Mekanism-1.7.10-7.1.1.97 Spam tileentity error still occuring. Causes server lag every few seconds
djoveryde opened this issue ยท 25 comments
[23:21:33 WARN]: EnergyNet.addTileEntity: mekanism.common.tile.TileEntityChemica
lInjectionChamber@4578af64 (mekanism.common.tile.TileEntityChemicalInjectionCham
ber@4578af64) is still conflicting with mekanism.common.tile.TileEntityChemicalI
njectionChamber@54f65d0a using the same position (overlapping), aborting
[23:21:33 WARN]: EnergyNet.addTileEntity: mekanism.common.tile.TileEntityElectro
lyticSeparator@2fd140ee (mekanism.common.tile.TileEntityElectrolyticSeparator@2f
d140ee) is still conflicting with mekanism.common.tile.TileEntityElectrolyticSep
arator@2f88f9ba using the same position (overlapping), aborting
[23:21:33 WARN]: EnergyNet.addTileEntity: mekanism.common.tile.TileEntityChemica
lDissolutionChamber@1cb4d803 (mekanism.common.tile.TileEntityChemicalDissolution
Chamber@1cb4d803) is still conflicting with mekanism.common.tile.TileEntityChemi
calDissolutionChamber@5c0001b4 using the same position (overlapping), aborting
[23:21:33 WARN]: EnergyNet.addTileEntity: mekanism.common.tile.TileEntityElectro
lyticSeparator@394ff144 (mekanism.common.tile.TileEntityElectrolyticSeparator@39
4ff144) is still conflicting with mekanism.common.tile.TileEntityElectrolyticSep
arator@7e8cdb72 using the same position (overlapping), aborting
This is what I'm getting on my server. Its about Calculator mods Power Cube. What do I do to fix?
I've been seeing the same thing for a while now:
[01:09:26] [Server thread/WARN] [IC2/IndustrialCraft 2]: EnergyNet.removeTileEntity: mekanism.common.tile.TileEntityEliteFactory@43f8595f (mekanism.common.tile.TileEntityEliteFactory@43f8595f) doesn't match the registered te mekanism.common.tile.TileEntityEliteFactory@73cd711b, skipping
This is an isolated network with only Mekansim machines connected with Mekanism cable. It seems to happen when the chunks are no longer "active" (i.e. someone moves away from them).
I have this issuse to, i got latest mekanism, forge and ic2. But i have had this for weeks now
Yes exactly, when we move away from chunks problem starts (on unloaded chunks). @aidancbrady @unpairedbracket
From what I can see this is causing server lag on my end as at every message the TPS drops across the board and I get block lag.
I suspect that this is not causing server lag, but is another symptom of the problem that is causing it. Weird non-replicable bugs like this one tend to be issues with chunks being pulled up and loaded again as soon as they're unloaded. I'm not sure if it's our issue causing that, but I'll put a new build up with some kind of debugging capabilities to see if you guys can help me work out what's the root cause (assuming you're in a position to be updating mod versions on your servers).
@unpairedbracket: Is your "homebaked" build compiled against the BuildCraft 6.1 Alpha? Your build won't start when BuildCraft 6.0.18 is installed. Build #104 of Mekanism starts as expected.
Odd. For some reason all the api files are included in that jar. Try deleting all the folders in the jar except assets, mekanism and META-INF, if you can? That should get it equivalent to 104 I think.
Right, I've put a debugging build together. Try the build here, I've changed something in our registration logic that might (doubt it though) prevent this. If not, run /mk debug
and you should suddenly be hit with even more console spam, but this time the useful kind. Pastebin (or equivalent) the fml-client-latest.log and I'll see if I can stop this.
Hello there,
I've added the modified version to my server and here is the debug file. I also noted that the error provided is different than the usual one, probably the changes you made to the registration system. Usually I get the 'still conflicting (...) aborting' error in the first post. Here is the log, too big for pastebin:
https://www.dropbox.com/s/p1ljsju0u7y7wf2/fml-server-latest.log?dl=0
If there is anything else I can help test, let me know, I'm a server owner.
Oh, yes. I assume you mean the Added too early, postponing
. I guess I modified the system wrong... oops. I'll try to fix that - It looks like either AE2 or maybe IC2 itself are causing the constant reloads, no sure though. I'll try and refine the "Why is this chunk loading?" tracking as well, if I can.
Current situation: I'm convinced that this is simply a symptom of chunk-thrashing issues which run much deeper than any obvious issues with our IC2 integration.
I've pushed a build with IC2 (etc.) blacklist config options, which should relieve the console spam for people who don't need to use IC2's and Mekanism's power systems together, but I'm fairly sure the core issue is not ours.
I'll continue to try and work out why this is happening, but it may require more time than I have available currently (university and so on).
I've just found a possible solution to this (the spam, not the thrashing) within ic2's IEnergyNet methods, I'll see if I can get another debug build out soon. Either way, I'll keep you all posted.
I've made a bunch of IC2 improvements in this test build, nothing to make tracking down the thrash easier but I'm still deliberating on that one. Mekanism here and Generators and Tools here and here.
It should stop the spam even if the chunk-thrashing is still happening. If so, let me know if the lag stops as well or if it persists (it'll be harder to tell when it would be happening if the console spam is gone, but that can't be helped).
It's also fixed things outputting to IC2 wires - no idea how long that's been broken. As far as I can tell, IC2 support is working smoothly now - with UniCables set to PULL and all that.
I'll move the fixes over to official release soon if the spam is fixed. Is it fixed for you now?
I can confirm that the builds provided in your last post have eliminated the console energy network spam even with Mekanism Universal Cables carrying IC2.
I'd predict not, as I think this was more co-symptom than cause of the lag. I'll let those who were experiencing it be the authority on that though.
I got this problem, updated to the last version and it fixed the console spam, but the server still keeps accumulating lag until people cannot log on anymore with timeouts. (does not happens if someone stays close to the machines on all the dimentions)
Is mekanism compatible with big reactors as there is a lot more lag when big reactors are linked up with mekanism gear
So the lag wasn't caused by the spam, as I suspected all along. Everyone is now required to read Goldacre ๐
As for the chunk-thrashing lag, I have no real reason to suspect Mekanism is the culprit. If anyone can show that Mek is causing the lag open a new issue.