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Old 11th March 2013, 11:38 AM   #21 (permalink)
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The defluxing progress last night during the Wither battles was just as fast as it was when I was on there as a player. Wisps didn't help nor hinder it.

Thaumcraft is being redesigned by the developer. Who knows what direction it will take in the future. We have no control over that. We may find that in the future, all Thaumcraft research etc may have to be wiped in order to run future updates.

And yes, a lot of Minecraft mods aren't really designed for large scale multiplayer servers. Don't forget that even Minecraft wasn't designed originally for multiplayers, and Mojang only just rewrote much of the code last year to better accommodate that (which is why the LAN connections became an option).

Three steps forward, two steps back.
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Old 11th March 2013, 11:43 AM   #22 (permalink)
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The defluxing progress last night during the Wither battles was just as fast as it was when I was on there as a player. Wisps didn't help nor hinder it.
Really? That is wierd since only way flux is reduced is by events, such as wisp spawning which is the most prevalent. In my test world whisps spawning is what brings my flux back into check. Wonder if there is some bug at work then if wisps spawning have no affect at all.
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Old 11th March 2013, 11:43 AM   #23 (permalink)
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Originally Posted by Sorontar View Post
T
And yes, a lot of Minecraft mods aren't really designed for large scale multiplayer servers. Don't forget that even Minecraft wasn't designed originally for multiplayers, and Mojang only just rewrote much of the code last year to better accommodate that (which is why the LAN connections became an option).

Three steps forward, two steps back.
One step forward is still better then going backwards!

I think its great they got it on multiplayer, makes it a bit more fun being able to play with other players and mix your constructions with the constructions others have put together!
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Old 11th March 2013, 12:54 PM   #24 (permalink)
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Just to address some of the comments....


Yes we are aware that introducing large numbers of silverwood trees may have been good or bad, depending on where they were placed. They were placed to try and sort out the aura/flux problems we had at Spawn (several places were "dangerous" or "high", with very low amounts of aura), and mostly they were working well, they did clean up the area.

However those silverwood trees have been there for quite some time, and it was only within that specific 8 hour period that something happened to cause the levels to be at what they are now.

Whether or not they have caused the situation we have now is largely irrelevant. People are being harmed at Spawn, this needs to be fixed. The server is under a great deal of load - this needs to be fixed. We had players turn off and remove machinery to see if that helped - it did not. We believe that the world trying to sort out the flux issue is what is causing the server load.

We are currently working on several methods for getting the flux situation sorted out - one of which has been to have an admin player keeping Spawn loaded while the wisps etc. do their thing. (So in response to using an anchor to keep the world loaded - that is an option we have in mind but has not so far been needed as we have someone in there so we can see how the levels are going). Another option we're looking at is regenerating nodes. Another is updating Mindcrack.

Yes there are underground nodes that aren't spawning wisps which can be contributing to the problem.

While I personally have thought that Thaumcraft should not have been allowed in the city, it was not made as a rule - and when TOGwarts was made, it was done so to provide a safer place for people to do their Thaumcraft. As is always the way, some players will choose to use resources like that, others will not. We did not make it a rule that people must use it - only a strong recommendation that they do.

I would like to think that those who care about how their Thaumcrafting will affect the server, would do it at TOGwarts to minimise the impact on the server and thus make for a better playing environment for everyone. TOGwarts has crucibles fitted with alembics, manned by golems who remove the excess aspects. So its setup is designed to be as safe as possible. It is also far from spawn should problems occur.

Very importantly - It's not necessarily been the act of a player doing something wrong in the city. We are still investigating the cause. Assuming we have a player griefing every time there is some sort of issue (from missing items to something like this), is not a healthy approach for our community.

The flux levels at Spawn were already very high and dangerous in places. In addition, we have had a recent accident at spawn, where a large amount of aspects were released into Spawn. In addition the silverwood trees may have had an unintended detrimental affect. Things were already bad in spawn. However something happened that pushed it over into a very bad state.


By banning Thaumcraft from the city, we will stop the possibility for other such accidents to occur, as well as stopping problems from people not understanding how Thaumcraft works and increasing flux as a result. While that particular accident wasn't too bad, if you consider the number of players we have on the server, if several people have accidents in a small area like Spawn City, it can easily become a big problem in that area.

In addition to the wisps and poisoning there are also lightning strikes. The dangerous flux level also affects parts of the properties belonging to Tribble, Discord Dave, Cheith and Mashiro. As well as Spawn building. However the main effects are centered on that one plot (and before anyone thinks it could be his fault - it's not)

-- Hopefully that addresses some issues and answers some questions.
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Old 11th March 2013, 01:05 PM   #25 (permalink)
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Ty Obsi for keeping us informed and answering some of the questions placed

Id just like to say again i think yall doing an amazing job and thank you for your continued dedication to the division and servers
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Old 11th March 2013, 01:07 PM   #26 (permalink)
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Thanks Obsi.

I think everyone has had a bit of a rough time on the server at some point, be it items disappearing (like an Ultimate Hybrid Solar Panel!!) or now the issues around spawn. Knowing the work that is done behind the scenes and what I hear from those on other Mindcrack servers, all things considered we have it pretty good and I feel lucky to be a part of this community.

The quality of the server and the work that is done (donated time and all) to keep the standard we have is greatly appreciated

(Just a note about the UHSP loss I had, it wasn't stolen or anything, I was trying to pick it up with the electric wrench to move it, it popped then reappeared in place, I picked it up again, it popped then appears back in place, then it popped again but was gone. It wasn't in my Inv, it wasn't around, I emptied my inv, logged out and back it, it was just gone. It sucked and I almost raged quit, but I'm over it now. Thems Mindcrack for ya! )
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Old 11th March 2013, 01:28 PM   #27 (permalink)
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So it was probably the thaumcraft issues contributing to lag the last 24 hours the server was up?

I was finding wherever i was it was taking 2-3 goes to mine most blocks, it was pretty bad, then we had the crash on the weekend..

Whatever you guys do to fix any issues i am all for! Server stability for the benefit of all members should be number 1 priority.
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Old 11th March 2013, 01:38 PM   #28 (permalink)
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Thanks Obsi.

I think everyone has had a bit of a rough time on the server at some point, be it items disappearing (like an Ultimate Hybrid Solar Panel!!) or now the issues around spawn. ...
There is definitely a commit issue in at very least one of the mindcraft mods. It tends to happen on a mod crash - I have so far lost a mining laser and yesterday lost several gates. Not a big deal, but it does point to (at the very least) a coding issue somewhere for at least some of the disappearing items.

I would also like to add my appreciation for all the hard work the admins/mods do. Isolating problems like this is a real pain in the backside in a complex system like this - especially one as buggy especially. Good luck!!
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Old 11th March 2013, 01:42 PM   #29 (permalink)
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Quote:
So it was probably the thaumcraft issues contributing to lag the last 24 hours the server was up?
Most likely.... The sever had also been crashing frequently.

Quote:
There is definitely a commit issue in at very least one of the mindcraft mods. It tends to happen on a mod crash - I have so far lost a mining laser and yesterday lost several gates. Not a big deal, but it does point to (at the very least) a coding issue somewhere for at least some of the disappearing items.
Yes, unfortunately items disappearing after a crash is reasonably common.... It sucks, but I guess it's a tradeoff - you can have a mining lazer because of the modpack, but you may also lose it one day because the game/modpack is buggy
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