Minecraft

Of the Tabletop, and other, lesser varieties.

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raudorn
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Re: Minecraft

Postby raudorn » Fri Aug 11, 2017 9:05 am UTC

Good Morning folks, I bring you a quadruple update.

1.) I can confirm that the server times out recently. Sometimes it's during connects and sometimes it takes a minute before any terrain is rendered.

2.) The Undergarden is open for visitors now, although it wasn't exactly closed beforehand. The western side tower is still mostly empty, because I don't know what to put in it. For now there's a staircase that leads to... nothing in particular.

3.) I made another update to xkcraftia tours, covering some places I ignored and some I discovered since the original trek. Here's the overview post for all updates. For example, I found the long-lost bombing range! I mean, I'm not sure how we even lost it and I was the only one looking for it, but there it is now!

4.) I updated the transportation map with the new boat travel and Whittington's Metrorail:

topological_map.png

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Flumble
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Re: Minecraft

Postby Flumble » Fri Aug 11, 2017 9:47 am UTC

I sent a PM to _infina_ about the server status (it's beyond my saving at this point).

Thanks for the updated purely topological transportation map, raudorn! :D
At this point I think it'd be a shame to overlay the world map* with transportation nodes.


*speaking of which: are any people in favour/against having one big isometric/axonometric projection of the worlds instead of the top-down view?
I'm in favour of having a non-top-down projection, because it doesn't convey building styles and terrain elevations (which is very helpful if you're looking for a landmark when you're lost and helpful when you're looking for a certain building to show someone), even though it hides part of the terrain/buildings and makes it harder to judge directions and distances.

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Peaceful Whale
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Re: Minecraft

Postby Peaceful Whale » Fri Aug 11, 2017 2:35 pm UTC

Question? I've got windows 10... I'm guessing that this server isn't windows 10...
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Mutex
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Re: Minecraft

Postby Mutex » Fri Aug 11, 2017 2:36 pm UTC

It's the original java version.

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Peaceful Whale
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Re: Minecraft

Postby Peaceful Whale » Fri Aug 11, 2017 3:04 pm UTC

Dang
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oscar_spider
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Re: Minecraft

Postby oscar_spider » Fri Aug 11, 2017 10:44 pm UTC

Flumble wrote:*speaking of which: are any people in favour/against having one big isometric/axonometric projection of the worlds instead of the top-down view?
I'm in favour of having a non-top-down projection, because it doesn't convey building styles and terrain elevations (which is very helpful if you're looking for a landmark when you're lost and helpful when you're looking for a certain building to show someone), even though it hides part of the terrain/buildings and makes it harder to judge directions and distances.


I dislike the top-down only view for similar reasons - it hides all the architectural features of buildings and terrain. I strongly support having a current 3d perspective view. I have no objections to also having a top-down view as there are occasions where it can be useful.

oscar_spider
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Re: Minecraft

Postby oscar_spider » Sun Aug 13, 2017 3:59 am UTC

I didn't see any creepers at all today. I don't remember if I saw any yesterday or not. Did they get nerfed again?? Mordor is not the same without them and also it impacts gunpowder collection.

I'm pretty sure they were out and about not all that long ago.

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raudorn
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Re: Minecraft

Postby raudorn » Sun Aug 13, 2017 11:15 am UTC

oscar_spider wrote:I didn't see any creepers at all today. I don't remember if I saw any yesterday or not. Did they get nerfed again?? Mordor is not the same without them and also it impacts gunpowder collection.

I'm pretty sure they were out and about not all that long ago.

Oh, right, we once had a creeper-killing script in place, didn't we? Haven't seen any creeper in my session today either.

Flumble wrote:*speaking of which: are any people in favour/against having one big isometric/axonometric projection of the worlds instead of the top-down view?

I wouldn't mind. I mostly use the geographic maps to discover new places to explore. In that regard an isometric view is better for finding man-made patterns.

oscar_spider
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Re: Minecraft

Postby oscar_spider » Tue Aug 15, 2017 12:21 am UTC

oscar_spider wrote:I didn't see any creepers at all today. I don't remember if I saw any yesterday or not. Did they get nerfed again?? Mordor is not the same without them and also it impacts gunpowder collection.

I'm pretty sure they were out and about not all that long ago.


Creepers are back. Thank you!

oscar_spider
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Re: Minecraft

Postby oscar_spider » Tue Aug 15, 2017 10:34 pm UTC

Looks like the server is down again. I see from Flumbles' XKCD Minecraft Status page that raudorn tried to log on not too long ago, so that is probably when it went down.

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Flumble
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Re: Minecraft

Postby Flumble » Tue Aug 15, 2017 10:54 pm UTC

radorn, are you in some region with too much stuff going on? It's the second (or more-th?) time the server crashed at/after your login attempt. I think I can safely offline teleport you if need be.

Also, yes, the server is back up again.

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raudorn
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Re: Minecraft

Postby raudorn » Wed Aug 16, 2017 11:45 am UTC

Flumble wrote:radorn, are you in some region with too much stuff going on? It's the second (or more-th?) time the server crashed at/after your login attempt. I think I can safely offline teleport you if need be.

I think I was last logging out of Whittington. The most block update intensive thing there are the myriad observer blocks for the automated farms at the Arcology. I notice that FPS goes way down when they're rendered (occlusion culling helps there somehow even though it shouldn't) and they're not working correctly. However in the past I never had any trouble when logging in and out of Whittington. The only new thing is some tower I built, which doesn't have a singly dynamic block. In short, I doubt it's my position that's causing this. However it's no trouble to teleport me to some stable location (Spawn is fine?) and I'll refrain from logging in until I'm there.

oscar_spider
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Re: Minecraft

Postby oscar_spider » Fri Aug 18, 2017 12:02 am UTC

The server appears to have crashed again while I was logging on. I'm where I normally have been recently - on the Green in the center of Mordor.

I'm thinking the crashes are not related to where someone is but probably something else that goes bad in the server over time. It was recently mentioned that it might be possible to set the server to auto-restart after a crash. That feature would have been valuable over the years past and would be into the future as well.

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Flumble
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Re: Minecraft

Postby Flumble » Fri Aug 18, 2017 9:47 am UTC

oscar_spider wrote:I'm thinking the crashes are not related to where someone is but probably something else that goes bad in the server over time.

Agreed
@raudorn, you're free to log in. :wink:


oscar_spider wrote:It was recently mentioned that it might be possible to set the server to auto-restart after a crash. That feature would have been valuable over the years past and would be into the future as well.

I've hacked together something now. I'm not familiar with rc and probably don't have the right permissions to install a daemon, so it's just an infinite loop in a shell script that runs the server.

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EdgarJPublius
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Re: Minecraft

Postby EdgarJPublius » Fri Aug 18, 2017 10:16 am UTC

raudorn wrote:
Flumble wrote:radorn, are you in some region with too much stuff going on? It's the second (or more-th?) time the server crashed at/after your login attempt. I think I can safely offline teleport you if need be.

I think I was last logging out of Whittington. The most block update intensive thing there are the myriad observer blocks for the automated farms at the Arcology. I notice that FPS goes way down when they're rendered (occlusion culling helps there somehow even though it shouldn't) and they're not working correctly. However in the past I never had any trouble when logging in and out of Whittington. The only new thing is some tower I built, which doesn't have a singly dynamic block. In short, I doubt it's my position that's causing this. However it's no trouble to teleport me to some stable location (Spawn is fine?) and I'll refrain from logging in until I'm there.


The laggy-ness of the Arcology is actually something I've put some effort into understanding and minimizing.
I've cut down on a lot of the redstone circuits that were causing the most problems back when I first started the thing operating. I don't think the observers should be causing too much of an issue, if you've got any info on the lagginess of observers I'd be interested in reading to see if there are ways I can minimize their impact. I know there's another way to do the sugarcane farm with old-style quasi-connectivity BUDs, but I suspect that would be a lot laggier than the current observer-based version. I think the only other way to do the melon farm is just with a clock circuit, which I don't like for a number of reasons. Though I need to figure out what's wrong with the current melon farm anyway and try to fix or reset it, should have time to investigate in the next week or so.

From what I've gleaned reading various minecraft associated forums and wikis, the laggiest part of the Arcology tower is probably the long chains of hoppers, especially the wheat farm which contains more hoppers than the entire rest of the tower. I think the best solution there is just to reduce the footprint of that farm and thus the number of hoppers required.

Entities may also be accumulating where the crop farms output to the main item bus, and in the gold farm. The gold farm should be easy to fix, the crop farm chokepoint not so much, though I do have some thoughts if modifications are necessary.

Also, I should probably cull the villager breeding and sorting area. I know some of y'all use some the trades in the sorting area, if there are any up there y'all use and want to save, mark them somehow or let me know so I can spare them. I do want to run a few more generations through sorting to get a good selection of trades, but I just haven't had the time or motivation to actually do it. next time I get the chance I'll mothball the breeder until I get the time/motivation to sort more villager trades, as long as I leave at least two villagers in the breeder chamber, I can build a good sized breeding population pretty quickly, but in the meantime they won't be putting strain on the server.


Also, the blinking lights on the runway of the Whittington airport look rad as hell, but that redstone causes more lag than anything on the current iteration of the Arcology. If you're experiencing a noticeable increase in lag in the vicinity of the Tower, the first thing I'd check is whether those lights are blinking and if stopping them solves the problem.

All that said, the last couple of times I've experienced lag issue on the server, it has not seemed to be localized near the Arcology, so I suspect there's some other issue.
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oscar_spider
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Re: Minecraft

Postby oscar_spider » Fri Aug 18, 2017 11:29 am UTC

EdgarJPublius wrote:Entities may also be accumulating where the crop farms output to the main item bus, and in the gold farm. The gold farm should be easy to fix, the crop farm chokepoint not so much, though I do have some thoughts if modifications are necessary.


Quite a while back I helped identify a lagging issue near Zephyr's Moon. He had set up an Elytra launcher than consisted of a several hundred boats that had all been forced into 1 square, not all that different from the epic Chicken Farm lag described in the history of this server a number of years ago.

One way to help locate such high density entity areas is to use the entity count field that shows up on the F3 screen. It includes the total entities near you, but more important for the location task is that it also shows the count in your field of view. Using that info from various vantage points can quickly locate the high density areas to focus on.

Another more recent related issue was when Creepers were being killed in place and their Gunpowder drops ended up on the ground. Zombies that would pick up the gunpowder would not only no longer despawn due to holding an item - they no longer counted against the mob cap allowing more mobs to spawn. This lead to a cycle of more and more Zombies walking around carrying gunpowder.

oscar_spider
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Re: Minecraft

Postby oscar_spider » Sat Aug 19, 2017 10:38 am UTC

Yesterday Ganalef logged on a handful of minutes after I did. I got knocked off the server but was able to log back on. We manage to exchange a few messages, but he was experiencing extreme lag. Initially it didn't effect me, but then eventually it was pretty bad for me as well. Eventually he gave up and after he logged off there was no lag for me anymore. I had asked him where he was located, but I never got a reply so I suspect he never got my message since he mentioned how long his own messages took to show up on his screen. I was out in Mordor fixing light glitches at the time and my total entity count was only around 50. I don't think Ganalef was in his area directly above the Green, since I was up there a few days ago without issues. The server log should show his logon coordinates, and of course, he may chime in here as well.


EDIT: The server just timed me out trying to logon, but then it let me back on easily. If the server crashed in between then it looks like the restart script is functioning - thank you very much!

oscar_spider
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Re: Minecraft

Postby oscar_spider » Sun Aug 20, 2017 10:04 am UTC

Tomorrows eclipse that will cross the U.S from coast to coast was preceded by a similar occurrence here on the XKCD minecarft server!! To witness this event I traveled to the thin strip of land from which this phenomenon of semi-occultish occultation could be viewed. Ours is perhaps the only server from which this event of, literally astronomical proportions, can be seen, and we are fortunate that it can be seen daily.
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