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Redstone event queue overflows in Mineclonia #5

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opened 2026年02月26日 09:30:54 +01:00 by oktay.acikalin · 6 comments

I've certain places in my world where some houses are, but without redstone but many fences. Somehow the redstone event queue is overflowing when I visit those sites.

Why is that?

I've certain places in my world where some houses are, but without redstone but many fences. Somehow the redstone event queue is overflowing when I visit those sites. Why is that?

I have been unable to replicate this issue. Does it still happen if you disable the Leads mod?

I have been unable to replicate this issue. Does it still happen if you disable the Leads mod?

No, it only happens when the leads mod is activated.

Hmm advtrains seems to trigger a similar issue, but not that bad. I've added some some days ago.

No, it only happens when the leads mod is activated. Hmm advtrains seems to trigger a similar issue, but not that bad. I've added some some days ago.

I'm pretty sure this is a bug in Mineclonia, as Leads and Advanced Trains have nothing to do with redstone. You might have better luck opening an issue there.

If you want, you can send me a copy of your world and I can try to replicate it, but I doubt there's much I can do.

I'm pretty sure this is a bug in Mineclonia, as Leads and Advanced Trains have nothing to do with redstone. You might have better luck opening an issue there. If you want, you can send me a copy of your world and I can try to replicate it, but I doubt there's much I can do.

But leads does add events, right? Perhaps they pile up.

I haven't had this problem in my previous world in mtg. There we had advtrains and I used leads to simulate overland power lines all the way. It wasn't until I added and triggered the fireworks mod, that I got an (iirc abm) overtime message. But no overflow.

Can you explain shortly how leads might interact with any event queue? It might give me a hint.

Yeah, providing you a copy might be a thing, but I didn't want to steal too much time from you ... 🙂

But leads does add events, right? Perhaps they pile up. I haven't had this problem in my previous world in mtg. There we had advtrains and I used leads to simulate overland power lines all the way. It wasn't until I added and triggered the fireworks mod, that I got an (iirc abm) overtime message. But no overflow. Can you explain shortly how leads might interact with any event queue? It might give me a hint. Yeah, providing you a copy might be a thing, but I didn't want to steal too much time from you ... 🙂

I could also reproduce it in a fresh mineclonia world with default settings. If your cpu has too fast cores it might take some time, but with 2.5 ghz it pretty much piles up. Literally water piles up, buttons stop reacting or finishing and other spooky stuff happens. Not wondering, the event queue getting cut off.

I could also reproduce it in a fresh mineclonia world with default settings. If your cpu has too fast cores it might take some time, but with 2.5 ghz it pretty much piles up. Literally water piles up, buttons stop reacting or finishing and other spooky stuff happens. Not wondering, the event queue getting cut off.

But leads does add events, right? Perhaps they pile up.

No, Leads doesn't interact with Mineclonia's redstone API in any way.

Can you explain shortly how leads might interact with any event queue? It might give me a hint.

I suppose it's possible that Mineclonia could add redstone events as a result of entity position or velocity changes, which Leads and Advanced Trains both do frequently.

Yeah, providing you a copy might be a thing, but I didn't want to steal too much time from you ... 🙂

I could also reproduce it in a fresh mineclonia world with default settings.

If you're having the same problem in a new world then sending me a copy probably won't help. I've been unable to trigger an event queue overload even with significant CPU throttling.

Literally water piles up, buttons stop reacting or finishing and other spooky stuff happens.

This sounds like server or network lag. Is this a multiplayer world?


I've made a small mod to trace redstone events, so we can see what's causing the overload.

Please follow these instructions:

  1. Install and enable Redstone Event Tracer.
  2. Enter the world and type /grantme server in chat.
  3. Trigger a redstone event queue overload.
  4. Type /mcl_traceredstone in chat, copy all of the output, and attach it to a comment.
> But leads does add events, right? Perhaps they pile up. No, Leads doesn't interact with Mineclonia's redstone API in any way. > Can you explain shortly how leads might interact with any event queue? It might give me a hint. I suppose it's possible that Mineclonia could add redstone events as a result of entity position or velocity changes, which Leads and Advanced Trains both do frequently. > Yeah, providing you a copy might be a thing, but I didn't want to steal too much time from you ... :slightly_smiling_face: > I could also reproduce it in a fresh mineclonia world with default settings. If you're having the same problem in a new world then sending me a copy probably won't help. I've been unable to trigger an event queue overload even with significant CPU throttling. > Literally water piles up, buttons stop reacting or finishing and other spooky stuff happens. This sounds like server or network lag. Is this a multiplayer world? --- I've made a small mod to trace redstone events, so we can see what's causing the overload. Please follow these instructions: 1. Install and enable [Redstone Event Tracer](https://codeberg.org/SilverSandstone/mcl_traceredstone). 2. Enter the world and type `/grantme server` in chat. 3. Trigger a redstone event queue overload. 4. Type `/mcl_traceredstone` in chat, copy all of the output, and attach it to a comment.
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