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New Today On Civcraft
Humbug bow buff reduced from 2.5 to 2.25, I think what we want is somewhere between 2.0 and 2.5
After several restarts and a significant amount of trouble Bastions have been updated to fix the overflow bug, they should be crack-able as designed and they should also not instant break. Hopefully we can get into balance tweaks instead of bug fixes now. Please test this before going into CoolPVP, it should work but that has yet to be confirmed
Reduced Entity activation rage from 32 to 16 and item activation range from 16 to 8
Reduced mob spawning radius from 2 chunks to 1 chunk around any given player
Altered hopper ticking mechanics to only tick hoppers when they have items in them, not sure what impact this will have on machines, of all the changes today this one has the most potential, the number of unused hoppers that could be eliminated from the tick list is absurd.
New Today on Civtest
- Updated Bastion with fix for overflow bug
Bugs And Development Focus
As outlined here thanks to Flaminius's testing we can see that the issue with printing presses starts at the 5 page or so mark. Everything else seems to work ok, but the costs on all of this do need to plummet.
Awhile back, we
sitchedSWITCHED from quonic's generously hosted wiki to our own wiki at civcraft.org. I think most of the content has transitioned, but are there old pages still missing? If there are some old articles that haven't been moved over then feel free to download the images or pages and edit them in. We highly encourage using the wiki to document the history and legacy of your cities.Civtester flair fixed courtesy of /u/sashimii
Ittk need(s) to set this up when time allows, Jawa toldmehim how.The reintroduction of the Nether has changed the dynamics of Nether mob spawning and this needs to be addressed. Perhaps either limiting their spawn or item their drop rate would be the proper course of action. Either way, testing needs to be done to see how much it has actually been affected.
ttk2's Hobo's ttk2's Thinking Corner
Playing around with fixing bastions made today's restart take a pretty long time, but I really wanted to get everything ready for tonight, with Sunday night being historically our highest player count of any given week. On the upside I think we might have actually cleared the Citadel group deletion back log restarting so many times.
Pretty much all of todays lag mechanics changes are going to piss people off, this should break, mob farms, item farms, and a lot of hopper based machines. But the lag percentages from timings yesterday don't lie these are the only changes that can meaningfully improve performance at the moment. So everyone will just have to deal with it and adapt, don't start redesigning stuff yet, we still need to confirm these work, but if they do expect to have to settle in for the long haul with them.
Mustercull is currently not aggressive enough against domestic mobs an updated config for that may allow us to restore some of the values changed today without a huge performance hit, so it would be nice to have that quickly before everyone starts redesigning everything.
This is our current server hardware, as far as I am aware there is no currently offered processor with a higher per core instruction throughput. Moving to a ram disk is another performance improvement option, but looking at the timings chunk loading is not a severe hit at the moment, considering we are using an ssd its not that surprising.
Sharding at this stage in the bukkit game would be a great deal of effort, which like most other bukkit effort is likely to evaporate as soon as the next modding platform takes hold, doing all the work just to have to duplicate it later seems like a bad investment decision.
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