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Messages - Baltazar

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General / Re: Server Offline
« on: October 24, 2012, 06:08:29 pm »
The server crashed again today.  This time it was an error in the wireless redstone mod.  No one was on at the time, so I doubt there was any data loss.

General / Re: Server Offline
« on: October 23, 2012, 08:30:28 am »
Well I'm not sure what caused the crash.  We'll just have to consider it a random hang.  Unfortunately when this happens any unsaved chunks as lost.  So the reason recent changes are missing is is just because those changes were never saved, and you are seeing an older version of the chunk.

I have setup a task to save all updated chunks to disk every 30 minutes, to reduce our exposure window.  I thought MC had it's own interval that would ensure chunks would get saved at some reasonable interval, but I lost over 24 hours worth of changes in my storage room, and in turn a lot of items.

Octo, when I see you on next I will give you a replacement for the MFSU and transformer that you lost.

General / Re: Server Offline
« on: October 22, 2012, 10:58:05 pm »
Restoring to this morning's copy of the world did not resolve the issue.  I received the same errors on login, so I reverted back to the current copy of the world.  Unfortunately it appears that two chunks in my new storage room reverted to a prior version, so I lost a bunch of chests and all of the items I moved into them.  Only think I could guess is those chunks just never saved to disk, and when the sever crashed, we loaded the old chunks on startup.  The version of the chunks appear to be over 2 days old.  Just seems odd that it would not save it for that long of a period.  I think I need to start doing a save-all before the morning backups.

If anyone else notices any issues please let me know.

The server is currently back online.

General / Server Offline
« on: October 22, 2012, 10:24:58 pm »
Server went down today, and had a bunch of chunk load errors on starting it back up.  I am currently in the process of trying to restore the morning's backup of world2.  I will try to get it back online tonight, but that depends on how long the restore takes.

Based on the UI it appears that Octo and Technomage were online when it went down, though the UI is a little buggy and can at times incorrectly represent the online user list.  If either of you were online when it went down, can you let me know what you were doing right before it went down?

Announcements / Re: Server Restore
« on: October 13, 2012, 11:07:23 pm »
The restore has completed, and the server is back online.

Announcements / Server Restore
« on: October 13, 2012, 05:56:03 pm »
We had a power outage about an hour ago, and upon bringing the server back online the main world was corrupted.  I am currently in the process of restoring from the 4:00 am daily backup (first time testing that), so work done since 4:00 am today will unfortunately be lost.  The restore may take a few hours as it is over half a million files.

Announcements / Out of Town
« on: October 06, 2012, 11:24:50 am »
I'm going to be out of town from 10/6 to 10/13.  Hopefully we do not have any server issues at that time.  If we do we it may be a bit before I get it addressed.  I will try to check in from time to time though.

Plug-Ins / Re: Equivalent Exchange
« on: September 21, 2012, 08:21:44 pm »
Yes, using the compressor.  That though is something you can do without EE :)

Plug-Ins / Re: Equivalent Exchange
« on: September 21, 2012, 06:48:58 pm »
While I agree that there are other ways to acheive the same result, I do not beleive it is the same.  There has to be some balance to the work reward ratio of each of the different areas of the game.

If I added a mod that allowed you to convert 1 dirt block into 1 diamond block via a single action, it would make diamonds a common item instead of the rare item they are today.  Yes, you would still have to feed the process dirt, but reward does not match the work you put in to get it.  This in turn makes everything that was difficult to craft based on the rarity of diamonds, eaiser.

No I'm not saying what you can do with these items is like convert a single block of dirt to a diamond block.  I am just using this as example to what an obvious imbalance can do to the game.  I know that many of these machines do take a lot of work to setup.  I just don't beleive the work justifies the reward.

Now there are built in items in the game that allow you to farm large amounts of items quickly.  Some of these are sand, snow, milk, etc.  While these are exploitable in vanilla MC, you just end up with a crap load of that item.   Who wants 50 chests full of milk buckets or snowballs :)  But with EE you can convert those buckets into EMC, and then in turn into whatever item (that has an EMC value) you want.  The same thing goes for cobblestone generators and other similar setups.

I understand why you like these items as they allow for the creation of some interesting processes, and I use them as well.  My concern is is they just allow us to generate too much too fast compared to the other methods in the game.

I would rather look for alternative methods of controlling this without removing these items from the game, which is why we did the previous step.

This is something we can continue to discuss.

Bugs / Issues / Re: Teleport pipes having issues
« on: September 21, 2012, 06:20:18 pm »
The recent issue with the power teleport pipes is not the reason they would be removed.  That was caused by the addition of a world last weekend. That or other worlds may be fixed or broken as I add the other worlds I am planning to add.  Hopefully we can figure out the specific cause and a way around it.  This is something I plan to work on this weekend.

The reason I would disable the mod is due to the chunk corruption.  That is why people say away from them.  I have no idea what causes it but at times it appears placing them or changes to them can trigger a bug that crashes the server.  Then the server is unable to load the chunk without crashing until the pipe is removed.  This can be difficult to do if the pipe is in a chunk that loads on server start.  In some cases we would have to restore a backup from the prior day.  We could also remove the mod and start the server, which would delete all of the pipes in loaded chunks, and then add the mod back.  This is similar to what we did with the water strainer.

We would not remove the mod just because the pipes are not working on a specific world, even if we for some reason cannot find a fix for it.

I am not saying the mod is going to be removed, but it is a possible action we may take in the future if we have further crashes.  This is not something I would like to do as the pipe are very useful.  I will continue to see if I can find any solutions for both of these issues.

General / Server Down
« on: September 21, 2012, 02:59:46 pm »
It appears the server is currently down.  I am at work still, so it will remain down until I get home, which will not be for another 4-5 hours.

Does anyone know when it went down?  Was someone on when it did go offline?  If so what were you doing when you got disconnected?

Plug-Ins / Re: Equivalent Exchange
« on: September 21, 2012, 02:54:54 pm »
The patch seemed to work well, but I am still considering more changes.  I believe I ultimately made a mistake turning on all of the items that I did.  I realize turning things off that have already been on is not one of the more popular things to do, but is still one I am considering.

What I am considering removing from the game is the energy condensers and relays.  I am also considering removing the transmutation tablet.  There are two reasons for this.  Disabling the collectors and relays will prevent various automated processes that can be setup to farm passive EMC.  Disabling the transmutation tablet is for a separate reason.  The reason is to remove the ability from the game to convert one item into another via its EMC value.

Removing the energy condensers and relays is unfortunate as they are very useful with turning the useless quarry junk into something more useful.  There are alternatives for this, but nothing as easy as these are to use.  With them in the game, and the use of pipes/tubes, it is too easy to setup EMC farms.  While turning these off may not be something everyone agrees on, I think it will help the game in the long run.

I'm not as sure about turning off the transmutation tablet.  Converting one item into another based on its EMC value is the main principle that EE is designed around.  Removing this in conjunction with the other items mentioned will effectively remove the purpose of the EMC value on the items.  Some items (i.e. Tungsten) will end up with little or no purpose in the game.

The reason I am considering this, is with the ability to convert between different item types, you never really have to worry about running out of a specific type of raw material, you just need to worry about running out of all of them.  Running out of certain types of items help drive the need for us to continue to gather items, as well as trading items with other players, which I believe ultimately helps the server as a whole seeing we are a survival server.

If you have an opinion on this please post it here.  At this point nothing has been decided.  I am sharing my thoughts here to give everyone a chance to comment before any change is actually made.

Bugs / Issues / Teleport pipes having issues
« on: September 21, 2012, 01:58:09 pm »
We have been having a few issues with teleport pipes recently.  A couple weeks ago a pipe placed by Killmeded corrupted a chunk for some reason.  Every time the server loaded this chunk it crashed the server.  Fortunately the chunk it question was not loaded by an anchor, so I was able to login and roll back his recent changes to correct the issue.  We are not going to always be that lucky, and may at times have to restore from a backup.

Recently the teleport pipes stopped working in our new world.  In the reading that I have done the pipes at times do not work on multiworld setups.  They will work on some worlds an not others. Seems they will work on each of the worlds individually if that world is the only world the server manages, but with multiple worlds they will randomly not work on some of them.

Previously they were working on the new world, even though we had the old world loaded as well.  I just recently added another world to the server, which is probably what triggered the pipes to stop working on the new world, although they still work on the new world's nether.  I was going to be adding another 2 worlds this weekend, which may fix break the pipes on these different worlds again.

I have yet to find the triggers that cause them to work in one world and not on another, and I may not be able to find one.  The reason is many of the Tekkit servers out there disable the teleport pipes, due to the risk of corrupting chunks.  They are generally considered more trouble than they are worth.  After the event with Killmeded stated above, I did consider disabling them as well.  I would prefer not to as the pipes are very useful.

I'm going to look into it a little further to see if there is a way around the issue of chunk corruption and multiworld support, but if I cannot find solutions, we may need to disable them.

Plug-Ins / Re: Equivalent Exchange
« on: September 15, 2012, 11:44:10 am »
I will be applying a patch today to EE that reduces the EMC value of blaze powder and bonemeal.  The reason is there was an exploit with both of these items between EE and IC2, involving the macerator, and the ability to revet the result back into the original item.  Based on the EMC value you ended up with more than you started with.  If you automated this loop it could create you very large amounts of EMC with very little effort.

I tested this out on the test server, and it seems to work well.  The client still reports the old EMC values, but the sever has the updated ones.  Seeing it is only the EMC value of the result that changes, you still get the benefit of using the macerator on these two items, but when converting them back to the source, you now end up with the original source amount.

Let me know if anyone notices any issues caused by this update.

Plug-Ins / Multiverse vs Transporter
« on: September 15, 2012, 11:36:34 am »
Up to this point we have been using Transporter for managing multiple worlds and the portals between them.  I am planning to replace transporter with Multiverse today.  I have been running it on the test server for a little while, and it seems to be working well.

Some benefits this will offer us is we now can have a separate nether and end in each world, and under transporter only the main world had a nether.  This means that the old nether in the old world will be accessible again through the existing nether portals.  Another feature this has is the ability to use custom world generators.  This is important as I wanted to create a world out in space that would allow for inter-world travel.  It also allows us to use generators like Skylands.

When I turn this on I will temporarily link up the previous inter-world portals until I can get the permanent solution setup.  I have already build a shuttle port in the new world, and will create something similar in the old.

I am also in the process of generating a new world on a second server that I am going to fill with dungeons, and set on hard mode.  I prefer to do that rather than try to add more to the existing world.

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