Railcraft

Railcraft

34M Downloads

Possible issue with Minecarts no ticking when no player is near

CovertJaguar opened this issue ยท 2 comments

commented

After a fair bit of testing, it would seem there is a possibly valid issue with minecarts only ticking when near a player. Chunkloaders don't seem to make any difference. Investigate and identify.

[10-28 6:06 am] <IgorvanDame> Gaa, not getting any better. I went down to the loop and whacked the back of the one stuck train, it budged a bit then stopped. tried left click and that acted like a sword and removed the car. Tried whacking the third car, still no movement. When I removed it, the train came toward me so the 2nd car was 'stuck' in reverse mode.
[10-28 6:07 am] <CovertJaguar> make sure the arrows are point in the same direction on the tracks
[10-28 6:07 am] <IgorvanDame> Got the 4 car trains running again, but despite the fact that all chunks are loaded (at least the anchor/sentinal's are paired) the cart trains seem to stop when they get to the edge of my sight distance
[10-28 6:08 am] <IgorvanDame> the one-way arrows all point in a counter-clockwise direstion
[10-28 6:09 am] <IgorvanDame> they'll unload and go down the rails ... I wait ... nothing. when I appraoch them I find them going forward/backwards because they collided with the train in front of them (the one-way tracks help keep them from traversing the entire length back to me). When I approach, they both go in the right direction and make it to the endstation/loaders
[10-28 6:10 am] <CovertJaguar> =/
[10-28 6:10 am] <IgorvanDame> Confident that they are loading, I leave the area and stand halfway between load/unload areas and wait. Nothing. I walk a bit toward the loaders and the full train pulls out and goes past me
[10-28 6:10 am] <IgorvanDame> I follow it all the way to the unloaders and there is no problem ... but the second train does not come
[10-28 6:11 am] <CovertJaguar> I wonder if its not ticking entities in the force loaded chunks...
[10-28 6:11 am] <IgorvanDame> and so on. When I'm there, they kinda work. When I'm not close to the chunk they are in, they either stop or collide because one did.
[10-28 6:14 am] <IgorvanDame> the loaded chunk is thus: Unloaders at 240 in spawn chunk space that goes to 113. Sentinal at 112 (inside perma loaded area) connected to anchor at -32. second anchor at -48 pairs with sentinal at -174 where the loaders are
[10-28 6:14 am] <IgorvanDame> they are all in the same X coordinate (135)
[10-28 6:15 am] <IgorvanDame> Anchors are lvl 26, trains lvl 49
[10-28 6:16 am] <IgorvanDame> outside of chickens ... and the loaders/salination plants at the one end there are only torches and track elements between
[10-28 6:17 am] <IgorvanDame> I really can't control the passive mob spawns :=P although getting bow practice comes to mind (love throwing eggs at them)
[10-28 6:18 am] <IgorvanDame> I'm not so sure that using an anchor cart will change it much.
[10-28 6:18 am] <IgorvanDame> it would be additional drag (adding more booster tracks) and the load/unload of chunks might cause other problems
[10-28 6:19 am] <IgorvanDame> I was so frustrated last night I manually processed 400 chips in an AE2 inscriber
[10-28 6:21 am] <IgorvanDame> Is there any way to test the state of the chunks .... I have OPIS loaded. It just gives a count of forced chunks, which stays the same now. It never shows *every* chunk in the tunnel loaded (chunk coordinate 8), just some of them
[10-28 6:23 am] <IgorvanDame> oh, and the booster tracks are set up alternating 1 or 2 boosters with 7 standard rails between them
[10-28 6:23 am] <CovertJaguar> just some of them?
[10-28 6:24 am] <IgorvanDame> for the entire run BssssssBBsssssssBxxxxxxBBxxxxxx...
[10-28 6:25 am] <IgorvanDame> every 10 double boosters have a one-way behind them
[10-28 6:25 am] <IgorvanDame> one redstone torch for each spot (I didn't add a second one when I added the second booster)
[10-28 6:25 am] <CovertJaguar> you aren't using Cauldron or anything?
[10-28 6:25 am] <IgorvanDame> nope
[10-28 6:26 am] <IgorvanDame> all my 'stuff' would be in the perma=loaded chunks at the unloaded end
[10-28 6:26 am] <CovertJaguar> would it be possible to back up your world, remove all your mods except railcraft, and see if the issues persist?
[10-28 6:27 am] <IgorvanDame> yes, I can make a copy of the instance and remove everything but Railcraft (although there would be no brine to ship)
[10-28 6:27 am] <CovertJaguar> well I only care if the trains can make it =P
[10-28 6:28 am] <IgorvanDame> I have an RC-only build already
[10-28 6:28 am] <IgorvanDame> um, fill them with water perhaps?
[10-28 6:28 am] <IgorvanDame> oh, that won't work, pipes are mek too
[10-28 6:28 am] <CovertJaguar> well you could, but just a loop works too
[10-28 6:28 am] <IgorvanDame> oh, all you want is can they travel a loop ok
[10-28 6:29 am] <CovertJaguar> make sure you don't have anything like CCC or COFHCore or anything left, not even client only mods
[10-28 6:29 am] <IgorvanDame> that's easy :-)
[10-28 6:29 am] <CovertJaguar> yeah, I'm just trying to narrow down the chunkloading issues
[10-28 6:29 am] <CovertJaguar> because what you describe shouldn't be happening
[10-28 6:29 am] <CovertJaguar> (though I haven't tested it in over a year)
[10-28 6:30 am] <IgorvanDame> ok, I'll set 'er up
[10-28 6:30 am] <IgorvanDame> all this time the empty train has stayed at the edge of my sight distance ... sigh
[10-28 6:31 am] <IgorvanDame> do you care which forge
[10-28 6:31 am] <IgorvanDame> old load has 1208
[10-28 6:32 am] <CovertJaguar> nope
[10-28 6:33 am] <CovertJaguar> that'll only matter if it turns out you can reproduce it with that setup but I can't
[10-28 6:40 am] <IgorvanDame> hmm, look like i'll need to remove the carts and the locking tracks to keep things moving
[10-28 6:40 am] <IgorvanDame> all that is loaded is RC and 3 forge modules
[10-28 6:40 am] <CovertJaguar> forge modules?
[10-28 6:41 am] <IgorvanDame> Ya, forge, FML and FMP 
[10-28 6:41 am] <CovertJaguar> oh, ok
[10-28 6:41 am] <IgorvanDame> or somethign like that
[10-28 6:45 am] <IgorvanDame> ok, well the carts are off ... let's see if this works now
[10-28 6:46 am] <IgorvanDame> I'm still seeing them at the edge of my sight range, not good
[10-28 6:46 am] <IgorvanDame> Im standing at 228
[10-28 6:48 am] <IgorvanDame> I can see the cart train (the second one sent) coming toward me and then reversing when it hits the one-way ... so the first one must be stalled
[10-28 6:50 am] <IgorvanDame> I moved to 160, where the one-way track was, and now the two trains have moved farther down the tracks to the edge of my sight range, but not quite to the loopback/loaders
[10-28 6:52 am] <IgorvanDame> Walked down to 79 where the next one-way was, saw the carts and they travelled off to the edge of my sight range again.
[10-28 6:52 am] <CovertJaguar> mmk...
[10-28 6:53 am] <CovertJaguar> its odd that they stop at the edge of your site range...
[10-28 6:53 am] <IgorvanDame> the first must be stalled, because the second keeps coming back and reversing
[10-28 6:53 am] <CovertJaguar> since that should be a lot closer than the edge of the world
[10-28 6:54 am] <IgorvanDame> well, I assume that they are kinda ignoring the anchor loaded chunks and are reacting to the player loaded chunkspace
[10-28 6:54 am] <CovertJaguar> this might not be related to chunkloading at all...rather some kind of artificial constraint
[10-28 6:54 am] <IgorvanDame> oddly F9 is not working on this load, or I would try to count chunks in my sight range
[10-28 6:54 am] <CovertJaguar> F9 is a mod feature
[10-28 6:54 am] <IgorvanDame> ? really?
[10-28 6:54 am] <IgorvanDame> oh
[10-28 6:55 am] <CovertJaguar> NEI I think
[10-28 6:55 am] <IgorvanDame> ah, ok
[10-28 6:55 am] <IgorvanDame> been about 3 months since I played vanilla
[10-28 6:55 am] <IgorvanDame> when this all started
[10-28 6:56 am] <IgorvanDame> made a long tunnel and learned that trains wouldn't travel down it without me ... gee that would be my problem now, sigh
[10-28 6:57 am] <IgorvanDame> In the vanilla world, the tunnel was 4000 blocks long
commented

Preliminary testing indicates that chunk loaders are correctly initializing and defining their tickets.

There were some issues with incorrect chat messages being printed when pairing, but those were only cosmetic issues.

Its still possible that the Forge Chunkloading code isn't handling entities properly.

I need word back from IgorvanDame as to whether a single cart can make the trip, as opposed to trains. Discussions after the posted one present the possibility that the extra drag from trains could be the source of the issue since is not using Locomotives.

commented

Not having heard anything further on this, I'll be closing it.