[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

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What do you think of the Serf to Supreme Challenge?

  • City Construction Challenge was better!

    Votes: 9 7.0%
  • It's okay, but there's definitely room for improvement

    Votes: 35 27.1%
  • Give me my Electrics sooner!

    Votes: 14 10.9%
  • I enjoy the slow introduction of mods.

    Votes: 43 33.3%
  • I wish Element Animation would hurry up with the next episode.

    Votes: 24 18.6%
  • I love it!

    Votes: 51 39.5%

  • Total voters
    129

TomeWyrm

New Member
Jul 29, 2019
898
1
1
I think you may have provided me a clue to some weirdness I've been experiencing. After updating Reika's mods from v11 to v12 with no other changes I'd been experiencing lag in block and redstone responsiveness, however my FPS has been smoother than normal. I also don't see the lagging issues on a new world. I'd suspect there is some interaction between one of the mods and these or maybe I've just hit the limit on the number of mods I can use in a local radius. Disabling some of the server heavy ones may help alleviate the problem and let me record again.

On to the next Gold City episode. I've finally decided to get control over my item situation. Mods to the rescue: Storage Drawers and Thermal Dynamics.

Enjoy!

If you're actively using a relative bunch of Reika's tech mod machines/transmission, you could be choking on CPU a bit. I'm not familiar with the more nitty-gritty of how ChromatiCraft affects performance, except for the crystal network and other late/end-game stuff, but before you start using lumen repeaters it shouldn't do much at all.

That being said, something I eventually learned in minecraft (The cause is more obvious modded because more TE's and other (lesser) resource hogs, but it happens in vanilla too) if you want to be performance friendly, outposts are a VERY good idea. Thematic/specialized ones generally. The less stuff you have to load at once, the better. Also try for efficient builds once you have the capability. Don't leave redstone running when you don't have to, shutoffs are your friend for machines of all types, avoid living entities whenever possible, item entities are also bad, so are tile entities (notice a theme? Yeah, MC's entity handling is terrifically horrible for a lot of really silly reasons). Oh and by efficient I mean SERVER efficient. The less actual computational work a thing has to do to function, the better. Buildcraft pipes? Much worse than ExU pipes for example, or Thermal Dynamics Ducts, or well pretty much anything except AE (AE puts a crapton of overhead on how they do things because of the versatility inherent in the system. They're better NOW than they used to be... but still ouch.). Steve's Factory Manager is your friend for a lot of things. So are "dumb" systems that just do stuff periodically instead of having active detection.

I could probably walk through your world and point out all kinds of things you might be able to do to help with performance (not caught up to present day... there really needs to be more hours in a day, or I need to be able to get content into my head while still getting productive work done IRL).

You can also add mods to help a bit by making the base game quit being so bloody derp about its engine (seriously, the thing needs a proper overhaul as evinced by the 1.9 particle change, and talk to any large server operator, or dev that's struggled with performance optimization in MC). AI Improvements (http://minecraft.curseforge.com/projects/ai-improvements), BetterFPS (http://minecraft.curseforge.com/projects/betterfps), COFHTweaks (http://minecraft.curseforge.com/projects/cofhtweaks), Squidless (http://minecraft.curseforge.com/projects/squidless), or Fastcraft Note, don't use with COFHTweaks (http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820) are also good options for performance enhancement. EVOC used to be awesome, but Prof Mobius didn't update it.
 
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Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
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69
I've got fastcraft because (at least for me) I can notice a major difference and, while still slow and laggy and requiring small-ish (7-10 chunks) render distances, allows me to play with a large amount of mods in a way that I wouldn't be able to without it. The only other thing I did was disable redwood trees. Soon I'm going to look in a config somewhere to disable mega rubber spawning because ouch. Fun dungeon loot for a couple trees. Regular spawning in the woods? Nope.

I find it funny that my fiance complains so loudly about fastcraft. It largely doesn't do much for him because he's got a nicely rigged system. Adding help in that you don't need will only lag you down. Another mod I can think of that I remember seeing somewhere a few years ago but probably won't find now is a mod that split the world into vertical chunks to go along with the pre-existing chunk system (so you've effectively got 16x16x16 instead of just 16x16). The concept works out in my head when I think about what it saves in terms of resources - if you're at a certain y-level, other areas below/above you aren't spawning, so, in theory, your computer is literally only worrying about what's immediately visible and not worrying about what that zombie is doing in a cave over there 20 blocks below you.

Of course, performance op only helps so much. There's nothing it can do for a crashed entity rendering system.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
The Cubic Chunk mod was awesome. It breaks everything unfortunately. Still exists, just breaks All The Things.

I'd suggest using COFHTweaks over Fastcraft. Fastcraft is all secret and shadowy and nobody knows wtf it does. COFHTweaks on the other hand is visible source and aims to do the same things.
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
164
69
I tried COFHTweaks in place of fastcraft. Attempted loading the game 3 times, and I got the same general issue with a crash after an attempt to load entities each time. I'll try some of the other things you guys suggested before going back to fastcraft, but so far that score is 1 for fastcraft and 0 for other options.

[EDIT] I tried adding in BetterFPS on top of FastCraft (supposed to have 100% compatibility) and, if anything, it just slowed me down to a speed similar to what it is when I'm recording. FastCraft - 2, Other - 0.
 
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Senseidragon

Well-Known Member
May 26, 2013
703
319
88
@Monarch_of_Gold, I had a similar experience with COFHTweaks and ended up just sticking with Fastcraft for now. I'll try it again sometime in 1.9 when everyone eventually gets there, but for now Fastcraft does what I need it to do, and doesn't cause me grief with the set of mods I tend to use.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Me personally I don't use fastcraft or optifine. They both cause more problems for me than I think they solve via performance gains. I do use things like AIImprovements and Squidless though, because they're not screwing with base engine code that other mods touch all the time. (AI Improvements does screw with base engine code, it's just practically nobody else touches the AI, so it has yet to cause any issues for me)
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
164
69
Hey! Just popping in real quick to say the dimensional doors mod has been continued by someone else. Not sure if they had permission or not, but we haven't heard anything since 1.6.4, so.

Here's the link to it: https://github.com/CannibalVox/DimDoors/releases

It doesn't seem to have natrally generated doors, though. I haven't searched for a crafting recipe yet but it's probably in there somewhere. Other than that, it's the same as the old mod.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
The original author didn't explicitly post a license but it is at least viewable source being that the original code was posted on a public repository on Github. That said, I think as long as the new guy(s) properly credit the original author for his work, and don't try to misrepresent it [as] anything but an active fork of the original, I don't see any issues with it.

Edit: Fixed grammar.


Edit 2: Talking out my backside. Read clarification below.
 
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Senseidragon

Well-Known Member
May 26, 2013
703
319
88
And doors don't have a crafting recipe, but don't spawn naturally. Assuming it's a chest find, then.

According to the code, assuming crafting doors are allowed in the config, the recipe to make them is there:

Code:
if (properties.CraftingDimensionalDoorAllowed)
{
GameRegistry.addRecipe(new ItemStack(mod_pocketDim.itemDimensionalDoor, 1),
"yxy", 'x', mod_pocketDim.itemStableFabric, 'y', Items.iron_door);
}

Essentially two iron doors and some stable fabric.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
The original author didn't explicitly post a license but it is at least viewable source being that the original code was posted on a public repository on Github. That said, I think as long as the new guy(s) properly credit the original author for his work, and don't try to misrepresent it [as] anything but an active fork of the original, I don't see any issues with it.

Edit: Fixed grammar.
That is not how licenses work.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
@Reika is correct. And in fact, the original author DID post a license:

TERMS AND CONDITIONS0. USED TERMSMOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.MOJANG - Mojang ABOWNER - Original author(s) of the MOD.USER - End user of the mod, person installing the mod.Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.1. LIABILITYTHIS MOD IS PROVIDED "AS IS" WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.2. USEUse of this MOD to be installed, manually or automatically, is given to the USER without restriction.3. REDISTRIBUTIONThis MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of distributing this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation. Any permissions given by the OWNER for redistribution may be changed or revoked at any time.4. DERIVATIVE WORKS/MODIFICATIONThis mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD requires advance written permission of the OWNER and may be subject to certain terms.

(emphasis added by me)

Where I was initially confused was with the status of public repositories on Github, where I put things I specifically open source. This does NOT however mean anything found on Github is open source. In fact:

What happens if I don't choose a license?
You're under no obligation to choose a license. It's your right not to include one with your code or project, but please be aware of the implications. Generally speaking, the absence of a license means that the default copyright laws apply. This means that you retain all rights to your source code and that nobody else may reproduce, distribute, or create derivative works from your work. This might not be what you intend.

Even if this is what you intend, if you publish your source code in a public repository on GitHub, you have accepted the Terms of Service which do allow other GitHub users some rights. Specifically, you allow others to view and fork your repository within the GitHub site.

If you want others to use, copy, modify, or contribute back to your project, we strongly encourage you to include an open source license.

Source: https://help.github.com/articles/open-source-licensing/#what-happens-if-i-dont-choose-a-license

Better?
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
164
69
For whatever reason I can't craft an apiarist's chest. The recipe doesn't show in NEI, either. It'd be rather useful instead of just using up another regular chest for bee stuff. Also can't find butterflies anywhere, though not sure what you even do with lepidopterology, so...?
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
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www.youtube.com
Okay I'm back from vacation and have a couple more videos to put up:

Firstly I'm moving my smelteries. They've been getting in the way and this keeps them more organized and tidier. Plus I'm able to move some of my workshop outside of the base.

Secondly I setup automated charcoal production. It's a simple functional build to get some charcoal for the city and for Botania mana production.
 

asiekierka

Over-Achiever
Mod Developer
Dec 24, 2013
555
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The less actual computational work a thing has to do to function, the better. Buildcraft pipes? Much worse than ExU pipes for example, or Thermal Dynamics Ducts, or well pretty much anything except AE

Do you have proof? I have a lot of messages from server administrators saying BC pipes cause less TPS lag issues than many other pipe mods.
 

Azzanine

New Member
Jul 29, 2019
2,706
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0
Do you have proof? I have a lot of messages from server administrators saying BC pipes cause less TPS lag issues than many other pipe mods.
Yep, especially since entities dropped from the pipes only last 30-60 seconds now.
BC pipe lag came from dunderheads not managing overflow and ending up with pools of items. Also I think Vanilla it's self made items stack in world too.

Sent from my GT-I9100 using Tapatalk
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
5,079
5,331
550
Toronto, Canada
sites.google.com
Also, systems that are simpler for the player are often harder on the server, as the more thinking the mod does "for you", the more work it is for the server to actually calculate. So, for example, a player-controlled power distributor is less intensive than an automatic routing system like most conduit networks.