping 103 tick(s)
    19:47:54 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 5226ms behind, skipping 104 tick(s)
    19:48:42 [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Running 5177ms behind, skipping 103 tick(s)


    Edit: Nevermind. Found the error. I'm using BukkitGUI and some temp files weren't deleted. Over several weeks it piled up and clogged my SSD. Was causing the error. Scrubbed it and it's all back to normal.

    Edit 2: The above was coincidence. I collected more info and did some testing. The problem seems to be entirely related to boats. When even a single person is traveling on boats, it causes the above error to occur approximately 50 seconds apart and the pause lasts for 5-6 seconds.

    This issue did not occur while a player was mounted on a boat before 14w10. Is anyone else having this error, if not yet, can you test it?
    Posted in: Server Support and Administration
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    posted a message on Dedicated RP-PvP, UHC, and Creative Servers
    Lot of news and changes coming in.

    First, we've migrated back to a local hosted server. The remote setup we tried didn't work for us. In fact, it hampered performance severely.

    Now we have our own registered domain names which will be updated into the main post. The three servers will be accessed using subdomain names rather than ports and the domain name will be much easier to remember.

    We are also upgrading our connection in two stages. The first stage takes place on March 4th and will increase the external player capacity to at least 10 externally-connected players concurrently. The next stage will increase our external capacity to 20+ externally connected players at a single time.


    Scripts are also being made to automate a lot of the server maintenance. The backup system is being rewrote to be more reliable and conserve for space (which ultimately means closer backup intervals and saving them for longer periods of time). The server will also be able to detect when it crashes and restore the latest safe backup. An automatic snapshot update script is being worked on as well. When these are completed, the server should be able to run unattended with a predicted 90%+ up time.
    Posted in: PC Servers
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    posted a message on Weapon Coatings (Integrates with current potion system)
    Quote from DarkStar634


    Anyway, I do support this and believe that it would improve the combat system. It just needs some balance.


    Yeah, I think this would be a better way to go with it. Even this would balance it, as it would require levels.


    Quote from rolofiend12345

    Instead of a crafting grid, make it a anvil with a lvl cost?


    There's a problem with using the anvil, especially if you want to reduce the duration, too. If you used the anvil, you would need to place the anvil, coat the item, then continue with less than 45 seconds. That would make it almost unusable. You already need the materials to make potions and have made the potion. It would be better to suggest making potions require experience - and that's for another suggestion.

    But reducing the time the potion is on the sword is a valid point.

    Though, and I could be wrong, I think you are misinterpreting the information. I was saying the effect on the sword would last 45 seconds. The effect on the victim would last 10 seconds and do 5 total damage (1/2 heart every 2 seconds, does not stack)

    But let's review the possible effects if it was reduced.

    Let's use poison as an example.

    A regular Potion of Poison does 18 damage over 45 seconds.
    An extended Potion of Poison (+Redstone) does 48 damage over 120 seconds.
    A boosted Potion of Poison (+Glowstone) does 19 damage over 22 seconds.

    A reasonable translation would be:

    Regular: 5 damage over 15 seconds (1/2 per 2.5 seconds, equal to Splash rate), lasts 30 seconds on weapon, does not stack, does not refresh timer (a player can only be hit with the Poison effect after the previous effect wears off)

    Extended: 5 damage over 15 seconds (1/2 per 2.5 seconds, equal to Splash rate), lasts 60 seconds on weapon, does not stack, does not refresh timer

    Boosted: 2 damage over 3 seconds (1/2 per 1.5 seconds, slightly slower than Splash rate), lasts 15 seconds on weapon, does not stack, does not refresh timer

    Damage is in points. Divide damage by 2 to get the amount in hearts.

    While I think the time on the weapon is too low myself, it takes into consideration your suggestion. If I were to express my own opinion, I'd leave all values the same, except for the values (in respective order) for the "time on weapon": 45, 90, 22.5

    It may also be reasonable to include a "MAX USE" parameter to the coatings, that isn't shown on the weapon tooltip (unless debug tooltips are enabled).

    So that a potion effect lasts it's duration unless it is use X times in that duration.

    If you do agree with this suggestion, please update your vote. :) And if you have more suggestions, I'd be happy to re-evaluate another theoretical set of values like above.
    Posted in: Suggestions
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    posted a message on Dedicated RP-PvP, UHC, and Creative Servers
    Updated to reflect new host. The second post will also be updated later to hold the UHC and Creative servers.
    Posted in: PC Servers
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    posted a message on Weapon Coatings (Integrates with current potion system)
    Quote from DarkStar634


    Umm... actually, the term "redundant" does not need any more justification. It is rather obvious.

    As for the suggestion, some of it is a little overpowered. I think it needs some balance, I mean, 36 DoT is just too much for a single hit. Perhaps a far less duration, and it must be crafted with an anvil. That way it costs experience, and it is harder to obtain.

    Also, I think a better effect for regeneration would be lifesteal.


    Redundancy is to repeat information more than once or to contradict oneself entirely. The mere fact you did not, and likely cannot, explain your opinion of just how it is redundant shows that you are misusing this term. So no, it is not obvious.

    Coatings allow multi-use (with a balancing less degree), effectively farther range (grenades cannot be tossed that far), again with a draw back, and stack onto weapon damage. There is a reason very, very, very many games have both coatings and grenades. If you feel it is redundant, I can't assume you've had the pleasure of enjoying many.

    Making intentionally vague statements then telling someone 'it's obvious' is not a good way to carry a discussion.

    And who mentioned a 36 damage DoT? I explicitly said a 5 damage over 10 seconds DoT. I believe you are referring to the Potion of Poison. If you'd like Mojang to reduce the DoT of their own potion, that belongs in another suggestion post.
    Posted in: Suggestions
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    posted a message on Dedicated RP-PvP, UHC, and Creative Servers
    UHC and Creative info coming soon.
    Posted in: PC Servers
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