Hey everyone,
Before my schedule picks up again, I need to do some last-minute changes to make the Tekkit server more stable and secure for the players. That being said, I added in a patch to EE that routes all of the block place and break events so that they can be blocked by WorldGuard. However, there are a few tools that still haven't been patched. That being said, those tools might get banned to prevent damage to the spawn and to other people's protections. If you want to know what those tools are, ask me in Mumble sometime; I don't want everyone to know in the case that people go use them to make a mess more than some people have already.
In the next few days, I will try and work on moving Tekkit from Bukkit to Spigot. Spigot is better optimized, and it allows us to limit things that create unnecessary lag. However, I am still searching for Forge patches to Spigot, and any other mods that get installed to the server jar. As far as I know, ForgeModLoader is the only one, so I think all that needs to be done still is to put the files onto the server and test it out. I will make another post when this gets finished so that you all know.
Finally, I need your opinion on Dimensional anchors. As you may (or may not) know, Dimensional Anchors is the only chunk loader that is still enabled on the server. The mod has a configurable limit per person as to how many chunks one person can keep loaded at a time. However, since we have way more people than we did when this server first started, the usage of this mod creates lag when enough people get on to hit that magical chunks loaded cap. Dimensional Anchors keeps 3 chunks loaded per each player that has placed them. So even if there are only 7-10 people on at one time, there is always 3 chunks times the total amount of people that placed one. Without getting anymore technical, it essentially means that having certain chunks always loaded puts a cap on how many people can be on at completely different areas of the map before it starts lagging badly.
So what does mean to the Tekkit server users? Well, in order to decrease lag, I think the next step is to disable Dimensional Anchors as well. If it just so happens that it doesn't improve server performance, then I will bring them back. I have created a poll below; please only vote if you play on the server and are interested in the outcome of this decision. If you think they shouldn't be disabled, please mention why so that I might be able to find a way to compromise if the reason is important enough. Also, I will notify everyone with a separate post when the decision has been made.
P.S. I understand that default Tekkit allows all world anchors. and that some features need world anchors just to work. But keep in mind: all of the things that Tekkit adds to the game assume that the server is a small server with a small amount of world space being used. If Tekkit's mods weren't as resource demanding, then many of these issues wouldn't occur. However, when a majority of the modding community of composed of single individuals with enough programming experience to get by, it leads to messy coding. There are plenty of other features in Tekkit that are interesting, yet don't pose as much of a threat to the stability of the server.
-MastaC
Before my schedule picks up again, I need to do some last-minute changes to make the Tekkit server more stable and secure for the players. That being said, I added in a patch to EE that routes all of the block place and break events so that they can be blocked by WorldGuard. However, there are a few tools that still haven't been patched. That being said, those tools might get banned to prevent damage to the spawn and to other people's protections. If you want to know what those tools are, ask me in Mumble sometime; I don't want everyone to know in the case that people go use them to make a mess more than some people have already.
In the next few days, I will try and work on moving Tekkit from Bukkit to Spigot. Spigot is better optimized, and it allows us to limit things that create unnecessary lag. However, I am still searching for Forge patches to Spigot, and any other mods that get installed to the server jar. As far as I know, ForgeModLoader is the only one, so I think all that needs to be done still is to put the files onto the server and test it out. I will make another post when this gets finished so that you all know.
Finally, I need your opinion on Dimensional anchors. As you may (or may not) know, Dimensional Anchors is the only chunk loader that is still enabled on the server. The mod has a configurable limit per person as to how many chunks one person can keep loaded at a time. However, since we have way more people than we did when this server first started, the usage of this mod creates lag when enough people get on to hit that magical chunks loaded cap. Dimensional Anchors keeps 3 chunks loaded per each player that has placed them. So even if there are only 7-10 people on at one time, there is always 3 chunks times the total amount of people that placed one. Without getting anymore technical, it essentially means that having certain chunks always loaded puts a cap on how many people can be on at completely different areas of the map before it starts lagging badly.
So what does mean to the Tekkit server users? Well, in order to decrease lag, I think the next step is to disable Dimensional Anchors as well. If it just so happens that it doesn't improve server performance, then I will bring them back. I have created a poll below; please only vote if you play on the server and are interested in the outcome of this decision. If you think they shouldn't be disabled, please mention why so that I might be able to find a way to compromise if the reason is important enough. Also, I will notify everyone with a separate post when the decision has been made.
P.S. I understand that default Tekkit allows all world anchors. and that some features need world anchors just to work. But keep in mind: all of the things that Tekkit adds to the game assume that the server is a small server with a small amount of world space being used. If Tekkit's mods weren't as resource demanding, then many of these issues wouldn't occur. However, when a majority of the modding community of composed of single individuals with enough programming experience to get by, it leads to messy coding. There are plenty of other features in Tekkit that are interesting, yet don't pose as much of a threat to the stability of the server.
-MastaC