Leaf 'n' Logistics bug reports and balance tuning

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Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Wed Oct 22, 2014 4:38 pm

First topic message reminder :

[edited the music hype for visibility]

As for the modpack : it feels really really REALLY REALLY overloaded to me.

  • My computer's memory (8Go) gets loaded pretty fast.
  • There is a LOT of errors that occurs in the loading and then when playing
  • a LOT of objects that require calculations (cpu usage super high)
  • sometimes hangs and gets my cpu and memory usage to 90-99% until I kill the process


Those are my 1srt negative observations on the pack.
It still looks magnificent

I'd suggest we play with the pack for a week, then we make a vote for each mod to see if we keep them or not.
for the mod count, i'd say around 100 more or less ? needs testing



Here's the spreadsheet


Last edited by Mailleweaver on Thu Oct 30, 2014 7:20 pm; edited 2 times in total (Reason for editing : Link to spreadsheet)

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Coffeetailor on Wed Oct 29, 2014 6:22 pm

That's one that I like too. And works as a great substitute for BC's pipes.

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Thu Oct 30, 2014 9:19 am

I just don't like the plants. Otherwise it looks cool to me.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Thu Oct 30, 2014 12:49 pm

It's because of the worldgen flowers that self-replicate in various ways.
I suspect it might put a stain on the server, with flowers popping everywhere
I think the mod would be great in our pack if we tune the configs to either remove that (replicate only by bonemeal) or if we tune down the worldgen rate

plus the flowers looks ugly

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Thu Oct 30, 2014 7:19 pm

Here's what the removed mods section of the changelog for the next pack version looks like.
Changelog wrote:[Removed Mods]
  • FoxLib
  • Butterfly Mania
  • Statues
  • QuarryPlus
  • Buildcraft
  • Better Storage
  • ExtraButtons
  • Factorization
  • Gendustry
  • Hats
  • Hatstand
  • Obsidiplates
  • Redstone Arsenal
  • Translocators
FoxLib wasn't actually doing anything. It was leftover from something that didn't make it into the pack in the first place.

Let's give up on Glenn's Gasses and Millenaire. The pack is heavy enough as it is.

In Penumaticcraft we can turn down the plant generation and we can turn off the self-replicating features. The plants will still be needed to produce various plastics in the mod, so I don't want to turn generation completely off.

Now, why get rid of Dimensional World?

And apparently there's only 4 of us voting for what should stay or be removed from the pack...
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Thu Oct 30, 2014 11:22 pm

Annnd another busy week..
That and my computer is having a harder time with these (very cool) mods. I was barely hanging in there for Magic Farm 2 at times.
(especially near giant trees)
But that will be an old problem. New computer arrives in the mail Monday.

Back to the Pack:

Grillo:
1. Yeah I really want Carpenters blocks, so if i'm wrong about them creating problems, I wouldn't give them up willingly.

2. Photoreal: Do they fade? That does sound pointless, I haven't gotten a chance to test them yet, but I had assumed that they stayed visible int he world until you broke them.
If they quickly fade and disappear permanently then I vote we get rid of it.

3. Secret rooms. True there is a little overlap, but there are still other things like 1-way windows, as well as this:

Screenshot Description: A line of disguised redstone disguised as logs running between a redstone light and a lever.
Hiding redstone cleanly like that is an option I look forward to. Again, not for traps, but for decoration. (waila)
It's a mod I used constantly when possible in singleplayer (1.4, 1.5, 1.6).

-----

Dimensional world. Sounds fine to me.
I also wouldn't mind adding back Mystcraft as well now that it works with 1.7.10

Pneumaticraft: I haven't a problem with it, I haven't gotten a chance to look at it.
If it's good I'll be sire to vote yes.

As for voting, I managed to be 1 of the 4.
So I assume it's Blazin, Maille, Grillo and I

Hopefully I'll have more time next week, after the computer is setup.


Oh and about 2 hours too early, but Happy Birthday Mailleweaver.
(I have to get up too early, and get home too late to likely post again tomorrow)
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Fri Oct 31, 2014 6:19 am

Mailleweaver wrote:Here's what the removed mods section of the changelog for the next pack version looks like.

Looks nice Maille !
Now, one thing I noticed, if that the load on my computer was very noticeably reduced by removing Glenn's Gases, so I suggest you people to test the modpack without it

For Dimensional world, it's a very easy mining world. On servers the mining world is "traditionally" the deep dark, which is quite hard to access, and quite hard to explore (but easy to quarry).
This is the reason why i voted for removal (why going trough the hard and painfull deepdark when you have this perfect and super easy dimensional world right ?)
But it's more of a personal choice.

I had a crash due to an error with wirelessredstone, despite not having any of this mod's blocks placed :
Code:
[11:02:58] [Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]

Time: 31/10/14 11:02
Description: Exception in server tick loop

java.lang.RuntimeException: java.lang.NullPointerException
   at codechicken.wirelessredstone.core.SaveManager.<init>(SaveManager.java:145)
   at codechicken.wirelessredstone.core.SaveManager.reloadSave(SaveManager.java:74)
   at codechicken.wirelessredstone.core.RedstoneEtherServer.addEther(RedstoneEtherServer.java:53)
   at codechicken.wirelessredstone.core.RedstoneEther.loadServerWorld(RedstoneEther.java:114)
   at codechicken.wirelessredstone.core.WRCoreEventHandler.onChunkDataLoad(WRCoreEventHandler.java:34)
 ...

And a lot of warnings (spaming) due to NEI/opencomputers (i suspect mabye opencomputer needs a NEI addon which is missing ?) Basically all the peaceable blocks are "Unnamed":
note that it's very likely a NEI issue, NOT open computer.
Can anyone confirm ? There is no mention of this issue on internet and it might be something that only affects me

Code:
[11:00:10] [NEI Item Filtering/WARN] [OpenComputers/]: Error in item tooltip.
java.lang.ArrayIndexOutOfBoundsException: 32767
   at gravestone.item.ItemBlockGSBoneBlock.func_77667_c(ItemBlockGSBoneBlock.java:32) ~[ItemBlockGSBoneBlock.class:?]
   at net.minecraft.item.ItemStack.func_77977_a(ItemStack.java:361) ~[add.class:?]
   at li.cil.oc.util.ItemCosts$$anonfun$12.apply(ItemCosts.scala:105) ~[ItemCosts$$anonfun$12.class:?]
   at li.cil.oc.util.ItemCosts$$anonfun$12.apply(ItemCosts.scala:105) ~[ItemCosts$$anonfun$12.class:?]
   at scala.math.Ordering$$anon$5.compare(Ordering.scala:122) ~[Ordering$$anon$5.class:?]
   at java.util.TimSort.binarySort(Unknown Source) ~[?:1.7.0_67]
   at java.util.TimSort.sort(Unknown Source) ~[?:1.7.0_67]
   at java.util.TimSort.sort(Unknown Source) ~[?:1.7.0_67]
   at java.util.Arrays.sort(Unknown Source) ~[?:1.7.0_67]
   at scala.collection.SeqLike$class.sorted(SeqLike.scala:618) ~[SeqLike$class.class:?]
   at scala.collection.mutable.ArrayOps$ofRef.sorted(ArrayOps.scala:186) ~[ArrayOps$ofRef.class:?]
   at scala.collection.SeqLike$class.sortBy(SeqLike.scala:597) ~[SeqLike$class.class:?]
...
   

Also, happy birthday Maille cheers


Last edited by grillo126 on Fri Oct 31, 2014 11:45 am; edited 1 time in total

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Fri Oct 31, 2014 9:50 am

I cannot confirm, but perhaps someone else will be able to?

Also, happy birthday Maille.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Fri Oct 31, 2014 10:33 pm

Thanks for the birthday wishes.

The Wireless Redstone crash has been fixed in the latest version of Wireless Redstone.

The NEI problem is actually a compatibility problem between OpenComputers and GraveStone. Updating to the RC1 version of OpenComputers brings the blocknames back (except when holding "LMENU" to show the material requirements.) But it still spams the logs with GSBoneBlock tooltip errors when mousing over any of the computer components. (GSBoneBlock is GraveStone Bone Block.) I have no idea why they would conflict.
The only way to fix the errors completely seems to be to remove the GraveStone mod.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by xkea on Fri Oct 31, 2014 10:57 pm

I get this error everytime I first log in also my game crashes everytime I click on search in the creative mode menu. so far these are the only problems I've been having


Code:
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:18: Could not resolve <weaponmod : warhammer . stone>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:19: Could not resolve <weaponmod : warhammer . iron>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:20: Could not resolve <weaponmod : warhammer . gold>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:21: Could not resolve <weaponmod : warhammer . diamond>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:26: Could not resolve <weaponmod : warhammer . stone>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:27: Could not resolve <weaponmod : warhammer . iron>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:28: Could not resolve <weaponmod : warhammer . gold>
[20:48:17] [Client thread/INFO]: [CHAT] ERROR: BalkonWeaponMod.zs:29: Could not resolve <weaponmod : warhammer . diamond>

p.s HAPPY DAY OF BIRTH Mailleweaver jocolor
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Fri Oct 31, 2014 11:14 pm

The weaponmod errors are my fault. I'll fix it in the next version of the pack.
You can fix it meanwhile by going into the weaponmod config and changing "B:warhammer.enabled=false" to "B:warhammer.enabled=true"

There are at least two things causing crashes when clicking on the creative search tab. We'll just have to live with it for now.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Lord_Dust_Bunny on Fri Oct 31, 2014 11:47 pm

Happy birthday Maille!

About voting, my ftb keeps crashing halfway through loading due to running out of memory, so I figured I shouldn't start voting ons tuff I can't test.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Fri Oct 31, 2014 11:59 pm

How much memory does your system have in total, Dust? Did you increase the amount allowed in the FTB launcher like the pack description suggests? Did you install FastCraft like I recommended?

Here's what the changelog looks like so far for the next pack version. I've not yet tested all of these changes together, but they work individually (or with associated changes together.) I'll check other mods for updates and of course do a quick test with everything together before pushing the pack to FTB.
Spoiler:
Code:
*******************************************************************************
** v0.1.1 **
*******************************************************************************
[General]
   Altered the previous changelog to include a note about deleting the Forestry API from DragonAPI.

[Updated Mods]
   [*]ChickenChunks - from 1.3.4.13 to 1.3.4.14
   [*]CodeChickenCore - from 1.0.3.25 to 1.0.4.29
   [*]DragonAPI - deleted the included outdated OpenComputers API
   [*]GraveStone - from 2.9.7 to 2.10.1 and replaced the included outdated Forestry API with the one in the forestry.jar
   [*]NEI Plugins - from 1.1.0.9 to 1.1.0.11
   [*]OpenComputers - from 1.3.6.69 to 1.4.0.6-rc.1
   [*]Ruins - added the missing /resources directory to the /mods directory
   [*]Wireless Redstone CBE - from 1.4.1.4 to 1.4.1.7
   
[Removed Mods]
   [*]Aroma1997's Dimensional World
   [*]Asielib
   [*]Backpacks! Brad16840
   [*]Better Storage
   [*]Buildcraft
   [*]Butterfly Mania
   [*]Extra Buttons
   [*]FoxLib
   [*]Factorization
   [*]Gendustry
   [*]Greg's Stargate Craft
   [*]Hats
   [*]HatStand
   [*]Magic Clover
   [*]Obsidiplates
   [*]QuarryPlus
   [*]Redstone Arsenal
   [*]Statues
   [*]Translocators
   

[Configs] {
   weaponmod.cfg
      B:warhammer.enabled=true
      
   OpenBlocks.cfg
      B:grave=false
}      


*******************************************************************************
**Beta Launch** v0.1
*******************************************************************************

[...]

[General]
   Deleted the outdated Forestry API included in DragonAPI.

[...]

And now that we've whittled down the mod list a bit, I expect I'll get the server up soon. After I get the new pack finalized I'll send it off to FTB and start working on the server pack. When the FTB launcher gets updated with the new pack I'll convert the server so we can start testing together.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Lord_Dust_Bunny on Sat Nov 01, 2014 10:45 am

Thanks Maille! Hadn't changed the memory amount in launcher, had been the problem.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Sun Nov 02, 2014 11:58 am

That's great !
Something's wrong with the biome generation, I see mushroom islands everywhere !
Tip : when exploring in creative, equip the upgraded bedrock chestplate to fly extremely fast

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Sun Nov 02, 2014 4:14 pm

Forge has some biome generation problems. The newer versions are fixed. I expect I'll update to one of them for the new pack, too.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Tue Nov 04, 2014 6:00 pm

I'm trying to add the nuclear waste from reactorcraft to the banned items list in the magic clover mod config.
Spawning the waste cause an immediate crash due to radiation poisoning.
I've tried reactorcraft:nuclear_waste with no success
Any idea ?

Furthermore, in the future, i suggest we make a whitelist instead of blacklist, given the sheer amount of items the clover can spawn


Regardless, I've been testing the pack regularly and I've found no issues, beside those already mentioned.
I suggest updating thaumcraft to have the latest version (adds a purpose to elderitch obelisks)

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Tue Nov 04, 2014 9:44 pm

ReactorCraft:reactorcraft_item_waste

NEI can do a dump of item IDs and block IDs to csv files.

I'm removing MagicClover from the pack, anyway. It'll be too much of a bother compared to what it offers. Cute for vanilla (or nearly vanilla) but doesn't really fit with so many other mods.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Tue Nov 04, 2014 11:58 pm

<update>
Computer finally arrived today, still moving files etc..
Should be able to get back to testing soon though.

Installed MC and FTB. So far it seems like a huge jump in FPS and I've gone from lowest video options to turning everything up. Should be fun Smile

Tried joining the server to test some familiar places and retake some screenshots, but it's down.

</update>
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Fri Nov 07, 2014 12:32 pm

In case you're wondering what's going on... I've been slacking. Hanging out in vanilla minecraft and playing Farming Simulator 15. Smile
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Fri Nov 07, 2014 7:32 pm

lol Smile
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Sun Nov 09, 2014 8:21 pm

I'm playing on another private modpack 1.7.10 in the spirit of crash landings (code ftb: blackout)
The progression is guided trough HQM quests, which tutor you on AE2, steve's factory manager, rotarycraft, reactorcraft and other good stuff.
It's really good despite being in open alpha. I have played on it for about 10h

About Leaf'n Logistics, I think the next step is to wait for the major updates. Notably, once reika gives us v3 (v2b won't happen) i'll work on the HQM for our pack.
Once we get to this point we can start optimizing to get a really good experience !

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Tue Nov 11, 2014 12:40 am

Yeah I suppose waiting on some mods to update would be worth it...
Smile I'm starting to feel impatient, but I'll ignore that, it's better to make sure it's done right.
None of us want to invest a month into the next world just to have to restart for some reason.

I managed to get shaders installed and it's settings balanced enough to allow me to move around comfortably within the Leaf n Logistics pack. I'll have try playing in survival to see if I can keep them installed.
Also on the list is to find a clean (and cheap) way to record while playing. Maybe we can make some videos highlighting the challenge. Even a trailer of some kind for Treecrafters could be fun.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Thu Nov 13, 2014 12:14 pm

Well, I messed around a bit, all I can say is that some of the doors are weird and you only seem to be able to close/open them when you hit the center of the bottom half of the door. Also, the mobs being attracted to light is very intimidating (not that it's necessarily a bad thing). Will try go through more stuff later.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Fri Nov 14, 2014 7:36 pm

I have an idea.

Since the server has been offline, we could switch it to something different temporarily.
Assuming it doesn't take that long inside the server control panel, we could switch the server to:
Vanilla 1.8, Amplified HARDCORE - Tree rules optional (It's not a normal Treecrafter world, and it is hardcore)

It might be interesting to see who can survive until it's time to switch the server to either the Beta Leaf 'n' Logistics Pack or the Final version.
Or if hardcore sounds stressful maybe just Vanilla 1.8 Survival. Again Root rules optional. This will be a short lived world and Root rules slow down progress, especially with the lack of automated log farming.

Anyway this way some of us can play together again, and the server won't be going to waste.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Sat Nov 15, 2014 9:11 am

Maille said he was making the server pack, have some faith in him :p
Here's one of my favorite music i'd like to share with you guys

Spoiler:

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Re: Leaf 'n' Logistics bug reports and balance tuning

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