Restructured parts of the main post. Before reporting a crash READ the crash report section. From this point on I will ignore any incomplete crash reports (I can't help you without a log file).
Nothing personal against anyone, but asking for logs when people report crash reports both wastes some of my time and delays solving the problem.
Also, don't paste the crash logs into the forum posts.
There is a character limit.
It makes the page load up slower
I have a script that makes reading the logs A LOT easier on gist.github.com and pastebin.com.
The complete log file contains all the information I need to check the crash report (where it crashed, what version of forge is installed, what other mods are present and which Java version you're running).
ep. im quite stumped guys. is there a way to rearrange the ingame info? its getting overlayed by the character on gui and the levelup class so~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.
ep. im quite stumped guys. is there a way to rearrange the ingame info? its getting overlayed by the character on gui and the levelup class so~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~.
/igi save <tab select filename> to save the file, then move the stuff around to your liking and load with /igi load <tab>. Or alternatively tweak the offsets in the "Mod Options".
/igi save <tab select filename> to save the file, then move the stuff around to your liking and load with /igi load <tab>. Or alternatively tweak the offsets in the "Mod Options".
thanks man. now i can rearrange things so it doesnt get obscured. thumbs up and kudos on your work man.
Right now, we can get light level, or light level without sun (burn/block light).
What's missing is sky exposure (15 when exposed to the sky) or sky lighting (anywhere from 4 to 15 when exposed to the sky).
I also cannot find either the "local difficulty" value or "chunk updates per second".
I'd like to see added the current ticks per second.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Right now, we can get light level, or light level without sun (burn/block light).
What's missing is sky exposure (15 when exposed to the sky) or sky lighting (anywhere from 4 to 15 when exposed to the sky).
I also cannot find either the "local difficulty" value or "chunk updates per second".
I'd like to see added the current ticks per second.
Can these be added (1.7.10) please? Thank you.
Sky light should be doable.
Local difficulty, wasn't that added in 1.8?
Chunk updated per second, will check if/where it may be.
Ticks per second? Is that even configurable?
I don't find in my mods folder InGameInfo.txt. Where can i edit this mod ? Thy
2.8.0.59+ ~ the config is no longer be automatically extracted from the jar file. If you want to tweak it you can use one of the following commands to extract the config:
/igi save InGameInfo.xml
/igi save InGameInfo.json
/igi save InGameInfo.txt
Very nice mods, Lunatrius! I do have a feature request for IGI, though: temperature at a specific block. I've made a workaround of sorts by taking the base biome temperature, then subtracting the 0.167 units per block above y64, but the game applies a noise value on top of that. Since snow falls and ice forms in water below 15, snow golems only produce snow below 80, and they die above 100, having the exact value might be useful.
(If anyone wants the snippet to display human-friendly temperature, where below zero produces ice and snow, snow golems make snow when the output is blue, and die if it's yellow, here you go.)
Also, I'd second the request above for the actual sky lighting value. It's useful when messing around with things like automatic lighting systems.
Sky light should be doable.
Local difficulty, wasn't that added in 1.8?
Chunk updated per second, will check if/where it may be.
Ticks per second? Is that even configurable?
Well, if local difficulty isn't a 1.7, then I won't look for it :-).
I know that What's my Light Level was able to return "chunks updated".
And ticks per second will be 20 if the server/client is responsive, but if things get heavily loaded, it goes down.
/forge tps returns the information, so there is someplace to obtain it from.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Well, if local difficulty isn't a 1.7, then I won't look for it :-).
I know that What's my Light Level was able to return "chunks updated".
And ticks per second will be 20 if the server/client is responsive, but if things get heavily loaded, it goes down.
/forge tps returns the information, so there is someplace to obtain it from.
That's not chunk updates, that's part of profiling - how long the world takes to process 20 ticks. That will only work in SP though as the data is not accessible on the client side. I'm looking at 1.8 code, but I assume that it hasn't really changed a lot between 1.7.10 and 1.8.
Very nice mods, Lunatrius! I do have a feature request for IGI, though: temperature at a specific block. I've made a workaround of sorts by taking the base biome temperature, then subtracting the 0.167 units per block above y64, but the game applies a noise value on top of that. Since snow falls and ice forms in water below 15, snow golems only produce snow below 80, and they die above 100, having the exact value might be useful.
(If anyone wants the snippet to display human-friendly temperature, where below zero produces ice and snow, snow golems make snow when the output is blue, and die if it's yellow, here you go.)
Also, I'd second the request above for the actual sky lighting value. It's useful when messing around with things like automatic lighting systems.
Well, if local difficulty isn't a 1.7, then I won't look for it :-).
I know that What's my Light Level was able to return "chunks updated".
And ticks per second will be 20 if the server/client is responsive, but if things get heavily loaded, it goes down.
/forge tps returns the information, so there is someplace to obtain it from. Have localdifficulty (1.8), localtemperature, lightsun and lightsunfeet. Will check back if there's anything else to add.
Also, what value on the F3 menu (if it's there) is the chunk update supposed to be?
Edit: is the local temperature in the form of 23, 34, 83, ... (instead of 23.43, 23.221231) fine?
Local temperature: integer is fine, but I can toss a float through the round function if that's easier for you to do.
As for the chunk updates on F3, I think that's the X chunk updates next to the FPS value, just below the version information.
I can make it anything really, it's fairy trivial to change. Not sure if the precision on the temperature really matters or not.
That was directed at Keybounce, because what he described two entirely different things. Just making sure I get the right thing.
Well, all the relevant behavior I know of operates at integer boundaries (15, 80, and 100) so the decimal portion probably doesn't matter for anything.
Well, if local difficulty isn't a 1.7, then I won't look for it :-).
I know that What's my Light Level was able to return "chunks updated".
And ticks per second will be 20 if the server/client is responsive, but if things get heavily loaded, it goes down.
/forge tps returns the information, so there is someplace to obtain it from.
That's not chunk updates, that's part of profiling - how long the world takes to process 20 ticks. That will only work in SP though as the data is not accessible on the client side. I'm looking at 1.8 code, but I assume that it hasn't really changed a lot between 1.7.10 and 1.8.
WMLL returned "chunk updates per second" as an indication both of how many mini-chunks were drawn, and an indication of how many block updates caused minichunks to need to be redrawn. So I guess it's more of "client-side drawings needed/added".
TPS is along the lines of "how much time is the server taking to do things". If forge is tracking it (implied by the /forge tps command), then it should be available for you to query somewhere.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
WMLL returned "chunk updates per second" as an indication both of how many mini-chunks were drawn, and an indication of how many block updates caused minichunks to need to be redrawn. So I guess it's more of "client-side drawings needed/added".
TPS is along the lines of "how much time is the server taking to do things". If forge is tracking it (implied by the /forge tps command), then it should be available for you to query somewhere.
So I assume it's this thing?
I've already tracked down where the TPS is stored, it would however be only available in SP because it's a server side thing.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
ahh ... and no way to ask the server for it, or is it too expensive to ask for it repeatedly?
Not unless I add in my own packet for that, but that would require the server to have the mod installed as well. It's really more of an administration thing than anything else and there are dedicated commands for it.
When TPS is low, sending a request for the current TPS, every few seconds, won't really help the server in any way, as the packets will have to be queued up anyway. That is not the the case in SP, because the field where this data is stored can be accessed directly, instead of using packets to ask the server about it.
=== READ THIS ===
Restructured parts of the main post. Before reporting a crash READ the crash report section. From this point on I will ignore any incomplete crash reports (I can't help you without a log file).
Nothing personal against anyone, but asking for logs when people report crash reports both wastes some of my time and delays solving the problem.
Also, don't paste the crash logs into the forum posts.
/igi save <tab select filename> to save the file, then move the stuff around to your liking and load with /igi load <tab>. Or alternatively tweak the offsets in the "Mod Options".
thanks man. now i can rearrange things so it doesnt get obscured. thumbs up and kudos on your work man.
I put it on github because the file was too big for pastebin.
https://gist.github.com/RCXcrafter/5d2d88d75dab28685a73
I started minecraft, created a new world and then quit.
.......
I moved the event to postInit, but forgot to remove it from preInit, so it sent doubles... fixed build should be up shortly.
Right now, we can get light level, or light level without sun (burn/block light).
What's missing is sky exposure (15 when exposed to the sky) or sky lighting (anywhere from 4 to 15 when exposed to the sky).
I also cannot find either the "local difficulty" value or "chunk updates per second".
I'd like to see added the current ticks per second.
Can these be added (1.7.10) please? Thank you.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Sky light should be doable.
Local difficulty, wasn't that added in 1.8?
Chunk updated per second, will check if/where it may be.
Ticks per second? Is that even configurable?
(If anyone wants the snippet to display human-friendly temperature, where below zero produces ice and snow, snow golems make snow when the output is blue, and die if it's yellow, here you go.)
Also, I'd second the request above for the actual sky lighting value. It's useful when messing around with things like automatic lighting systems.
Well, if local difficulty isn't a 1.7, then I won't look for it :-).
I know that What's my Light Level was able to return "chunks updated".
And ticks per second will be 20 if the server/client is responsive, but if things get heavily loaded, it goes down.
/forge tps returns the information, so there is someplace to obtain it from.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That's not chunk updates, that's part of profiling - how long the world takes to process 20 ticks. That will only work in SP though as the data is not accessible on the client side. I'm looking at 1.8 code, but I assume that it hasn't really changed a lot between 1.7.10 and 1.8.
Also, what value on the F3 menu (if it's there) is the chunk update supposed to be?
Edit: is the local temperature in the form of 23, 34, 83, ... (instead of 23.43, 23.221231) fine?
As for the chunk updates on F3, I think that's the X chunk updates next to the FPS value, just below the version information.
I can make it anything really, it's fairy trivial to change. Not sure if the precision on the temperature really matters or not.
That was directed at Keybounce, because what he described two entirely different things. Just making sure I get the right thing.
WMLL returned "chunk updates per second" as an indication both of how many mini-chunks were drawn, and an indication of how many block updates caused minichunks to need to be redrawn. So I guess it's more of "client-side drawings needed/added".
TPS is along the lines of "how much time is the server taking to do things". If forge is tracking it (implied by the /forge tps command), then it should be available for you to query somewhere.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So I assume it's this thing?
I've already tracked down where the TPS is stored, it would however be only available in SP because it's a server side thing.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Not unless I add in my own packet for that, but that would require the server to have the mod installed as well. It's really more of an administration thing than anything else and there are dedicated commands for it.
When TPS is low, sending a request for the current TPS, every few seconds, won't really help the server in any way, as the packets will have to be queued up anyway. That is not the the case in SP, because the field where this data is stored can be accessed directly, instead of using packets to ask the server about it.