rwtema / Extra-Utilities-2-Source

Sourcecode for Extra Utilities
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GP generators need to be chunk loaded, else they will generate 0 GP #18

Open Ruchian opened 6 years ago

Ruchian commented 6 years ago

The issue is stated in the title.

I tested every GP generator, (Wind mill, Lava mill, Water Mill, Dragon Egg Mill, Solar Panel, Lunar Panel) When you're outside of the standard visible range and the chunks in which these generators are become unloaded, your GP drops to 0.

I expected it to be, like the manual says, that these chunks do not need to be loaded, that the number travels along with you everywhere through every dim, but unfortunately, (as the view distance on most servers is 12, and with single player at some point you're outside of viewing range) without a chunk loader they will fail to provide GP after travelling far enough.

Edit: I found this issue on Minecraft 1.12.2 Extra Utilities version 1.12-1.7.2 and Extra Utilities version 1.12-1.7.4 Forge versions I tried: 14.23.2.2611 and 14.23.2.2618 Modpacks I found this issue with: MMD Public Pack Reloaded and a customized mod pack. (but basically I only tested it using default minecraft objects and extra utilities tools)

KasperFranz commented 6 years ago

This would kill most servers if the GP Generators worked as chunk loaders, which by the description it sounds as.

IMO (I have no idea how it works as I haven't really played around with it) it should load visible chunks and if they are unloaded that is too bad for you ;).

Ruchian commented 6 years ago

I don't think it ever worked that way.

GP Generation is most likely a state that is player bound, in a way that, the blocks that supposively generate GP are merely changing that state a little bit, one which was actually already there. What I think and mean is that the blocks you place down are being tagged to you, changing the GP generation configuration settings bound to you. This is why the chunk, let alone the whole dim could easily be unloaded without it affecting your GP state. (this is completely possible since GP is player bound and unique a person.)

However for some reason this doesn't work anymore. Now, the mills need to be loaded to be certain that you have GP on your character, which is odd. I mean, I recall in earlier versions there was no need for any of this.

Trivia: considering chunk loading, this is something that is being controlled and maintained by Forge. (You can change the settings in forgeChunkLoading.cfg). There is due to its standard settings only a very small amount of chunks that can be and remain loaded on a server.

I recommend increasing the standard amount. I mean, three chunkloaders from this mod and you're already passed the 25 chunks. FTB Utilities adds its own entry to the config to provide enough chunks for everyone and let a different configuration control the settings as to which chunks go where and who is allowed to load how many.

A loaded chunk is better than an unloaded one in my opinion. So far, most lag and TPS issues I have seen on servers are not caused by chunk loading, but by entities which are not despawning but saved due to chunks being unloaded.

CTH999 commented 6 years ago

I don't know if that's how it works. However, I think it should work that way if it doesn't!