Not sure how its going to function really, there might be a thin frame option tho, so you can hide it inside the bits or something, also maybe the "invisible frame" might be room for suggestions later, heh.
Okay, cool, that sounds like a nifty feature. a thin frame would be rather cool to have and mold around.
Can you make it so that blocks that have been chiseled can by pushed and pulled by pistons and sticky pistons? I'd really like to make some super intricate doors.
Can you make it so that blocks that have been chiseled can by pushed and pulled by pistons and sticky pistons? I'd really like to make some super intricate doors.
There is another mod that let pistons move tile entities, not sure if its available for 1.8 or 1.9 yet however. Making Pistons move tile entities is a bit out of the scope of C&B Directly however.
Anyone have any idea why I would experience serious performance problems with this mod in 1.9 but not 1.8.9? In my 1.9 build, any chunk where I have a lot of chiseled blocks placed, I get major frame drops whenever I place or break a block. It seems anything that causes a chunk update causes my game to freeze for a good second. On the same PC hardware in 1.8.9 (but with some different mods), I had no performance issues at all, even though my base was built almost entirely with chiseled blocks. If the modlist might be significant, here's the pack I'm using.
Anyone have any idea why I would experience serious performance problems with this mod in 1.9 but not 1.8.9? In my 1.9 build, any chunk where I have a lot of chiseled blocks placed, I get major frame drops whenever I place or break a block. It seems anything that causes a chunk update causes my game to freeze for a good second. On the same PC hardware in 1.8.9 (but with some different mods), I had no performance issues at all, even though my base was built almost entirely with chiseled blocks. If the modlist might be significant, here's the pack I'm using.
I'm not sure, I attempted to cause issues and was unable to do so, its possible another mod might be making something worse but I wouldn't know where to be begin on testing or that based on the information I have.
To start I would say make sure you have a decent amount of ram allocated, and see if you do see if you can isolate a more specific test case.
To start I would say make sure you have a decent amount of ram allocated, and see if you do see if you can isolate a more specific test case.
Thanks for the quick reply! I'll start by isolating mods. I am allocating 6GB. I'm thinking that should be more than enough. But, I'm running an AMD Radeon R7 200, so that might be part of the problem. But like I said, it worked amazingly well in 1.8.9. In fact, I remember being blown away that it could render all those bits without affecting gameplay!
By the way, in the "Client Preformance Settings" (there's a typo in there BTW ), with the "max faces ..." setting, does a smaller number mean better performance? I adjusted the "Maximum number..." and disabled "Minimize latency ..." which helped a little at the cost of delayed loading, which is better than lag.
Thanks for the quick reply! I'll start by isolating mods. I am allocating 6GB. I'm thinking that should be more than enough. But, I'm running an AMD Radeon R7 200, so that might be part of the problem. But like I said, it worked amazingly well in 1.8.9. In fact, I remember being blown away that it could render all those bits without affecting gameplay!
By the way, in the "Client Preformance Settings" (there's a typo in there BTW ), with the "max faces ..." setting, does a smaller number mean better performance? I adjusted the "Maximum number..." and disabled "Minimize latency ..." which helped a little at the cost of delayed loading, which is better than lag.
"Max faces for static render" is a balance setting.
Lower means that more renders will use the dynamic render, the dynamic render is more intensive on the graphics card, but it isn't impacted by block updates the same was as the static renderer.
Higher means that more blocks will render using the normal MC Chunk Renderer, this is faster but it is more susceptible to chunk update issues.
So if its too high everything will use the static renderer, and you'll start seeing block update lag, if you set it too low your fps will go down some because everything will use the dynamic renderer.
You can play with the setting and see if you can get a more optimal setup, and as you said turning off minimize latency will add a delay to updates, but should keep your FPS consistently higher.
I'll fix the typo in the next 1.9.4 release ( I'll just leave if so that it doesn't change anyone settings on the 1.9 / 1.8 builds. )
Incredible mod, however I ran into an issue, forgive me if this was already closed, but whenever I save and exit, the blocks are nowhere to be found, however their collision still exists. I'm using default settings for minecraft, and was using creative mode. The issue persisted even without mods.
Incredible mod, however I ran into an issue, forgive me if this was already closed, but whenever I save and exit, the blocks are nowhere to be found, however their collision still exists. I'm using default settings for minecraft, and was using creative mode. The issue persisted even without mods.
Are you using 10.1 for 1.9.4? if so that issue was already fixed; if not what version are you using?
Is there a means to disable the pulsing animation of the glowing blocks and bits, so that the apparent glow of the textures is constant? I see settings for minimum and maximum, but I'm not sure that's what they do.
Is there a means to disable the pulsing animation of the glowing blocks and bits, so that the apparent glow of the textures is constant? I see settings for minimum and maximum, but I'm not sure that's what they do.
Yes! You want to change the texture, the default is "PULSE" or something like that you can change it to flat, or drywall for instance.
Unless you mean that light flicker, which is part of MC and I can't change, but I imagine your asking about the pulsing texture.
You can usually just use the normal jar in a forge environment by putting it in the folder, if that doesn't work you can clone the project and build it, the build process is standard, nothing special
I don't know if it is intended behavior or not, but when I make bit constructs in 1.9.4, they get saved as blocks in JEI which could eventually clutter up the JEI interface. Any idea what is going on?
I don't know if it is intended behavior or not, but when I make bit constructs in 1.9.4, they get saved as blocks in JEI which could eventually clutter up the JEI interface. Any idea what is going on?
JEI is displaying C&B's second creative tab which is the creative clipboard. You can use JEI's edit mode to hide the block type, or turn off the second tab in C&B.
There is technically a limit to the size either way, this size is also configure able.
Okay, cool, that sounds like a nifty feature. a thin frame would be rather cool to have and mold around.
Can you make it so that blocks that have been chiseled can by pushed and pulled by pistons and sticky pistons? I'd really like to make some super intricate doors.
There is another mod that let pistons move tile entities, not sure if its available for 1.8 or 1.9 yet however. Making Pistons move tile entities is a bit out of the scope of C&B Directly however.
Anyone have any idea why I would experience serious performance problems with this mod in 1.9 but not 1.8.9? In my 1.9 build, any chunk where I have a lot of chiseled blocks placed, I get major frame drops whenever I place or break a block. It seems anything that causes a chunk update causes my game to freeze for a good second. On the same PC hardware in 1.8.9 (but with some different mods), I had no performance issues at all, even though my base was built almost entirely with chiseled blocks. If the modlist might be significant, here's the pack I'm using.
I'm not sure, I attempted to cause issues and was unable to do so, its possible another mod might be making something worse but I wouldn't know where to be begin on testing or that based on the information I have.
To start I would say make sure you have a decent amount of ram allocated, and see if you do see if you can isolate a more specific test case.
Thanks for the quick reply! I'll start by isolating mods. I am allocating 6GB. I'm thinking that should be more than enough. But, I'm running an AMD Radeon R7 200, so that might be part of the problem. But like I said, it worked amazingly well in 1.8.9. In fact, I remember being blown away that it could render all those bits without affecting gameplay!
By the way, in the "Client Preformance Settings" (there's a typo in there BTW ), with the "max faces ..." setting, does a smaller number mean better performance? I adjusted the "Maximum number..." and disabled "Minimize latency ..." which helped a little at the cost of delayed loading, which is better than lag.
"Max faces for static render" is a balance setting.
Lower means that more renders will use the dynamic render, the dynamic render is more intensive on the graphics card, but it isn't impacted by block updates the same was as the static renderer.
Higher means that more blocks will render using the normal MC Chunk Renderer, this is faster but it is more susceptible to chunk update issues.
So if its too high everything will use the static renderer, and you'll start seeing block update lag, if you set it too low your fps will go down some because everything will use the dynamic renderer.
You can play with the setting and see if you can get a more optimal setup, and as you said turning off minimize latency will add a delay to updates, but should keep your FPS consistently higher.
I'll fix the typo in the next 1.9.4 release ( I'll just leave if so that it doesn't change anyone settings on the 1.9 / 1.8 builds. )
Incredible mod, however I ran into an issue, forgive me if this was already closed, but whenever I save and exit, the blocks are nowhere to be found, however their collision still exists. I'm using default settings for minecraft, and was using creative mode. The issue persisted even without mods.
Are you using 10.1 for 1.9.4? if so that issue was already fixed; if not what version are you using?
Is there a means to disable the pulsing animation of the glowing blocks and bits, so that the apparent glow of the textures is constant? I see settings for minimum and maximum, but I'm not sure that's what they do.
Yes! You want to change the texture, the default is "PULSE" or something like that you can change it to flat, or drywall for instance.
Unless you mean that light flicker, which is part of MC and I can't change, but I imagine your asking about the pulsing texture.
Ah, that's the option I was looking for! Much obliged.
Edit:
I was using 10.1.
I looked into the little bug referral forum, and you stated that it's fixed in 10.2? That 10.1 for 1.9.4 is still bugged?
New versions are released, old versions are not updated.
You'll have to update to 10.2 to get the fix for the bug, issue, http://minecraft.curseforge.com/projects/chisels-bits/files
Make sure your using the latest version, especially if your on 1.9.4 C&B 10.1; as that issue was fixed by 10.2
Its not, its just the versioned api java files.
You can usually just use the normal jar in a forge environment by putting it in the folder, if that doesn't work you can clone the project and build it, the build process is standard, nothing special
Its most likely related to this issue, https://github.com/AlgorithmX2/Chisels-and-Bits/issues/49
Turns out the issue with Psi and BOP is not on C&B's end.
I submitted an issue to BOP, https://github.com/Glitchfiend/BiomesOPlenty/issues/781
I don't know if it is intended behavior or not, but when I make bit constructs in 1.9.4, they get saved as blocks in JEI which could eventually clutter up the JEI interface. Any idea what is going on?
JEI is displaying C&B's second creative tab which is the creative clipboard. You can use JEI's edit mode to hide the block type, or turn off the second tab in C&B.
There is technically a limit to the size either way, this size is also configure able.