64 at a time.Is there a way to create boosted crystals quicker or in larger batches then 1 at a time in a pool of liquid chroma?
64 at a time.Is there a way to create boosted crystals quicker or in larger batches then 1 at a time in a pool of liquid chroma?
O man... I guessed I messed up again. It was taking so long I thought it would be to much to do 64 at a time.64 at a time.
May I use this as my desktop background? The pretty is over 9000000000000.
So pretty.... Reminds me of a movie I once saw...
Ooh, shiny... WHOA it's animated! Makes me think hypercube, which is also known as a tesseract- new world rift model? Or leyline teleportation?...How does one embed a webm file?
Is this going to be for a pre-existing block, or a new one?
I need to know what kind of block they are, but whatever they are, you have 288 of them totalling 8.6ms of time, or about 29 microseconds each. This is not very laggy at all.I seem to be having an issue with excessive amounts of CC tile entities accounting for about 25% of the total tick time on my server, as seen here:
I'm the only player on the server who's been experimenting with CC, and while I do have an incipient pylon network, it's not that extensive -- about 40 repeaters total so far, one casting complex, a chroma collector and ritual altar, and no accelerators or any other operating CC machinery.
Anyone have any guesses as to where all of these mysterious nameless TEs might be coming from that are causing so much tick lag?
Edit: For clarification, this is ChromatiCraft V6f.
That is the render for the Biome Painter.Is this going to be for a pre-existing block, or a new one?
I need to know what kind of block they are, but whatever they are, you have 288 of them totalling 8.6ms of time, or about 29 microseconds each. This is not very laggy at all.
And I do not know why several CC blocks show as empty in Opis.
Ask him what CC blocks he might have placed several hundred of.Yeah, figuring out what kind of block they are is my problem as well. I realize that 30 microseconds isn't a lot on an individual basis, but it's still considerably more than any other block type that exists in quantity. (To put this in perspective, the next-laggiest block type for which more than 4 exist in the world is RotaryCraft BlockDMMachine:3, with 64 at 10 µs each.) To be fair, of course, the fact that Opis can't read the CC block names may mean that there's one block taking 7.9 ms and 287 taking 2 µs each, and they're just being lumped together. However, this seems unlikely, since no individual CC blocks appear in Opis' list of the slowest individual TEs in the world.
I know your mods have a debug mode enabled in DragonAPI; does CC have any internal debugging tools that might help me figure out which block type is misbehaving?
Thanks as always for the rapid response. I wish I could get most of my professional vendors to provide support with half your speed.
Ask him what CC blocks he might have placed several hundred of.
Repeaters do tick, but they do nothing with that tick, so they are not the source of the lag. Runes and crystalline stone are not TileEntities.I'm the only player who's been playing with CC; there's no one else to ask. And the only CC block I've placed several hundred of is crystalline stone. Second and third would be crystal repeater head blocks and the various types of runes, but I already checked that -- placing more of any of these block types isn't increasing that count of 288 at all.
So it sounds like there aren't any debugging tools you know of that will help with this situation. I'll dig further into it and see what I can learn.
Of all of those, only pylons are TileEntities, and "crystal.pylon" shows up lower in the list.Might it be one of the naturally-generated ChC blocks then? Could the ores, crystals, or pylons possibly be causing that lag?