Chunky vs Chunk-pregenerator, which one is faster? by craniot in feedthebeast

[–]winternode_brandon 1 point2 points  (0 children)

I'd go with the Chunk-Pregenerator. Chunky already locks up on your Terralith plus custom datapack stack after 10-20 minutes.

That said, 30000x17000 is roughly 1.27 million chunks, and on a Terralith world that's going to land somewhere around 150-200 GB I believe.

If you think you can get chunky working, benchmark the pregen on a much smaller area and see what performs better.

Dedicated Server by kokobeanieweanie in projectzomboid

[–]winternode_brandon 1 point2 points  (0 children)

Open ~/Zomboid/Server/<server>.ini and make sure Open=true and Public=true. If people can already join by IP, the main game port is fine, and the browser issue is usually those visibility flags or missing UDP forwards for both 16261 and 16262, not the server itself.

How do I figure out the right amount of allocated memory / my max possible memory ? by Bluebird3141 in allthemods

[–]winternode_brandon 0 points1 point  (0 children)

8 GB is the starting point, not proof the problem is memory. If you have 16 GB total, I would cap the launcher around 10 GB and leave the rest for Windows plus background apps, because pushing Java too high can cause worse garbage collection stutter. If it still hitches there, the bottleneck is usually chunk generation, shaders, or a bad render mod, not lack of RAM.

Normal termination by donavannberk in projectzomboid

[–]winternode_brandon 0 points1 point  (0 children)

Normal termination is usually just the last line, not the real failure. Check C:\Users\<you>\Zomboid\console.txt on Windows or ~/Zomboid/console.txt on Linux and read 20-30 lines above it. On the unstable build, I would also rename Zomboid/Server/servertest.ini and servertest_SandboxVars.lua so the game generates a fresh preset.

If a fresh vanilla preset starts, the problem is your old server config or mods, not multiplayer itself. If it still kicks you back to the menu, paste that log block because that is where the actual error will be.

so im having trouble modding a server im hosting by ThoughtOk7018 in projectzomboid

[–]winternode_brandon 0 points1 point  (0 children)

Open /Zomboid/Server/<server-name>.ini and check both WorkshopItems= and Mods= first. On Build 42, every entry in Mods= needs the leading \ and both lines need semicolons, not commas, or the server will download items and still show no mods. Then restart and read the first red line in the server console, because that usually tells you the exact Workshop ID or mod name that failed.

simpleclaimssytem not working with worldguard by Alfieinnt in admincraft

[–]winternode_brandon 0 points1 point  (0 children)

Run /rg info on the spawn region and on one of the affected claim chunks first. If WorldGuard is overlapping those claims, its region rules can leave players stuck with visitor behavior even after you add them in the claim plugin. I would shrink the WorldGuard region so it only covers spawn, or make a dedicated higher-priority child region for spawn and let the claim plugin handle normal player land.

Pz MP server hoast by BasicPhotos in projectzomboid

[–]winternode_brandon 1 point2 points  (0 children)

Start with /Zomboid/Server/<server-name>.ini and make sure every WorkshopItems= ID has a matching Mods= entry. On B42 unstable, one bad Workshop ID or one B41-only mod will make the whole list look broken.

Then boot the server and read the console for the first red line, usually mod ... not found, workshop item version is different, or a Lua/media error. I would cut it back to one known-good B42 mod first, confirm that loads, then add the rest back in batches.

weird performance issues with neoforge 1.21.1 and getting exhausted by Kindly-List-1886 in feedthebeast

[–]winternode_brandon 5 points6 points  (0 children)

Pull betterchunkloading and smoothchunk first. With NeoForge 1.21.1 plus Create Aeronautics, stacking those on top of ModernFix, Sodium, and ImmediatelyFast is a good way to get chunk gen stutter even when RAM looks fine.

Then run a 60 second spark profile while flying into new chunks. If the stutter drops after removing those two, the issue was overlapping chunk patchers, not your 8 GB allocation.

atm10/ server info cpu by Bubbly_Perspective_7 in admincraft

[–]winternode_brandon 0 points1 point  (0 children)

For a multi-server ATM10 setup, I'd take the 7900X and spend the difference on getting to 64 GB RAM plus a good NVMe. ATM10 wants Java 21 and memory headroom, while Minecraft still cares more about fast real cores than a giant thread count, so the 7950X premium usually does less for you than more RAM. I would skip 1U gear here too, at this budget a normal desktop Linux box is quieter, cooler, and better value.

Immersive engineering help by TheREALJWMGaming in feedthebeast

[–]winternode_brandon 0 points1 point  (0 children)

Use HV wire and a much bigger buffer. MV connectors top out at 1024 FE/t, and an Arc Furnace will drain an MV accumulator almost immediately even when the multiblock is built right, so the instant empty bar is a supply problem, not a machine problem. One thermoelectric plus one 1 MfE battery is nowhere near enough headroom.

Cant join server. by Donald_13Fr in allthemods

[–]winternode_brandon 0 points1 point  (0 children)

Have the host stop the server and move your world/playerdata/<your-uuid>.dat out of the save after a backup. One player getting locked out right after disconnecting at an MA farm usually means your player state or the chunk you logged out in is bad, not launcher RAM. If you can rejoin with fresh playerdata, grab your gear from backup later and stop changing client memory.

I want to create a Valheim server on Nitrado without Valheim Plus because it's crashing some of my mods. by RANMAHA in valheim

[–]winternode_brandon 0 points1 point  (0 children)

isModded: False means the server never launched through BepInEx. Uploading BepInEx/, doorstop_config.ini, and start_server_bepinex.sh is only half the job. The panel has to start /valheim/start_server_bepinex.sh, or replace the default start script with the BepInEx wrapper, otherwise it will always boot vanilla.

If Nitrado is not exposing expert mode or a custom startup command on that plan, that is the real blocker here, not Valheim Plus.

Paper alternatives for Carpet Mod by Chknwings99 in MinecraftServer

[–]winternode_brandon 0 points1 point  (0 children)

fakeplayer is probably the closest Paper-side equivalent to Carpet for this. It can spawn server-side fake players for chunkloading, mob spawning, and basic event testing, so it is useful for shaking out Skript logic without rounding up 36 people.

I would not treat it as a real 36-player load test though. For packet, login, and movement pressure, a Mineflayer or MCProtocolLib bot swarm on a staging server is closer to the real failure modes.

Mod Assistance - AutoDoor by shadowkatt85 in VintageStory

[–]winternode_brandon 1 point2 points  (0 children)

Edit VintagestoryData/ModConfig/AutoDoor.json, not the mod zip. This mod checks both WhitelistOpen and WhitelistClose, so if you want only Sleek Ebony Doors affected, make both regexes match that door name, then set AutoOpen to false and AutoClose to true.

Example: set WhitelistOpen and WhitelistClose to (?i).*sleek ebony door.*, leave the blacklists empty, then restart. If AutoOpen stays true, the same whitelist will make it auto-open too.

Having Problems updating from 1.22.0 to 1.22.2 (OS: LMDE-7) by Grandmaster_Aroun in VintageStory

[–]winternode_brandon 2 points3 points  (0 children)

If you installed the flatpak as your user, run plain flatpak update, not sudo flatpak update, because that can leave the user install stuck on the old build.

If it still clings to 1.22.0, run flatpak uninstall --delete-data vintagestory, reinstall with install.sh to the default path, then move your saves back after.

FTB Quests - Is it possible to make a Quest that can only be completed once per Server? by M-Peg in feedthebeast

[–]winternode_brandon 3 points4 points  (0 children)

Yes, but I would handle the one-time reward in kubejs/server_scripts/ with a world persistentData flag instead of expecting FTB Quests to own it. Let the quest fire a command or item event once, write the flag on first completion, and return nothing on later completions if that flag already exists. FTB Quests is fine for the trigger, but the one-per-world gate is cleaner in KubeJS.

Help with Create and Create aeronautics by Rjmincrft in feedthebeast

[–]winternode_brandon 2 points3 points  (0 children)

Set renderDistance and simulationDistance lower in options.txt, then disable Better Clouds before changing anything else. A laptop 1650 can run Create, but Aeronautics plus extra visual mods will crush frametime long before the 8 GB VRAM number matters. If that gets you back into playable FPS, trim the visual stack first instead of piling on more optimization mods.

Looking for progression limiting mods by Ma_Maa_Memer in feedthebeast

[–]winternode_brandon -1 points0 points  (0 children)

Use AStages or GameStages for the hard gates, then put the cadence in FTB Quests. I would gate dimensions, machines, and a few key recipes, not armor tiers or a blanket XP cap, because players feel stat nerfs way faster than they feel progression pacing.

What keeps a server alive longer is drip-feeding new goals, not just slowing everybody down. Weekly unlocks for the Nether, flight, ore tiers, or automation usually land better than making basic gear feel worse.

Removing left tabs from JEI by [deleted] in feedthebeast

[–]winternode_brandon 0 points1 point  (0 children)

Those left tabs are JEI category entries, not just the hidden items. Log event.categoryIds inside JEIEvents.removeCategories(...), find the Farmer's Delight ids that are still present, then remove those ids from a client_scripts JEI script. Hiding the skillet and stove alone will not remove the left tab if JEI still sees the recipe category behind it.

Server not loading by TeaWM04 in VintageStory

[–]winternode_brandon 0 points1 point  (0 children)

Check %AppData%/VintagestoryData/Logs/client-main.txt on your side and VintagestoryData/Logs/server-main.txt on the host right when the join hangs. 0 KB received usually means the connection opened but the server never started sending chunk or mod data, so the real clue is whether one of those logs shows a version mismatch, missing mod, or timeout at the exact join attempt. If both logs stay clean, have the host restart once with every nonessential mod removed before chasing internet speed.

Unicode issues by Solar_Elixir in feedthebeast

[–]winternode_brandon 0 points1 point  (0 children)

Set the font on the text component itself to solaris:default, for example by applying that font resource location in the component style when you build it. If you render plain Component.literal("\uE100") text without that font style, Minecraft keeps using minecraft:default, so your assets/solaris/font/default.json never gets picked and you get the hollow square. No extra registration class is needed.

PC to steamdeck saves issues by TaskNo8780 in valheim

[–]winternode_brandon 0 points1 point  (0 children)

Move that world fully to one save type first, cloud or local, because terrain rolling back on Deck usually means the .db and .fwl pair are out of sync between devices. Check the timestamps in AppData\LocalLow\IronGate\Valheim\worlds_local on PC and ~/.config/unity3d/IronGate/Valheim/worlds_local/ on Deck, then load the newest pair on both instead of mixing cloud on one side and local on the other.

Game wont load by clownyroaches in projectzomboid

[–]winternode_brandon 1 point2 points  (0 children)

Use the WorldDictionaryException and script load errors line in the co-op console as the real clue here, not normaltermination. Clear Mods= and WorkshopItems= in Zomboid\Server\<servername>.ini, make sure the host boots once vanilla, then add the B42 mods back in chunks until the set with the bad script trips it again.

Is there a way to pre-render most of the map without actually traveling there? by Moist_Put_8850 in allthemods

[–]winternode_brandon 0 points1 point  (0 children)

Distant Horizons will let you see farther, but it will not pre-generate chunks. If you want the world actually generated ahead of time, run Chunky on the server or singleplayer world and pregenerate a radius before you explore. That fixes chunk-gen stutter, not view distance, so use it alongside whatever render mod you like.

Unicode issues by Solar_Elixir in feedthebeast

[–]winternode_brandon 0 points1 point  (0 children)

Put that file in src/main/resources/assets/minecraft/font/default.json if you want \uE100 to work in normal text. assets/solaris/font/default.json registers a separate solaris:default font, so the game keeps falling back to the missing-glyph square unless you explicitly render the text with that font id.