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TriforceOfKirby

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About TriforceOfKirby

  • Rank
    Freshly Spawned
  • Birthday 02/20/1997

Profile Information

  • Gender Male
  • Location United States
  • Interests Programming

Contact Methods

  • Skype TriforceOfKirby
  1. Server average tick time issues

    Ok, it seems fine now. I had it on 4 GB originally, but then I noticed the usage was very low so I reduced it. I don't know why internet connectivity would be an issue, since I'm using localhost and the other person is using LAN(same house), we have 10 Mbit/s internet. The third person lives like 7 km away(probably has the same ISP), but wasn't on at the time that it started to time out players. I run updates once a day so that shouldn't be an issue either. I'll try Opis if I have any more problems with timing out.
  2. Server average tick time issues

    So I downgraded Forge and used those JVM arguments, and it still jumps up to around 11-12 ms with just me idling at spawn. The world was just created yesterday and we are still in the stone age, so we don't really have much as far as the world goes. Although it did go down from 8 ms to .1 ms with no one on there, so there is some improvement.
  3. Server average tick time issues

    Ok I'll try downgrading Forge and using those JVM arguments. My processor is a 6 core with hyperthreading, so it supports 12 threads:http://ark.intel.com/products/82932/Intel-Core-i7-5820K-Processor-15M-Cache-up-to-3_60-GHz
  4. Server average tick time issues

    I'm having issues with the average tick time being around 8-20 ms which results in the server saying that it can't keep up and sometimes timing players out. The server only has 3 players including myself, and the PC I'm running it on is pretty high end(specs can be viewed here: http://pcpartpicker.com/p/VtgknQ). I tried messing with the startup script to see if I can improve it, I turned the GUI on so I could monitor average tick speed, and tried changing RAM allocation as well as adding AggressiveOpts and ParallelGCThreads options.I decided to only allocate 1 GB of memory because it never used more than 250 MB according to the GUI; I can allocate more if it helps as I have 16 GB. So I'm not sure what's causing it exactly, any help would be appreciated. OS: Ubuntu 15.04 64-bit Java Version: 1.8.0_45 64-bit Server Startup Script:java -jar -server -Xms1G -Xmx1G -XX:+AggressiveOpts -XX:ParallelGCThreads=12 forge_server.jar nogui Mods:Forge 10.13.3.1428,TerraFirmaCraft0.79.18.673, FastCraft 1.21
  5. [Solved]Graphical Bug With Smart Moving

    I'm not sure if I can post it, since it was modded without permission from the creator of Smart Moving, although it doesn't matter now since it's fixed.
  6. [Solved]Graphical Bug With Smart Moving

    Ok, thank you, I suppose I'll just make my own version of Smart Moving for TFC to use until then.
  7. [Solved]Graphical Bug With Smart Moving

    So I'm having this weird graphical bug when trying to use the Smart Moving mod with TerraFirmaCraft. If I do not have the optional Render Player API installed, armor is displayed as the wrong piece, i.e. boots display as leggings, leggings display as a chestplate and so on. If I do have Render Player API installed, it fixes the previous bug, but introduces another bug where armor does not rotate with the player, it appears as if the armor is stuck facing South. I understand that people have had this bug in the past and it was a wrong version problem; however, I cannot seem to fix this bug no matter which versions I use. In all instances, I was using TFC 0.78.17(Latest) and Smart Moving 14.6.1(1.6.4 Latest). As for Player API, I tried Player API Core 1.2(1.6.4 Latest) and Player API Forge 1.2(Deprecated). For Render Player API, I tried Render Player API Core 1.1(1.6.4 Latest) and Render Player API Forge 1.0. So, which versions am I supposed to be using to solve this graphical bug? Also should I have the optional Render Player API installed?