Hey everyone, after some staff internal discussion we have decided to disable two items: MFR Grinder +6 crashes daily only on infinity cause of memory leak on dw20 node 2 due to virtual worlds per grinder (conflicting with bukkit/spigot) plenty of alternatives Ender IO - Killer Joe Draconic - Grinder Thermal Expansion - Autonomous Activator Thaumcarft - Golems Extra Utilities - Spikes Botania - Flowers ... we will re-enable it once the issues have been sorted AE2 Storage Bus (gonna wait for 1.3, if still an issue we proceed) currently the biggest performance impact within AppEng used in too many setups where it could be avoided easily plenty of alternative setups are possible (yes they are bigger and require more channels, but what wouldn't we do for better performance) example of an external storage setup in my teams base on inf 1 running flawless and reduced its update time at around 50% the latest appeng version has major performance improvements when the modpack updates we might un-restrict it again we will not be fully blocking the use, but white list it, so you need to request it and convince us that there is no way around it AE2 Modular Assembler We won't restrict this block, but please be aware that connecting it to conduits/pipes from non AE2 causes major issues. The Assembler can't keep up with the steady input and needs to check all of those items passing by. AE2 Performance Guide Some time ago I wrote together an AE2 Performance Guide explaining a few basics which make systems more lightweight. Performance Guide — MyM-Wiki 0.0.1 documentation We did talk and think a lot about those restrictions and finally decided that it should not be the case that single blocks - which can either be worked around or have alternatives which don't miss major features - impact the server stability and performance in a huge manner. Those two are by far the worst ones atm. Export top, import bottom. Import is set to start at below 130 items in the system and export at above 260. Those values are increased in case a crafting job is requiring those resources. We use barrels due to the void upgrade. So when the barrel is full it still accepts more but they just disappear.
Nice, hope this will fix the problems on infinity a bit May it be possible to increase the "Maximum player spawnen mobs" now, since 6 is a bit low, i think ? Greetings, Teufler
can you show us some example, why it is needed and maybe put into its own topic under suggestions? (its always better to show the problem instead of the way would try to achieve a solution)
actually, since the MFR grinder issue was causing mobs to be immortal and unkillable, killing off the MFR grinders will probably help out a LOT with the spawnrates.
Quick question, what do you use to set the ME to import/export above/below certain limits? I remember trying to find a decent way to do it but couldn't figure it out