Resonant Rise

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Saice

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Jul 29, 2019
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jadedcat on a resonant rise thread
le gasp
what.

Do not... i repeat DO NOT feed the dev... They might look at cute and fuzzy and helpful but any moment they could attack and then who knows you could be covered in exploding bees!
 

ApSciLiara

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Jul 29, 2019
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Do not... i repeat DO NOT feed the dev... They might look at cute and fuzzy and helpful but any moment they could attack and then who knows you could be covered in exploding bees!

I thought Jaded was a tester not a dev... ah well. She could still do the exploding bee thing. It's just that instead of coding the bees to do that, she'd ask Binnie/Sengir to do that instead.
-hides-
 

WayofTime

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Jul 29, 2019
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Well, Jaded is a tester but her opinion is also very valued by the mod authors. She also is quite good with bees!
 

Jess887cp

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Jul 29, 2019
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I wonder why there is always talk of gregtech but never of bees.

Anyway, any chance of an interview with a tester? Even just in text.
 

Jess887cp

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Jul 29, 2019
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How do you mean via an interview?

I was thinking of a skype call or something, where I'd just ask a few questions about the modpack and get some responses so people can gauge it. Just an idea for a video I want to do. Just things like how it differs from other modpacks, how well it plays at the time, stuff like that.

EDIT: on my OP, the two lines had absolutely nothing to do with each-other. Just a clarification.
 

Freakscar

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Jul 29, 2019
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13-06-04 17:41:56 [WARNING] [Minecraft-Client] TextureManager.createTexture called for file textures/items/electronic.png, but that file does not exist. Ignoring.
Don't worry about it. It's a non issue. Some tech person can give you the blah blah as to why...
*shrugs* Seems no other tech person is around at the moment, so I'll take it.

The reason you see all those warnings is the recently changed texture-format that (vanilla) Minecraft now makes use of. Before the change, all textures for Minecraft were kept within a single .png file, one square texture next to the other. This is, performance wise, not the very best solution - but as big changes in Minecraft usually take ages to come to life, only recently someone over at Mojang took care of that. The new system requires all textures to be in single .png files for each texture. So you have a "furnace.png", a "workbench.png", a "oakwood.png" and whathavenot. With an up2date vanilla minecraft you can easily check that for yourself, just search through the MC folder.

Now, why does this throw up warnings without end on modded minecraft? Simply because most modauthors have not yet updated their (old, single file) .pngs to the new way of texture. That means, the client wants an "electronic.png" as texture for, say, the basic electric whatsoever - but alas it is not found in the /texture folder. Since it's not found, the client reverts back to the old system, ignoring the former request and instead makes use of the old, one-big-file-with-textures system again.

If you want, you can check the full log of yours - because some mods have actually already changed their textures. You do not notice this in the console, because these updated requests are flying by within 2 seconds. Only the "ignoring" of "not found" textures takes way more time for the startup. In a perfect world, all mods in use would switch over to the new system - which in turn would decrease the startup time by a landmile. But.. thats future talk. ;)

Hope this clarifies what the warning is about - and why Jadedcat is right, when she says that it is a non issue. =)
If not, drop me a line by PM and I'll go into (even lengthier) details about the whys, hows and wtfs of textureproblems. ^^

F.
 

Poppycocks

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Jul 29, 2019
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And that is ...?

Cool-story-bro.jpg
 

Fuzzlewhumper

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Jul 29, 2019
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*shrugs* Seems no other tech person is around at the moment, so I'll take it.

The reason you see all those warnings is the recently changed texture-format that (vanilla) Minecraft now makes use of. Before the change, all textures for Minecraft were kept within a single .png file, one square texture next to the other. This is, performance wise, not the very best solution - but as big changes in Minecraft usually take ages to come to life, only recently someone over at Mojang took care of that. The new system requires all textures to be in single .png files for each texture. So you have a "furnace.png", a "workbench.png", a "oakwood.png" and whathavenot. With an up2date vanilla minecraft you can easily check that for yourself, just search through the MC folder.

Now, why does this throw up warnings without end on modded minecraft? Simply because most modauthors have not yet updated their (old, single file) .pngs to the new way of texture. That means, the client wants an "electronic.png" as texture for, say, the basic electric whatsoever - but alas it is not found in the /texture folder. Since it's not found, the client reverts back to the old system, ignoring the former request and instead makes use of the old, one-big-file-with-textures system again.

If you want, you can check the full log of yours - because some mods have actually already changed their textures. You do not notice this in the console, because these updated requests are flying by within 2 seconds. Only the "ignoring" of "not found" textures takes way more time for the startup. In a perfect world, all mods in use would switch over to the new system - which in turn would decrease the startup time by a landmile. But.. thats future talk. ;)

Hope this clarifies what the warning is about - and why Jadedcat is right, when she says that it is a non issue. =)
If not, drop me a line by PM and I'll go into (even lengthier) details about the whys, hows and wtfs of textureproblems. ^^

F.

Thanks!!! I actually understood everything you just said. (I did some game coding about 8 years ago, but now am stuck doing database interaction programs - it pays damn well).

The one big file thing being changed to a bunch of individual smaller files is alien to me. Kinda like telling an astro guy that Pluto is no longer a planet - get use to it and move on. But I guess the industry changed and now it must make more sense to do it this way.

I was planning on goofing off this weekend and play some mc. But now I'm interested in finding out why the old method of one big picture is being replaced by multitudes of smaller picture files (load time not an issue any more I guess or possibly something to do with how java stores resources)
 

WayofTime

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Jul 29, 2019
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Thanks!!! I actually understood everything you just said. (I did some game coding about 8 years ago, but now am stuck doing database interaction programs - it pays damn well).

The one big file thing being changed to a bunch of individual smaller files is alien to me. Kinda like telling an astro guy that Pluto is no longer a planet - get use to it and move on. But I guess the industry changed and now it must make more sense to do it this way.

I was planning on goofing off this weekend and play some mc. But now I'm interested in finding out why the old method of one big picture is being replaced by multitudes of smaller picture files (load time not an issue any more I guess or possibly something to do with how java stores resources)
The reason for the change is that if MC notices multiple images in that file now for, say, a bee, it will assume that those are the individual frames of an animation, then proceed to animate the block/item. This makes it easier to have animated blocks.

That is what I believe, at any rate.
 
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gattsuru

Well-Known Member
May 25, 2013
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But now I'm interested in finding out why the old method of one big picture is being replaced by multitudes of smaller picture files (load time not an issue any more I guess or possibly something to do with how java stores resources)

From a performance viewpoint, loading and maintaining many small files is /slightly/ slower than reading one large file in most situations (and GPU uploads are almost always slower in multiple small instead of one large), whether in Java or in other similar environments. Behind the scenes, Minecraft 1.5+ actually stitches all the small images together into the old-style terrain.png and gui/items.png, to compromise with that performance reality.

The 13w02a change to texture layouts is more related to allowing texture packs and mods to interact. By having many separate files stitched together on load, you can do things like mixing different texture resolutions, or have textures from multiple different packs mixed, without having to swap around GPU memory or stitch together a file in MSPaint. ((There were simultaneous changes that allowed most non-clock non-compass items to be animated.))

It does provide a performance benefit for people playing with Forge-style mods, because those worked by switching files in and out of GPU memory regularly, which was a necessary hack and a performance no-no.
 

Avatar

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Jul 29, 2019
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Just wondering, when making your own modpack.. well thats the thing, how the hell do you do it? Trying to make my own RR btw
 

dgdas9

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Jul 29, 2019
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From a performance viewpoint, loading and maintaining many small files is /slightly/ slower than reading one large file in most situations (and GPU uploads are almost always slower in multiple small instead of one large), whether in Java or in other similar environments. Behind the scenes, Minecraft 1.5+ actually stitches all the small images together into the old-style terrain.png and gui/items.png, to compromise with that performance reality.

The 13w02a change to texture layouts is more related to allowing texture packs and mods to interact. By having many separate files stitched together on load, you can do things like mixing different texture resolutions, or have textures from multiple different packs mixed, without having to swap around GPU memory or stitch together a file in MSPaint. ((There were simultaneous changes that allowed most non-clock non-compass items to be animated.))

It does provide a performance benefit for people playing with Forge-style mods, because those worked by switching files in and out of GPU memory regularly, which was a necessary hack and a performance no-no.

English please...
 

gattsuru

Well-Known Member
May 25, 2013
364
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Just wondering, when making your own modpack.. well thats the thing, how the hell do you do it? Trying to make my own RR btw

1 - Select a group of mods you want to have work together. Make sure they all have releases related to the same MineCraft version. If you plan to let anyone else use it, also keep an eye on permissions : some mod authors don't allow third-party packs, others will only on request (and then disappear from the internet for months), and some have blanket OKs.
2 - Get a launcher program (FTB_Launcher works for modifying an existing pack, while MultiMC seems best for me for working with rolling your own from scratch), some hard disk space (2+ gb), and time (lots).
3 - If you're rolling from scratch completely, use the Edit Mods option to install the most recent version of MinecraftForge for your version of Minecraft.
4 - Start installing mods, following their individual instructions.
5 - Start Minecraft. Watch Minecraft Crash.
6 - Look at your error log, which will show up as "ForgeModLoader-client-0.log" in your minecraft instance directory. There'll be a lot of stuff here, but the most relevant is almost always a CONFLICT error, resulting from BLOCK ID or ITEM ID overlap. Once you identify the errors and the mods that control them, edit the configs of those mods to use non-overlapping IDs.
7 - Repeat steps 5-6 until your ModLoader log has no more CONFLICT errors. If your minecraft instance now works, success*! If it still crashes, look for SEVERE errors in the log. The related stack trace will often mention which mod caused the crash, and you can try tweaking the mod's config or temporarily removing it.

*Until you run into a bug.
 

RetroGamer1224

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Jul 29, 2019
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1 - Select a group of mods you want to have work together. Make sure they all have releases related to the same MineCraft version. If you plan to let anyone else use it, also keep an eye on permissions : some mod authors don't allow third-party packs, others will only on request (and then disappear from the internet for months), and some have blanket OKs.

Just an observation but is the permissions needed? Someone, you or someone else, does the work that numbers 2-7 have. You make a solid config file that has all the changed needed for the mods to work. Someone gives the config file out. Friends download the mods and put in the config file. Maybe us MultiMc, maybe not. No one is distributing the mods just a file that helps them work together. Little end hassle to users after someone like Kirin did the work.

Kirin can tell me if I am wrong on how hard it is to get the config worked out but, to me, in the end there is really no need for a launcher. Just have friends download the mods, have the config file, boom done.
 

WayofTime

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Jul 29, 2019
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Just an observation but is the permissions needed? Someone, you or someone else, does the work that numbers 2-7 have. You make a solid config file that has all the changed needed for the mods to work. Someone gives the config file out. Friends download the mods and put in the config file. Maybe us MultiMc, maybe not. No one is distributing the mods just a file that helps them work together. Little end hassle to users after someone like Kirin did the work.

Kirin can tell me if I am wrong on how hard it is to get the config worked out but, to me, in the end there is really no need for a launcher. Just have friends download the mods, have the config file, boom done.
Correct, however it is a lot easier for the consumer if it can be all completed in one download, and that is where permissions come into play.
 
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