At this wintery time I come bringing tidings of crashes and joy.
I experienced this crash. Yes, I know it says it ran out of HeapSpace, but this one is pretty random.
I was creating new worlds as I was changing config settings from the BiomeTweaker and Biomes O Plenty mod. This was only about biome ids and genweights, though. So every time I changed the configs, I restarted and generated a new world.
I had already done this about 5 times before suddenly, on creating the world, I guess on populating the spawn chunks, it ran out of memory. That is what the crash report is of. When I restarted and rejoined that same world, it loaded up without issue. I have loaded up 3 more worlds without issue as well.
I have constantly been between 80 an 90% memory usage while in-game.
Now maybe it could have happened that a randomly large number of things to generate in the world did actually legitimately overloaded RAM usage, but just in case there is not some progressively growing/ eternal loop going on, I am reporting this anyway.
Thanks for the report
I can imagine this happening somehow, but as long as it has never happened to anyone else, I'm waving it off as a random happenstance for now. At least I don't think I have any particular memory leaks.
Hello. I am just wondering if you plan to update the psychedelicraft mod. There are a lot of people who would appreciate it greatly, especially since most modern modpacks such as the new FTB ones use it. You see, what made your mod so important to my friends and I specifically stemmed from the style of server we set up. In it, everybody was in survival and had shared industrial endeavours. Mostly we created capitalistic economies in which my friends and I created businesses to fill the demand for specific items. You may be wondering how this relates to your mod and I am happy to tell you that it ties in quite well. You see, your mods added to our economy what few mods could: light industry. Inevitably, without your mod, most of the factories on our servers would have been endless cycles of creating capital goods, expanding technology, and mining. With your mod, industrial progress could be channeled into a luxury goods industry in which we manufactured cigars, cigarettes, joints, and various alcoholic beverages. In addition, Ye Gamol Chattels allowed for craftsmen to take their place as hobbyists filling a demand for fine specialty furniture that we could not otherwise mass-produce. In the end, your mod is what really brought life and purpose to our server and I say on behalf of my friends, myself, and the entire community that we would be very grateful if you could update even psychedelicraft only to MC 1.12.
Sincerely, and with warmest regards,
L. Mason
That sounds like a cool concept! Unfortunately I have to disappoint here - while I love those two mods as well, the update to 1.8 was too time intensive for me to update them. YGC needs their models ported from Java to Json / b3d, and Psychedelicraft needs to integrate with the MC shaders. I'm not saying there can never be an update, but I wouldn't count on it.
I am wondering, how much network traffic does your mod cause? Especially on lightweight mode.
I have told you before that having RecCom installed on my server and exploring the server from a client, caused significant tps drops on the server and rubber-banding on the client. Yesterday, I eventually found out that I had a memory leak in my network card driver, after which both these tps drops and the rubber-banding stopped.
So I am very happy about that.
But the thing is... before I fixed this memory leak, removing RecCom would stop the tps drops and rubber-banding as well, which leads me back to my initial question:
How much network traffic does your mod cause?
Regards,
Robin
I'm guessing ReC triggered the memory leaks by using techniques other mods don't, and thus is part of a smaller group of affected mods. It doesn't do much traffic at all though. Most of the processes are handled on the server, or just assumed to already be in-sync (configs).
That's perfectly alright. Thanks for the response. Its good to see that after a brief reprieve, that I come back to a community that is still alive. I wish you all the best in your endeavours. I am glad to hear you like the idea. It is completely in survival, just to see what a group of players can do if they set their minds to building a society naturally, somewhat similarly to how it would be done in the real world. Although I am a lessaiz-faire capitalist, I commonly make a communist revolution with a certain friend who will remain anonymous and steal everyone's factories. It's all good fun.
I can't seem to get Recurrent Complex to generate structures in modded dimensions. They generate perfectly fine in the Overworld, Nether, and The End. So I guess I'm missing a config option somewhere?
I'm trying to get the mod to create a structure at the spawn in specific dimensions, and I'm using PerfectSpawn to start in a different dimension than the Overworld. No matter what dimension I start in, structures in Vanilla dimensions work fine and the structures never spawn in modded dimensions.
I also tried "id=50" and "id = 50" instead of just 50 by itself, but they didn't work either.
I changed universalDimensionMatcher in the config file to be "0 | 1 | -1 | 50" and also "id=0 | id=1 | id=-1 | id=50", that also had no effect.
I'm at my wits end here. Is it because these modded dimensions don't technically have a Spawn to generate at?
On a slightly unrelated note, does anyone know a way to create a structure at exact coordinates in a dimension, and have it actually pre-generate that specific chunk when you create the world/start the server?
Forgot to say, I'm on 1.7.10
sorry if the solution is in this thread somewhere, i must have missed it
Honestly, I can't say. In 1.8+ I could give you support but I don't remember at this point the fallbacks of 1.7. I'm afraid you'll have to figure this one out by yourself by the logs etc. If it's supposed to spawn at specific coordinates though you need to turn off 'from spawn'. The expression needs to be '50' - id=50 wasn't supported in 1.7 I think.
thats a shame, the YGC mod is awsome there is no other mod that i know of thats lets you make statues like that.
Agreed, statues that can come to life with just a touch of redstone are far too valuable to leave behind. Same with the specially made wood, gongs, and all sorts of other awesome stuff. Rustic just doesn't compete in that regard.
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First of all i want to thank you for your mod development in Minecraft. I have installed many of your mods in servers in the past, and players always loved them!
Sadly, one of your best mods, Psychedelicraft, doesn't run correctly on later minecraft versions after 1.8 client update. I'm bringing this to you because there is no other mod that applies custom shaders in such a fun and balanced way.
Is there any chance to see that mod updated in the near future?
First of all i want to thank you for your mod development in Minecraft. I have installed many of your mods in servers in the past, and players always loved them!
Sadly, one of your best mods, Psychedelicraft, doesn't run correctly on later minecraft versions after 1.8 client update. I'm bringing this to you because there is no other mod that applies custom shaders in such a fun and balanced way.
Is there any chance to see that mod updated in the near future?
Psychedelicraft was / is a fairly complex shader mod that had an extensive core mod to power it. The 1.8 update was a bit too much work for a realistic update so I decided I would not be planning an update (although I'd have loved one, myself).
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Ivorus can you give me some pointers on reducing how deadly recurrent complex is to a server in 1.12.2? On the client it usually causes some hiccups but it generally catches up and I attribute a lot of my lag to running at the edge of full ram, but time and time again I'm having it just cause my server to crap itself and freeze causing a restart as if going, "nope, I'm done". and the whole log is just covered in cascading world gen logs from you.
Like, I noticed the lightweight mode. what kind of stuff does that stop to make it light? I'd like to have the big structures spawning occasionally cause they're big cool and fancy and good for exploration. Same with structures being replaced in villages it seems. But I'm guessing a lot of the lag is from the density of the scattered features with the occasional cascade causing even more of them to show up.
Is there anything you can do about making the mod less cascadey? or atleast some considerations on how to tweak it down to still have nice things in the places that count, but not as many chain reacting cascades that break the server into laggy little bits. :V
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I took a play with the configs and those trees are probably related to these parts.
# The base weight of RC sapling generation types. The vanilla tree weight is 1 - if you want to fully replace vanilla trees, crank this up to something big. [range: 0.0 ~ 100000.0, default: 0.2]
S:baseSaplingSpawnWeight=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_tree=0.2
# The chance to trigger any special sapling spawns at all. If you want to disable the big trees, set this to 0. [range: 0.0 ~ 1.0, default: 1.0]
S:saplingTriggerChance=0.25
so what I did was nuke those down to like 0.02 a piece and 0.25 on the special saplings. Since I have a feeling it relates to stuff like super trees etc and making recurrent trees show up?
The other stuff is decorationals, cacti and mushrooms here (not neccessarily in that order):
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_cactus=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_scattered_feature=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_big_mushroom=0.2
so I knocked those down a little aswell but they're less often, the scattered features more-so. since I would be saying to my friend, "This is just too much spooky tree". So a lot of the stuff that fires a tonne you knock it down so it fires less often.
The big hits are really just mazes and super structures which can make for some hardcore freezing and if you manage to trigger a really big cascade off of one of them. Maze has a time-out feature though if it lags too hard, and structures I think are just those big super structures and stuff related to standard gen which is upgraded which is kinda the stuff you want. so I actually tweaked those up. while the over-all amount of structure structures number I took down a little to like 0.75 or 0.5.
Friend was exploring today and it would get a little lag bursty, but we never hard an outright freeze except for one point... but I think that was related to her derping into a gorgon temple and getting turned to stone but surviving anyway cause of player revive and then crashing when leaving after a TP failed to bring the body for revival atleast visually. :V
Ivorus can you give me some pointers on reducing how deadly recurrent complex is to a server in 1.12.2? On the client it usually causes some hiccups but it generally catches up and I attribute a lot of my lag to running at the edge of full ram, but time and time again I'm having it just cause my server to crap itself and freeze causing a restart as if going, "nope, I'm done". and the whole log is just covered in cascading world gen logs from you.
Like, I noticed the lightweight mode. what kind of stuff does that stop to make it light? I'd like to have the big structures spawning occasionally cause they're big cool and fancy and good for exploration. Same with structures being replaced in villages it seems. But I'm guessing a lot of the lag is from the density of the scattered features with the occasional cascade causing even more of them to show up.
Is there anything you can do about making the mod less cascadey? or atleast some considerations on how to tweak it down to still have nice things in the places that count, but not as many chain reacting cascades that break the server into laggy little bits. :V
Sorry for the late response - no access to my computer for the past few days.
I second this. Very much.
Especially large structures like this one cause extreme lag when I'm exploring a world:
Yes, huge structures cause lots of cascading chunk lag (mostly because they (have to) scan the area for a suitable ground to spawn. Changes are planned.
Also, what's up with all the dead trees?
Uh, no clue. Maybe it's a modded biome with weird biome dictionary entries that only allow those trees to match?
I took a play with the configs and those trees are probably related to these parts.
# The base weight of RC sapling generation types. The vanilla tree weight is 1 - if you want to fully replace vanilla trees, crank this up to something big. [range: 0.0 ~ 100000.0, default: 0.2]
S:baseSaplingSpawnWeight=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_tree=0.2
# The chance to trigger any special sapling spawns at all. If you want to disable the big trees, set this to 0. [range: 0.0 ~ 1.0, default: 1.0]
S:saplingTriggerChance=0.25
so what I did was nuke those down to like 0.02 a piece and 0.25 on the special saplings. Since I have a feeling it relates to stuff like super trees etc and making recurrent trees show up?
The other stuff is decorationals, cacti and mushrooms here (not neccessarily in that order):
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_cactus=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_scattered_feature=0.2
# The base weight of this decoration type. The vanilla decorator has a weight of 1 - if you want to fully replace vanilla decoration, crank this up to something big. [range: 0.0 ~ 1000.0, default: 0.2]
S:baseWeight_big_mushroom=0.2
so I knocked those down a little aswell but they're less often, the scattered features more-so. since I would be saying to my friend, "This is just too much spooky tree". So a lot of the stuff that fires a tonne you knock it down so it fires less often.
The big hits are really just mazes and super structures which can make for some hardcore freezing and if you manage to trigger a really big cascade off of one of them. Maze has a time-out feature though if it lags too hard, and structures I think are just those big super structures and stuff related to standard gen which is upgraded which is kinda the stuff you want. so I actually tweaked those up. while the over-all amount of structure structures number I took down a little to like 0.75 or 0.5.
Friend was exploring today and it would get a little lag bursty, but we never hard an outright freeze except for one point... but I think that was related to her derping into a gorgon temple and getting turned to stone but surviving anyway cause of player revive and then crashing when leaving after a TP failed to bring the body for revival atleast visually. :V
Looks like you figured out most of it yourself. For now it's a number's game - less structures means less trouble and ReC starts with a high structure count by default. Timeout can be useful for very big servers and if you invest some time you can scan through the logs to see what causes cascading chunk gen more frequently and punch those structures down individually (spawnTweaks option).
What I find problematic about the trees is that it appears like all the substitutions that RC does appear to end up as this same dead tree variant. The higher trees in my screenshot are actually not RC, but the default trees that Realistic Terrain Generation generates.
Maybe your setup is weird? Comment from my earlier response stands. Try to use /#biomedict (or what ever it was called) and /#search (I think has relevant functionality) to see if your structures spawn there.
It is with much sorrow and a heavy heart I have set out to use FTB Rev for minecraft 1.12.2...
And found out that there is no 1.12.2 version of Ye Gamol Chattels available!
I am sad face. For there is nothing that can replace it. My castles with their glorious banners over them. Or the trophy halls of statues with my slain adversaries, not merely vanilla, but due to the flexibility of the vitae system... even Mo' Creatures and Lycanites Mobs!
Any chance of an overhaul and update to 1.12.2? It graces my 1.7.10 FTB IE setup wonderfully, but I miss my statues in 1.12.2
(and let's face it, the statues mod is just... lacking.)
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When using Recurrent Complex I disabled all of the additional village structures but every world has extended village pathways with regularly spaced lamp posts as if the buildings would still generate. Is there any way to disable this behaviour?
Im just curious if anyone has come up to try and update psychedelicraft? honestly i would try but i don't know much about modding.
There have been a fair number of people texting me to try. Nobody has come back successful though... The mod is fairly complex and would require a decent amount of skill and time to update.
When using Recurrent Complex I disabled all of the additional village structures but every world has extended village pathways with regularly spaced lamp posts as if the buildings would still generate. Is there any way to disable this behaviour?
I don't believe so... If that is the case maybe you should file a bug report with Forge. For villages I largely use their API.
Is there a way to spawn a structure in from recurrent complex without the part of the generation that causes it to become ruins?
You can either use /#import to import the raw built without any generation happening, or you can (temporarily, if you want) remove or disable the ruins transformer using /#edit and the generate it using /#gen.
I just wanted to ask if your IVToolKit can run on a server in version 1.7.10. My Server chrashes every time. Singleplayer is no Problem. It is a Nitrado server if this is any help and if you need a crash log i need to find one. The log is hiding from me.
Thanks for the report
I can imagine this happening somehow, but as long as it has never happened to anyone else, I'm waving it off as a random happenstance for now. At least I don't think I have any particular memory leaks.
That sounds like a cool concept! Unfortunately I have to disappoint here - while I love those two mods as well, the update to 1.8 was too time intensive for me to update them. YGC needs their models ported from Java to Json / b3d, and Psychedelicraft needs to integrate with the MC shaders. I'm not saying there can never be an update, but I wouldn't count on it.
I'm guessing ReC triggered the memory leaks by using techniques other mods don't, and thus is part of a smaller group of affected mods. It doesn't do much traffic at all though. Most of the processes are handled on the server, or just assumed to already be in-sync (configs).
That's perfectly alright. Thanks for the response. Its good to see that after a brief reprieve, that I come back to a community that is still alive. I wish you all the best in your endeavours. I am glad to hear you like the idea. It is completely in survival, just to see what a group of players can do if they set their minds to building a society naturally, somewhat similarly to how it would be done in the real world. Although I am a lessaiz-faire capitalist, I commonly make a communist revolution with a certain friend who will remain anonymous and steal everyone's factories. It's all good fun.
Regards,
L Mason
+ There are now more types of overridable vanilla decoration (Ocean Monument, Scattered Feature, Village, Nether Fortress, Stronghold, Mineshaft)!!
* Placers now have the capabilits to place only where floor blocks are, making them a lot more accurate!
+ A lot more types of inventories are recognized by loot generators!
* Recurrent Complex now logs which structures are causing chained chunk generation
* /#select set now works for two points at once again
* Decoration overrides now honor the universalDimensionMatcher
+ Vanilla Decoration overrides now have a configurable placer
* /#move can now again move by negative amounts
* Ruins look a bit better
Honestly, I can't say. In 1.8+ I could give you support but I don't remember at this point the fallbacks of 1.7. I'm afraid you'll have to figure this one out by yourself by the logs etc. If it's supposed to spawn at specific coordinates though you need to turn off 'from spawn'. The expression needs to be '50' - id=50 wasn't supported in 1.7 I think.
thats a shame, the YGC mod is awsome there is no other mod that i know of thats lets you make statues like that.
Agreed, statues that can come to life with just a touch of redstone are far too valuable to leave behind. Same with the specially made wood, gongs, and all sorts of other awesome stuff. Rustic just doesn't compete in that regard.
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@Ivorius
First of all i want to thank you for your mod development in Minecraft. I have installed many of your mods in servers in the past, and players always loved them!
Sadly, one of your best mods, Psychedelicraft, doesn't run correctly on later minecraft versions after 1.8 client update. I'm bringing this to you because there is no other mod that applies custom shaders in such a fun and balanced way.
Is there any chance to see that mod updated in the near future?
Psychedelicraft was / is a fairly complex shader mod that had an extensive core mod to power it. The 1.8 update was a bit too much work for a realistic update so I decided I would not be planning an update (although I'd have loved one, myself).
So there'll never be a Psychedelicraft for 1.12.2?
Probably not.
I see,
Well I have enjoyed Psychedelicraft while Minecraft 1.7 was still on the go.
Thanks for your reply!
Ivorus can you give me some pointers on reducing how deadly recurrent complex is to a server in 1.12.2? On the client it usually causes some hiccups but it generally catches up and I attribute a lot of my lag to running at the edge of full ram, but time and time again I'm having it just cause my server to crap itself and freeze causing a restart as if going, "nope, I'm done". and the whole log is just covered in cascading world gen logs from you.
Like, I noticed the lightweight mode. what kind of stuff does that stop to make it light? I'd like to have the big structures spawning occasionally cause they're big cool and fancy and good for exploration. Same with structures being replaced in villages it seems. But I'm guessing a lot of the lag is from the density of the scattered features with the occasional cascade causing even more of them to show up.
Is there anything you can do about making the mod less cascadey? or atleast some considerations on how to tweak it down to still have nice things in the places that count, but not as many chain reacting cascades that break the server into laggy little bits. :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
so what I did was nuke those down to like 0.02 a piece and 0.25 on the special saplings. Since I have a feeling it relates to stuff like super trees etc and making recurrent trees show up?
The other stuff is decorationals, cacti and mushrooms here (not neccessarily in that order):
so I knocked those down a little aswell but they're less often, the scattered features more-so. since I would be saying to my friend, "This is just too much spooky tree". So a lot of the stuff that fires a tonne you knock it down so it fires less often.
The big hits are really just mazes and super structures which can make for some hardcore freezing and if you manage to trigger a really big cascade off of one of them. Maze has a time-out feature though if it lags too hard, and structures I think are just those big super structures and stuff related to standard gen which is upgraded which is kinda the stuff you want. so I actually tweaked those up. while the over-all amount of structure structures number I took down a little to like 0.75 or 0.5.
Friend was exploring today and it would get a little lag bursty, but we never hard an outright freeze except for one point... but I think that was related to her derping into a gorgon temple and getting turned to stone but surviving anyway cause of player revive and then crashing when leaving after a TP failed to bring the body for revival atleast visually. :V
http://www.youtube.com/user/DarkmegaGaming
Darkmega's Latest Modpack for 1.12.2. Timeless Technician! Tech centered, Semi-hardcore, Combat oriented.
Sorry for the late response - no access to my computer for the past few days.
Yes, huge structures cause lots of cascading chunk lag (mostly because they (have to) scan the area for a suitable ground to spawn. Changes are planned.
Uh, no clue. Maybe it's a modded biome with weird biome dictionary entries that only allow those trees to match?
Looks like you figured out most of it yourself. For now it's a number's game - less structures means less trouble and ReC starts with a high structure count by default. Timeout can be useful for very big servers and if you invest some time you can scan through the logs to see what causes cascading chunk gen more frequently and punch those structures down individually (spawnTweaks option).
Maybe your setup is weird? Comment from my earlier response stands. Try to use /#biomedict (or what ever it was called) and /#search (I think has relevant functionality) to see if your structures spawn there.
It is with much sorrow and a heavy heart I have set out to use FTB Rev for minecraft 1.12.2...
And found out that there is no 1.12.2 version of Ye Gamol Chattels available!
I am sad face. For there is nothing that can replace it. My castles with their glorious banners over them. Or the trophy halls of statues with my slain adversaries, not merely vanilla, but due to the flexibility of the vitae system... even Mo' Creatures and Lycanites Mobs!
Any chance of an overhaul and update to 1.12.2? It graces my 1.7.10 FTB IE setup wonderfully, but I miss my statues in 1.12.2
(and let's face it, the statues mod is just... lacking.)
Im just curious if anyone has come up to try and update psychedelicraft? honestly i would try but i don't know much about modding.
When using Recurrent Complex I disabled all of the additional village structures but every world has extended village pathways with regularly spaced lamp posts as if the buildings would still generate. Is there any way to disable this behaviour?
There have been a fair number of people texting me to try. Nobody has come back successful though... The mod is fairly complex and would require a decent amount of skill and time to update.
I don't believe so... If that is the case maybe you should file a bug report with Forge. For villages I largely use their API.
Is there a way to spawn a structure in from recurrent complex without the part of the generation that causes it to become ruins?
You can either use /#import to import the raw built without any generation happening, or you can (temporarily, if you want) remove or disable the ruins transformer using /#edit and the generate it using /#gen.
Good Day Sir Ivorius,
I just wanted to ask if your IVToolKit can run on a server in version 1.7.10. My Server chrashes every time. Singleplayer is no Problem. It is a Nitrado server if this is any help and if you need a crash log i need to find one. The log is hiding from me.