[Modpack] TechPack [techpack]
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Re: [Modpack] TechPack [techpack]
Your mod is so good! I really want to see it in minecraft)))
- joe7575
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Re: [Modpack] TechPack [techpack]
:) This is not on my ToDo list
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Re: [Modpack] TechPack [techpack]
Hi! We have this mod on our server, Mercurio, and it is awesome!
One of our players made a HUGE build around the mechanics, which I loved, but seems to be affecting performance a bit in some cases, but I unfortunately could not precisely diagnose what it was. The effect we observe is that the server steps takes longer when the machines are running.
Are there any recommendations for performance tuning it? I believe I have all the defaults right now, but any suggestions to reduce the impact on server step lag for larger builds would be awesome.
One of our players made a HUGE build around the mechanics, which I loved, but seems to be affecting performance a bit in some cases, but I unfortunately could not precisely diagnose what it was. The effect we observe is that the server steps takes longer when the machines are running.
Are there any recommendations for performance tuning it? I believe I have all the defaults right now, but any suggestions to reduce the impact on server step lag for larger builds would be awesome.
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Re: [Modpack] TechPack [techpack]
ignored
Last edited by Festus1965 on Fri Jul 15, 2022 00:26, edited 1 time in total.
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Re: [Modpack] TechPack [techpack]
Unfortunately, not.Are there any recommendations for performance tuning it?
- But what is "HUGE" in your case?
- Is the lag cause really the mod TechPack?
You should check the server CPU load in the following cases:
1) No player is nearby,
2) the owner is nearby (so that the whole map area is loaded),
3) any other player is nearby.
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Re: [Modpack] TechPack [techpack]
Bigger than that?
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- techpack_v2.png (946.77 KiB) Viewed 3849 times
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Re: [Modpack] TechPack [techpack]
I am not sure if the techpack is the cause, unfortunately... I have enabled the monitoring mod, and it is available here, and these numbers are without the farm running (the player disabled for us to check if it was indeed the root cause):joe7575 wrote: ↑Tue Jul 12, 2022 10:36Unfortunately, not.Are there any recommendations for performance tuning it?
- But what is "HUGE" in your case?
- Is the lag cause really the mod TechPack?
You should check the server CPU load in the following cases:
1) No player is nearby,
2) the owner is nearby (so that the whole map area is loaded),
3) any other player is nearby.
I'm not sure how to properly analyze that with the tooling I have. I have both the monitoring mod and the built-in profiler enabled, but I'm unsure for how long I should have them running and how to read the numbers when I get them. I see the raw number but I could not relate which mods/parts of the server are actually consuming more resources.
Potentially bigger, yes. I'll try to grab some updated screenshots!
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Re: [Modpack] TechPack [techpack]
ignored
Last edited by Festus1965 on Fri Jul 15, 2022 00:26, edited 1 time in total.
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Re: [Modpack] TechPack [techpack]
I do not know it either.I'm not sure how to properly analyze that with the tooling I have.
But I know that TechPack has no globalsteb and no ABM. So you can't measure anything meaningful here.
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Re: [Modpack] TechPack [techpack]
That is great to know then, thanks! The issue then resides elsewhere probably! Out of curiosity, how is the machines executing their jobs? Node timers?
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Re: [Modpack] TechPack [techpack]
Yes, all machines use node timers.
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Re: [Modpack] TechPack [techpack]
could you add support for mineclone2?
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Re: [Modpack] TechPack [techpack]
Unfortunately not.
According to this description (viewtopic.php?p=332806#p332806), this is too complicated for me and brings too much unrest into the mod
According to this description (viewtopic.php?p=332806#p332806), this is too complicated for me and brings too much unrest into the mod
Sent from my Commodore 64. Some of my Mods: Tech Age, TechPack, Hyperloop, Tower Crane, Lumberjack, vm16, Minecart, Signs Bot.
Re: [Modpack] TechPack [techpack]
We're having an issue with some corrupted storage data and wonder if you could maybe
1. determine how to prevent it
2. show the best way to recover from it
I don't quite understand the structure and usage of number2pos in mod_storage\tubelib
I found this and later in the same save file I found
This was causing server to crash as follows
FWIW, I advise people who use my fork to come to me for support
1. determine how to prevent it
2. show the best way to recover from it
I don't quite understand the structure and usage of number2pos in mod_storage\tubelib
I found this
Code: Select all
;=(4664,21,-1204);
Code: Select all
, [\"4664,21,-1204\"] = {[\"number\"] = \"\", [\"pos\"] = {[\"y\"] = 21, [\"x\"] = 4664, [\"z\"] = -1204},
This is my fork of techpack so I understand if you don't want to look at it but the changes I've made are in other parts of techpack, nothing with save data. I believe the data was corrupted maybe during a server crash?2022-08-25 17:17:45: [Main]: TL-ERROR Number2Pos pos is nil
2022-08-25 17:17:45: [Main]: num: (4664,21,-1204)
2022-08-25 17:17:45: [Main]: ITEM:
2022-08-25 17:17:45: [Main]: _ = {}
2022-08-25 17:17:45: ERROR[Main]: ModError: Failed to load and run script from worldmods/techpack_0siribix/tubelib/init.lua:
2022-08-25 17:17:45: ERROR[Main]: ../builtin/common/misc_helpers.lua:412: attempt to index local 'pos' (a nil value)
2022-08-25 17:17:45: ERROR[Main]: stack traceback:
2022-08-25 17:17:45: ERROR[Main]: ../builtin/common/misc_helpers.lua:412: in function 'pos_to_string'
2022-08-25 17:17:45: ERROR[Main]: worldmods/techpack_0siribix/tubelib/command.lua:120: in function 'get_key_str'
2022-08-25 17:17:45: ERROR[Main]: worldmods/techpack_0siribix/tubelib/command.lua:161: in function 'generate_Key2Number'
2022-08-25 17:17:45: ERROR[Main]: worldmods/techpack_0siribix/tubelib/command.lua:712: in main chunk
2022-08-25 17:17:45: ERROR[Main]: [C]: in function 'dofile'
2022-08-25 17:17:45: ERROR[Main]: worldmods/techpack_0siribix/tubelib/init.lua:105: in main chunk
FWIW, I advise people who use my fork to come to me for support
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Re: [Modpack] TechPack [techpack]
I think this can happen when the server crashes due to an out of memory error.
What is the file size of "mod_storage/tubelib2"?
What is the file size of "mod_storage/tubelib2"?
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Re: [Modpack] TechPack [techpack]
The file is approx 740 MB
When i say structure I mean the variables. The file is a serialization of the variables you save to mod storage. To me it looks like the num2pos table contains one entry that is either "" = (4664,21,-1204) or nil = (4664,21,-1204)
So, I understand what num2pos contains and how most of that table looks. I don't understand exactly how this table is used by other fuctions. Does this simply hold ID numbers and their coordinates? If so, are there and Nums that point to a pos that has no block?
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Re: [Modpack] TechPack [techpack]
num2pos is the correlation between node numbers and their positions, like:
"1234" = (4664,21,-1204)
But this should already be done in the function serialize
something like (untested):
and possibly the same in deserialize
"1234" = (4664,21,-1204)
Yes, possible, and vice versa. You should delete all pairs with invalid data (number or position).If so, are there and Nums that point to a pos that has no block?
But this should already be done in the function serialize
something like (untested):
Code: Select all
local function serialize(data)
local tbl = {}
for k,v in pairs(data) do
if k ~= nil and k ~= "" and v.pos ~= nil then
tbl[#tbl+1] = k.."="..minetest.pos_to_string(v.pos)
end
end
return table.concat(tbl, ";")
end
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Re: [Modpack] TechPack [techpack]
Ok, I did some more digging and the second reference to that pos exists in TemporaryRemovedNodes
Also the save file is 739 KiB, not MB
Previously I manually incremented NextNumber and assigned the new number to the missing index in num2pos. Server started without issue but when I shut it down, it removed it and saved as nil again
So these were the steps
Next I will try to remove the invalid element in num2pos by manually editing the storage file. If the element is re-created, then I will try to manually remove the above element
Code: Select all
, [\"4664,21,-1204\"] = {[\"number\"] = \"\", [\"pos\"] = {[\"y\"] = 21, [\"x\"] = 4664, [\"z\"] = -1204},
Previously I manually incremented NextNumber and assigned the new number to the missing index in num2pos. Server started without issue but when I shut it down, it removed it and saved as nil again
So these were the steps
- Server crash loop while trying to read tubelib storage file
- Manually edited tubelib storage file and assigned NextNumber as index to the missing index
- Incremented NextNumber
- Restarted server with no errors
- Shut down server
- Restarted server and again crash loop because tubelib storage file has nil index again
Next I will try to remove the invalid element in num2pos by manually editing the storage file. If the element is re-created, then I will try to manually remove the above element
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Re: [Modpack] TechPack [techpack]
TemporaryRemovedNodes is mainly used for doors. See function "tubelib.temporary_remove_node".
This could be the reason, why the number is nil.
The function "data_maintenance" checks after server start, if the data in Number2Pos is valid. If not, the data will be deleted.
This could be the reason, why the number is nil.
The function "data_maintenance" checks after server start, if the data in Number2Pos is valid. If not, the data will be deleted.
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Re: [Modpack] TechPack [techpack]
That helps alot. TYVM
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Re: [Modpack] TechPack [techpack]
I see you made both Techpack and Tech Age, could you give more details about the differences between the two? I'm kind split of which mod to use and the sound very similar.
cdb_894a100ddd76
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Re: [Modpack] TechPack [techpack]
For TechPack you should read this
For Techage, you should read this and this
Differences between the modpack TechPack and the modpack Techage
For Techage, you should read this and this
Differences between the modpack TechPack and the modpack Techage
- TechPack has less than 100 inventory items, Techage has more than 500 inventory items
- TechPack is more a normal mod. If it's on a server, it can be ignored. Techage can't. It is more like a game. You have to use it, is difficult to circumvent.
- Techage is much more difficult. You have to keep track of many more resources (oil, power, liquids, powders, ores, ...)
- Techage has huge multi-block machines like the steam engine, distillation tower, collider, fusion reactor,...
- Techage has it's own transport systems like Minecart, Hyperloop, Jetpack, Paraglider
- TechPack can be used in creative mode, Techage should only be played in survival mode. Therefore, Techage should be played on a public server :)
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Re: [Modpack] TechPack [techpack]
I would like to make a suggestion to make this compatible with MoreOres and MoreBlocks. The quarry will only mine basic blocks but if you have moreblocks and moreores, as I have found that most players do, that the quarry will not mine these nodes.
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