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    What's new in modded minecraft today?

    You're absolutely right, all of those things would speed rendering up. But it just wouldn't work for this game. I spent a considerable amount of time writing a voxel engine of my own a while back, thinking I could do a better job adding various features after the fact compared to how Mojang...
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    What's new in modded minecraft today?

    His response to you cracked me up though so it's not all bad. And it's always a pleasant sight to see someone apologize on the internet.
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    Finite Water?

    I bet that'd be a real challenge in running steam engines. Or even combustion engines. I think Optifine lets you disable it, assuming you can make it work with your pack of choice.
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    Finite Water?

    My most recent experience with it is Crash Landing, but that's also due to the addition of needing to drink water. It was a bit surprising that first time when I tried to make an infinite source and saw them still just flowing. A neat bit of history is Notch experimenting with it years ago...
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    What's new in modded minecraft today?

    I didn't say you're in control of the full loss, I said you're in control of your own performance though compared to the standard block rendering process. In fact, in a TESR, you have almost total control over rendering your object. You're not being put into a chunk's render list as you would...
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    What's new in modded minecraft today?

    I can't really agree with this. The reason it's slow is because these are actively rendering components, being implemented in a game which was designed primarily for static blocks. You'll note that the class which allows for this has a particular name: TileEntitySpecialRenderer. Special being...
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    Resizable Launcher

    Well look at that, you're right. Text isn't breaking properly at all. I mostly use MultiMC and just check the website for the news, so I never noticed. I noticed that it works fine in my version, so I built the latest version without any of my changes to check, and it does seem that they've...
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    1.8 MC on the near horizon?

    The worst part about that is what happens to 1.7+ a year or two from now? Currently, the older versions of MCP and Forge can have problems being set up, even as recently as 1.6.4 where the server MD5 doesn't even match up anymore and the process halts. But you can edit the config and/or tweak...
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    Resizable Launcher

    I saw a post on the FTB subreddit earlier where someone asked if FTB would make the launcher resizable. And I totally agree. Problem is, I know that this launcher will be decommissioned eventually, so I question how much effort I should waste on it. I focused specifically on the modpacks...
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    1.8 MC on the near horizon?

    I can't speak for decompile time, but I can tell you that the time it takes to hesitate its way through the project dependencies and everything, even to do something as simple as to list the possible tasks, is frustrating.
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    1.8 MC on the near horizon?

    I tend to support older versions, though I won't pretend to imply that mine are nearly as hard to maintain as others. But I think part of the drop in 1.6 support may have been that Forge for 1.7 uses a completely new build system now with Gradle, rather than with the traditional MCP build...
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    1.8 MC on the near horizon?

    In the end, 1.7 may be kind of like 1.3. It's a period where modders are getting used to a fundamental change (client/server integration then, dropping block/item IDs now), and it gives them a chance to clean things up and familiarize themselves with it better, before we eventually move on to...
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    Is MC 1.7 a stinker ?

    Is there something about FPSPlus that I don't know? I pulled it apart before, it replaces some of the math libraries with supposedly more efficient ones and uses some precomputed tables it looked like. I don't know if it's actually just snake oil or not but it doesn't seem to hurt so I left it...
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    Is MC 1.7 a stinker ?

    Internally there are a lot of changes, but I don't know just yet how that's going to directly affect modders. I'm a bit worried about the block states aspect, but that might turn out to be pretty great and reduce tile entity usage, and bring performance up across the board. If I had to guess...
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    FTB to partner with Nerd Kingdom to help develop TUG.

    Sorry but I'm confused. TUG already has a modding API. And, without trying to sound rude, how does someone who doesn't develop mods govern policy regarding it? I'm just not sure I understand the job position, is all.
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    Most/least efficient block(s) for 1.6.4 item automation ?

    Part of what makes hoppers so slow is that they're testing every slot of an inventory to see if the item can stack with what's there, or to go into an empty space. If you're trying to hopper an item into a really large inventory, and one which is very full already, then it's going to contribute...
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    Not so weekly news

    I think I left my keys in there.
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    Not so weekly news

    I've been slightly absent from Minecraft as of late other than trying to maintain direct ports to 1.7.x, and seeing that FTB is going to freeze 1.6 packs has left me considering whether I should continue trying to backport updates/features now that I've gotten that urge to write some new code...
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    The Problem with Mod Documentation/Repositories

    You realize that the reason there are methods and variables with names like that is because they're not fully deobfuscated, right? You're never, ever going to have a version of MCP where every single object is labeled properly. It's a waste of time, especially when the majority of modders will...
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    [Guide] Resolving Block Conflict IDs

    Your guide wasn't clear on what to do to resolve panicking. I've had to revert to vanilla Minecraft until this is clarified.