Is 1.10 too young to play?

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EricBuist

Active Member
Hi,

I am having more and more issues with Sky Factory 3. Now clicking anywhere takes three to four seconds before the GUI pops up, the game is stuttering almost all the times, and some mods are exhibiting minor but annoying bugs. For example, the Integrated Dynamics book does not work well: the achievement for Redstone Writer does not mark as completed even when done. I cannot get stable power because Extra Utilities 2 generators are causing massive lag spikes (possibly alone, possibly when combined with Flux Networks). Oil power is just giving me 80RF/t while diesel is too complex to setup and I just cannot figure out how to build the Immersive Engineering multiblocks because the book doesn't tell which blocks it needs, just pictures that doesn't allow me to be sure of the block types. My power is thus always failing so I cannot use Refined Storage reliably but the alternatives are way way too expensive, e.g., inventory panel requiring a witch head which will take me countless hours to get. Seems that some aspects of the game are supposed to be "easy" like restarting from scratch or gathering mob parts but for me this is hard as hell and killing my fun. I don't want to restart from scratch in another mod pack, but if I have to do it (or stop playing), I don't know what 1.10 pack to try next. Should I revert to a 1.7 pack instead?
 

Nezraddin

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Jul 29, 2019
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1.10.2 is pretty much already left behind by most mods, even 1.11.2 is on the way to get abandonned again.
At the moment it looks like 1.12 will be the next big version where the mods may stay for a long while (like 1.7.10 was/still is for some mods).
So if you really want to be sure to get the newest versions and not have to worry to start again (cause mods get no new update for the lower versions) it might be best to look either for some of the 1.12 modpacks (which pretty much are still alot experimental I guess, without 100%-garanties of no world-corruption) or just wait till 1.12 got a bit more stable when it comes to the modmaking process.
 
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Cptqrk

Popular Member
Aug 24, 2013
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Yeah, stability wise, stick with 1.7.4 for a bit. With the way mod versions are moving these days, stable mod packs are still a bit off. Hell, even Beyond has a warning on the splash screen that there are Alpha mods and may cause issues.
 

EricBuist

Active Member
The worst thing is that problems start after the fact, after I played for several months. If at least it was crashing or bugging from the start, I would have tried that for a couple of hours, got pissed off and switched to a 1.7 mod pack.
 

EricBuist

Active Member
Seems that the lag factors are Refined Storage, Ex Compressum (auto hammer/sieve), and Flux Networks. But alternatives to these are either poor or expensive to create, especially just to test. I could replace Flux Networks with Dimensional Transceiver, but each of them require an Enderman's soul which takes me 20-30 minute to have enough luck to collect in my mod spawning room. A simple recipe to create a spawner (used in the powered spawner recipe) would already help. Same for inventory panel, I could try instead of Refined Storage, but getting the witch soul will be as time-consuming as the endermen's soul. For replacing Ex Compressum, I could use the ore miner or the orechid, so at least there are options.
 

triggerfinger12

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Apr 17, 2017
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It has been said by Minecraft employees and developers that Vanilla will most likely continue to update to new versions at its current rate if not faster until about 1.17, so you may just have to hang in there :/
 

Inaeo

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Jul 29, 2019
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Flux Networks had a memory leak at one point. I know it has since been addressed, but there is a chance your pack has the old version. If you're relying on that for power systems, it may help to account for some if the problem. Back up your world, then try updating to the newest version (not sure what version the fix came in).

I've grown fond of RFTools for inventory management. It doesn't have all the bells and whistles of Refined Storage or AE2, but it's reliable, easy to set up, and easy to expand. Might be worth a shot, if you're looking for something different.

As mentioned, many mods have dropped support for 1.10 and 1.11 already, aiming for 1.12. Rumor has it that there will be a bit of a hang here as things get touched up under the hood of the base code again. Of course, nobody knows how long the 1.12 window will be open either, so until things are stable for a while, this sort of thing will unfortunately be part of the game. That said, 1.7 is still there and stable, although it lacks any and all improvements that have come since.
 

KingTriaxx

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Jul 27, 2013
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TL:DR, 1.10 is as good as it's going to get.

That said, it's not too bad. 1.7.10 is more stable though. Try spreading out your base. You're in a Skyblock, so chances are you've gone small. Push things farther away so it's not putting so much stress on a single chunk, or small set of chunks. Push things out beyond the render distance if you can.
 

Nuclear_Creeper0

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Mar 30, 2017
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I doubt they will be staying in 1.12 for long. With the round of bug fixes coming in 1.13 mod devs will most likely update.
 

Hambeau

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Jul 24, 2013
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I doubt they will be staying in 1.12 for long. With the round of bug fixes coming in 1.13 mod devs will most likely update.

From what I've been seeing in tweets from the Forge developers it appears that 1.13 has some internal changes that may really stand modding on it's head... I expect 1.12 to be a "breather zone" until they get a handle on what's coming.
 
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GamerwithnoGame

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From what I've been seeing in tweets from the Forge developers it appears that 1.13 has some internal changes that may really stand modding on it's head... I expect 1.12 to be a "breather zone" until they get a handle on what's coming.
This is what I've picked up of the general feeling as well. If 1.13 is as radically different as it sounds, then 1.12 would make a sensible place to have our plateau. Its weird - if feels like we've had some good stuff, although we haven't fully settled down, but that there is another... I don't want to say "Golden Age", but another potential stretch of time where mods will really get chance to settle in and we'll start to see the really cool and interesting stuff, and that THAT is just around the corner. Maybe I'm an optimist!
 

Inaeo

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Jul 29, 2019
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From what I had gathered, the original 1.17 breaking point was just an estimate. In reality, they managed to get most of, if not all of, the fixes they wanted in by 1.12. Hopefully the break between 1.12 and 1.13 can serve us a few stable packs before everything needs to be rewritten.

I'm hoping that the 1.13 changes will help to finally unify versions (as has already begun), but I have no evidence other than blind hope to pin it on. Java has been a great little engine for what it is, but having something written with performance and expandability in mind would be a welcome change, so long as all my mods can come play too.
 
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KingTriaxx

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Personally I doubt it. I'm expecting the new version to be a closed down engine, probably heading into MMO style territory, encouraging Multi-player and discouraging modding. Then again, I'm a natural pessimist.
 

Hambeau

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Jul 24, 2013
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As I stated in the E3 thread, Mojang is currently looking for developers to work on the C# API which was discussed at last years' Minecon. I am sure this will almost certainly appear for the C++ codebase first, since the c++ code seems to be better understood by it's developers (IU keep hearing the term "Spaghetti code" in reference to Java :D ). They settled on C# as a "common" modding language because there are already programs for both C++ and Java to generate native code from C#.

Once both versions can run common mods is when I think we'll see the codebase merge, be it Java, C++ or something we have yet to see become available.