No Resource packs, no shader packs, no mods, but for some reason it launches without optifine.
And for some other reason, launching forge with Just Betterfps only invites MORE lag into my game instead of Kicking it out.
Try using another algorithm. (Press F12 to open a in-game config screen)
It might get more lag because of Forge or because the current algorithm don't work well with your machine.
Also, keep in mind that the current version of BetterFps only improves how math works and the mod is still WIP
Try using another algorithm. (Press F12 to open a in-game config screen)
It might get more lag because of Forge or because the current algorithm don't work well with your machine.
Also, keep in mind that the current version of BetterFps only improves how math works and the mod is still WIP
YES!!!!!!! i switched to another algorithm and it gave me an fps boost to 20+! now im gonna try which one gives me the most! thanks for the help!
java.lang.RuntimeException: Already decorating
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:96)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1082)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:52)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.get(AsynchronousExecutor.java:165)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:341)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:117)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:92)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:189)
at net.minecraft.world.World.func_72964_e(World.java:304)
at net.minecraft.world.World.func_175726_f(World.java:299)
at net.minecraft.world.World.func_180495_p(World.java:836)
at net.minecraft.world.gen.feature.WorldGenMinable.func_180709_b(WorldGenMinable.java:77)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:381)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:404)
at net.minecraft.world.biome.BiomeDecorator.func_150513_a(BiomeDecorator.java:134)
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:125)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1112)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:180)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:122)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:373)
at net.minecraft.server.management.PlayerManager.func_72690_a(PlayerManager.java:99)
at net.minecraft.server.management.PlayerManager.func_72683_a(PlayerManager.java:140)
at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:268)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:318)
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:163)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:215)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.access$100(NetworkDispatcher.java:49)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:179)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:248)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:191)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:726)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:96)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1082)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:52)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.get(AsynchronousExecutor.java:165)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:341)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:117)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:92)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:189)
at net.minecraft.world.World.func_72964_e(World.java:304)
at net.minecraft.world.World.func_175726_f(World.java:299)
at net.minecraft.world.World.func_180495_p(World.java:836)
at net.minecraft.world.gen.feature.WorldGenMinable.func_180709_b(WorldGenMinable.java:77)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:381)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:404)
at net.minecraft.world.biome.BiomeDecorator.func_150513_a(BiomeDecorator.java:134)
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:125)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1112)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:180)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:122)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:373)
at net.minecraft.server.management.PlayerManager.func_72690_a(PlayerManager.java:99)
at net.minecraft.server.management.PlayerManager.func_72683_a(PlayerManager.java:140)
at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:268)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:318)
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:163)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:215)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.access$100(NetworkDispatcher.java:49)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:179)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:248)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@69939305
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:191)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:726)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.11
Java Version: 1.8.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 199601504 bytes (190 MB) / 424988672 bytes (405 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.10 FML v8.0.42.1341 Minecraft Forge 11.14.1.1341 Optifine OptiFine_1.8_HD_U_D5 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{8.0.42.1341} [Forge Mod Loader] (forge-1.8-11.14.1.1341.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{11.14.1.1341} [Minecraft Forge] (forge-1.8-11.14.1.1341.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterSprinting{1.1.1} [Better Sprinting] (BetterSprinting MC-1.8 v1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['PaperMage'/279, l='New World', x=-65.43, y=120.60, z=18.88]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
I downloaded this mod, switched to one of the algorithms, and strange things happened:
1. My WASD movement got inverted
2. The sky started flashing red, orange, and yellow colors
3. My minecraft crashed
Now, whenever I try to open minecraft with this mod, even if I reinstalled it, it crashes.
(I can't remember exactly which algorithm, but the name was short and I think it started with a "J")
I would really appreciate any help you could give me with my issue
Thank you for reading this, and have a nice day.
Have you read the topic? You just switched to the "Random Algorithm". It's not meant to do anything other than make the game really glitchy. It's just a funny "feature"
Maybe you should try another algorithm. Remember that it still only improves sine & cossine, i'm still working on new improvements and the mod is not nearly done yet
Three huge suggestions for you if possible and you're still developing the mod. Find a way to make loading the larger trees, whether it be from mods or vanilla less of a shitfest if they inherit the vanilla leaf attributes, aka ticking constantly to see if they need to decay.
Because that murders FPS on even the best PCs when you have biomes with trees that have hundreds of leafs blocks per tree whether it be vanilla or something like EBXL that just uses vanilla leaf attributes.
And also finding a way to make the chunk loading as smooth as possible so you don't get the big 0 fps drops when loading the chunk with the huge hill, tree cluster, 15 sheep, etc.
And lastly finding a way to make the AI in the game as efficient as possible would be awesome. Some of those suggestions may not be realistic though
Also interestingly enough for me the Java algorithm is the best from my testing with Rivens(doesn't seem to matter which) being a close second. It keeps the FPS fairly stable and the chunk updates the lowest working in conjunction with fastcraft c17 and optifine ultra.
Three huge suggestions for you if possible and you're still developing the mod. Find a way to make loading the larger trees, whether it be from mods or vanilla less of a ****fest if they inherit the vanilla leaf attributes, aka ticking constantly to see if they need to decay.
Because that murders FPS on even the best PCs when you have biomes with trees that have hundreds of leafs blocks per tree whether it be vanilla or something like EBXL that just uses vanilla leaf attributes.
And also finding a way to make the chunk loading as smooth as possible so you don't get the big 0 fps drops when loading the chunk with the huge hill, tree cluster, 15 sheep, etc.
And lastly finding a way to make the AI in the game as efficient as possible would be awesome. Some of those suggestions may not be realistic though
Also interestingly enough for me the Java algorithm is the best from my testing with Rivens(doesn't seem to matter which) being a close second. It keeps the FPS fairly stable and the chunk updates the lowest working in conjunction with fastcraft c17 and optifine ultra.
Thanks for the suggestions, I'll look what I can improve from trees and the AI, there is definitely something that I can fix. The chunk loading is a thing that I'm already looking into, it's a hard task to fix anything because I can easily break other mods.
I'll update this message once I have time and discover anything about
The trees I get the feeling will need to actually have a root block generated in the ground to act a smart block so you don't need to even tick the leaves, or converting the lowest block to that. So it checks for itself and 1 or 2 more blocks up and then decays the leaves if needed. Might be another way but that's how I imagine it.
I downloaded the newest 1.7 version but whenever I try to load it using forge (put it in mods folder) it doesn't recognize that it is there. It won't load with the other mods and I can see no indication of it working. I am going to test an older version to see if it works.
*EDIT* Looked back through the thread and saw that it doesn't register as a forge mod. Ignore this post.
I have an idea for a name, Performance Overhaul, Also do you ever plan on adding any zoom feature?
Zoom? No, I don't want to copy the idea from any other mod. BetterFps is meant to be used with Optifine, not a replacement.
I'm still thinking of a special feature, but it needs to be useful and original.
The next update that is currently being worked on, will it have a version for 1.7.10, or is it only going to be for 1.8? What kind of improvements are being made?
The next update that is currently being worked on, will it have a version for 1.7.10, or is it only going to be for 1.8? What kind of improvements are being made?
I'll release for both versions, but the 1.7.10 will not have all of the improvements that 1.8 will have.
- Vanilla Tile Entities Recoded (hopper, beacon, furnance)
- Smart Chunk Ticking
- Better Trigonometry algorithms
- Better Memory Control
- TNT Cap (limit how many explosions can happen in a single tick)
- Better Particle Renderer
And a few other improvements that I'm still thinking about
I'll release for both versions, but the 1.7.10 will not have all of the improvements that 1.8 will have.
- Vanilla Tile Entities Recoded (hopper, beacon, furnance)
- Smart Chunk Ticking
- Better Trigonometry algorithms
- Better Memory Control
- TNT Cap (limit how many explosions can happen in a single tick)
- Better Particle Renderer
And a few other improvements that I'm still thinking about
Would this all work if the server does not have the mod installed? Im thinking about using it when the 1.8.8 release comes out
Would this all work if the server does not have the mod installed? Im thinking about using it when the 1.8.8 release comes out
Some of these features will only work server-side and some other only in the client-side.
If the mod is installed in the server, its not needed in any client.
If the mod is installed in the client, its not needed in the server
The Beacon improvement, for example
Before:
- Beacon beam color was calculated in both client and server
- The whole beacon structure was calculated in both client and server
- The beacon had many useless updates checking for the structure, the effect, beam obstructions and color
After:
- Beacon beam color is only calculated in the client
- The whole beacon structure is only calculated in the server
- Only the first level of the structure is calculated in the client (because it only needs to have the first level to render the beam)
- The beacon updates every 20 seconds
- The beacon now receives neighbour update and updates when a block is placed on the beam
Thats how my improvements can change if the mod is installed in the server or in the client.
If you want to check the beacon improvement by yourself, the code is on Github.
No Resource packs, no shader packs, no mods, but for some reason it launches without optifine.
And for some other reason, launching forge with Just Betterfps only invites MORE lag into my game instead of Kicking it out.
Try using another algorithm. (Press F12 to open a in-game config screen)
It might get more lag because of Forge or because the current algorithm don't work well with your machine.
Also, keep in mind that the current version of BetterFps only improves how math works and the mod is still WIP
YES!!!!!!! i switched to another algorithm and it gave me an fps boost to 20+! now im gonna try which one gives me the most! thanks for the help!
I downloaded this mod, switched to one of the algorithms, and strange things happened:
1. My WASD movement got inverted
2. The sky started flashing red, orange, and yellow colors
3. My minecraft crashed
Now, whenever I try to open minecraft with this mod, even if I reinstalled it, it crashes.
(I can't remember exactly which algorithm, but the name was short and I think it started with a "J")
I would really appreciate any help you could give me with my issue
Thank you for reading this, and have a nice day.
Also, here is the crash report that the launcher shows:
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// Ouch. That hurt
Time: 10/9/15 4:56 PM
Description: Ticking memory connection
java.lang.RuntimeException: Already decorating
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:96)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1082)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:52)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.get(AsynchronousExecutor.java:165)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:341)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:117)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:92)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:189)
at net.minecraft.world.World.func_72964_e(World.java:304)
at net.minecraft.world.World.func_175726_f(World.java:299)
at net.minecraft.world.World.func_180495_p(World.java:836)
at net.minecraft.world.gen.feature.WorldGenMinable.func_180709_b(WorldGenMinable.java:77)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:381)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:404)
at net.minecraft.world.biome.BiomeDecorator.func_150513_a(BiomeDecorator.java:134)
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:125)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1112)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:180)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:122)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:373)
at net.minecraft.server.management.PlayerManager.func_72690_a(PlayerManager.java:99)
at net.minecraft.server.management.PlayerManager.func_72683_a(PlayerManager.java:140)
at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:268)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:318)
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:163)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:215)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.access$100(NetworkDispatcher.java:49)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:179)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:248)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:191)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:726)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:96)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1082)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:52)
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:12)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189)
at net.minecraftforge.common.util.AsynchronousExecutor$Task.get(AsynchronousExecutor.java:165)
at net.minecraftforge.common.util.AsynchronousExecutor.skipQueue(AsynchronousExecutor.java:341)
at net.minecraftforge.common.util.AsynchronousExecutor.getSkipQueue(AsynchronousExecutor.java:302)
at net.minecraftforge.common.chunkio.ChunkIOExecutor.syncChunkLoad(ChunkIOExecutor.java:12)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:117)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:92)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:189)
at net.minecraft.world.World.func_72964_e(World.java:304)
at net.minecraft.world.World.func_175726_f(World.java:299)
at net.minecraft.world.World.func_180495_p(World.java:836)
at net.minecraft.world.gen.feature.WorldGenMinable.func_180709_b(WorldGenMinable.java:77)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:381)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:404)
at net.minecraft.world.biome.BiomeDecorator.func_150513_a(BiomeDecorator.java:134)
at net.minecraft.world.biome.BiomeDecorator.func_180292_a(BiomeDecorator.java:125)
at net.minecraft.world.biome.BiomeGenBase.func_180624_a(BiomeGenBase.java:350)
at net.minecraft.world.biome.BiomeGenHills.func_180624_a(BiomeGenHills.java:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:470)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:269)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1112)
at net.minecraft.world.gen.ChunkProviderServer.originalLoadChunk(ChunkProviderServer.java:180)
at net.minecraft.world.gen.ChunkProviderServer.loadChunk(ChunkProviderServer.java:122)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:373)
at net.minecraft.server.management.PlayerManager.func_72690_a(PlayerManager.java:99)
at net.minecraft.server.management.PlayerManager.func_72683_a(PlayerManager.java:140)
at net.minecraft.server.management.ServerConfigurationManager.func_72375_a(ServerConfigurationManager.java:268)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:318)
at net.minecraft.server.management.ServerConfigurationManager.initializeConnectionToPlayer(ServerConfigurationManager.java:163)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.completeServerSideConnection(NetworkDispatcher.java:215)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher.access$100(NetworkDispatcher.java:49)
at net.minecraftforge.fml.common.network.handshake.NetworkDispatcher$1.func_73660_a(NetworkDispatcher.java:179)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:248)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@69939305
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:191)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:726)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:598)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:258)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:478)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Mac OS X (x86_64) version 10.11
Java Version: 1.8.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 199601504 bytes (190 MB) / 424988672 bytes (405 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.10 FML v8.0.42.1341 Minecraft Forge 11.14.1.1341 Optifine OptiFine_1.8_HD_U_D5 4 mods loaded, 4 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{8.0.42.1341} [Forge Mod Loader] (forge-1.8-11.14.1.1341.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{11.14.1.1341} [Minecraft Forge] (forge-1.8-11.14.1.1341.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BetterSprinting{1.1.1} [Better Sprinting] (BetterSprinting MC-1.8 v1.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Loaded coremods (and transformers):
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [EntityPlayerMP['PaperMage'/279, l='New World', x=-65.43, y=120.60, z=18.88]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Have you read the topic? You just switched to the "Random Algorithm". It's not meant to do anything other than make the game really glitchy. It's just a funny "feature"
Doesn't really help me in my modpack.
Maybe you should try another algorithm. Remember that it still only improves sine & cossine, i'm still working on new improvements and the mod is not nearly done yet
Three huge suggestions for you if possible and you're still developing the mod. Find a way to make loading the larger trees, whether it be from mods or vanilla less of a shitfest if they inherit the vanilla leaf attributes, aka ticking constantly to see if they need to decay.
Because that murders FPS on even the best PCs when you have biomes with trees that have hundreds of leafs blocks per tree whether it be vanilla or something like EBXL that just uses vanilla leaf attributes.
And also finding a way to make the chunk loading as smooth as possible so you don't get the big 0 fps drops when loading the chunk with the huge hill, tree cluster, 15 sheep, etc.
And lastly finding a way to make the AI in the game as efficient as possible would be awesome. Some of those suggestions may not be realistic though
Also interestingly enough for me the Java algorithm is the best from my testing with Rivens(doesn't seem to matter which) being a close second. It keeps the FPS fairly stable and the chunk updates the lowest working in conjunction with fastcraft c17 and optifine ultra.
Thanks for the suggestions, I'll look what I can improve from trees and the AI, there is definitely something that I can fix. The chunk loading is a thing that I'm already looking into, it's a hard task to fix anything because I can easily break other mods.
I'll update this message once I have time and discover anything about
Sounds awesome.
The trees I get the feeling will need to actually have a root block generated in the ground to act a smart block so you don't need to even tick the leaves, or converting the lowest block to that. So it checks for itself and 1 or 2 more blocks up and then decays the leaves if needed. Might be another way but that's how I imagine it.
Hey, i liked his mod ;), i am interested so much, but will it be possible to update 1.8.8? Forge 1.8.8 is out now
I don't need an signature : P
I'll update as soon as we have a stable Forge build
I have an idea for a name, Performance Overhaul, Also do you ever plan on adding any zoom feature?
I downloaded the newest 1.7 version but whenever I try to load it using forge (put it in mods folder) it doesn't recognize that it is there. It won't load with the other mods and I can see no indication of it working. I am going to test an older version to see if it works.
*EDIT* Looked back through the thread and saw that it doesn't register as a forge mod. Ignore this post.
Zoom? No, I don't want to copy the idea from any other mod. BetterFps is meant to be used with Optifine, not a replacement.
I'm still thinking of a special feature, but it needs to be useful and original.
The next update that is currently being worked on, will it have a version for 1.7.10, or is it only going to be for 1.8? What kind of improvements are being made?
I'll release for both versions, but the 1.7.10 will not have all of the improvements that 1.8 will have.
- Vanilla Tile Entities Recoded (hopper, beacon, furnance)
- Smart Chunk Ticking
- Better Trigonometry algorithms
- Better Memory Control
- TNT Cap (limit how many explosions can happen in a single tick)
- Better Particle Renderer
And a few other improvements that I'm still thinking about
Would this all work if the server does not have the mod installed? Im thinking about using it when the 1.8.8 release comes out
Some of these features will only work server-side and some other only in the client-side.
If the mod is installed in the server, its not needed in any client.
If the mod is installed in the client, its not needed in the server
The Beacon improvement, for example
Before:
- Beacon beam color was calculated in both client and server
- The whole beacon structure was calculated in both client and server
- The beacon had many useless updates checking for the structure, the effect, beam obstructions and color
After:
- Beacon beam color is only calculated in the client
- The whole beacon structure is only calculated in the server
- Only the first level of the structure is calculated in the client (because it only needs to have the first level to render the beam)
- The beacon updates every 20 seconds
- The beacon now receives neighbour update and updates when a block is placed on the beam
Thats how my improvements can change if the mod is installed in the server or in the client.
If you want to check the beacon improvement by yourself, the code is on Github.
Downloaded 1.8 version for 1.8 forge, doesn't work..