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    posted a message on Mod pack on curse out of memory. Not java issue.

    Hello, I am running a pack my friend made on curse.


    The pack:

    Mechacraft2


    Version:

    1.2.0


    Mc ver:

    1.10.2


    Java version:

    1.8.0.111 (64bit)


    memory alloc:

    4gb


    custom java args: -Xmx4096m -Xms256m -XX:PermSize=256m -Dminecraft.applet.TargetDirectory="C:\Users\Brian\Documents\Curse\Minecraft\Instances\Mechacraft 2" -Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true -Duser.language=en -Duser.country=US -Xmx1883M -XX:+UseG1GC -XX:+DisableExplicitGC -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:ParallelGCThreads=3 -Xmn128M


    In a prior version of this pack, I was able to run fairly well.


    Computer specs


    I was running the previous version of the pack. after a windows update, some changes to services on my computer (which I deeply regret changing), defragmenting my HD, and updating the pack from 1.1.0 to 1.2.0, I have a memory issue. reverting the pack does not fix this issue.


    The issue in detail:

    During the step 7/7 of the forge loading screen(usually) for the client, I run out of memory. At this point, Task manager indicates (usually) that java is using around 6GB of memory.


    Please help,

    A fellow minecraft lover


    (if there is any information I can add please say so)

    Posted in: Java Edition Support
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    posted a message on Extra Utilities v1.1.0k

    Umm... My friend's enchanted kikoku killed me in two shots while I was in creative... Intended??

    Posted in: WIP Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    so I summoned the demon invasion and it looks nothing like your video. The buildings are all almost identical with no chests and tons of missing texture blocks. My ritual also didn't explode and change into the structure in your video. Is this a bug? I am playing the direwolf 1.7 pack
    Posted in: Minecraft Mods
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    posted a message on [1.10.2/1.9.4] Blood Magic V2.1.0-65 - Updated Sept. 29
    so is it possible to activate the demon army ritual and let it sit for a while until I'm ready by not putting the reagents into the MR stone? I kinda want to refill my network, change my runes back and make preparations, but i'm not sure if the ritual will lose its activation.
    Posted in: Minecraft Mods
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    posted a message on Magic Bees: Magic themed bees for Forestry; The Successor to ThaumicBees
    Hi, does anyone know what the blood magic bees do? (bloody and bound) They have decent traits but beyond that they produce no special products and even have a low normal comb production. Also if anyone knows of any more bees in this line, please tell me.

    Thx

    edit: I am playing the direwolf 1.7 pack
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from FatBobTheSlob »
    Anybody know the range of the time sapling tree?



    Taken from the ftb wiki about the timewood core:


    "The clock's effective area is a rectangular prism measuring 16 blocks to the top, bottom, north, or west, and 15 blocks to the south and east. The effects of multiple clocks stack, increasing the growth rate of plants inside their areas of effect further."
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    I agree. My friends and I think it might be good to buff the liquid essence. We go through way too much of that stuff and end up carrying extra buckets everywhere just in case we find some
    Posted in: Minecraft Mods
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    posted a message on Ars Magica 2 - Version 1.4.0.009 (Updated February 8, 2016)
    Hello. I love your Mod and its predecessor. I know you have been hearing a lot of suggestions and hope another one does not hurt. It seems obvious that the main flaw currently is how to progress. Fighting bosses and power leveling are important to this kind of game play. I do feel however that there needs to be more ways to use your brain to advance and more exploration. I also believe that there needs to be a synergistic effect of gaining power from various methods.

    A mage must constantly search the world for new things AND be ready to battle. He must experiment with combinations of spell effects AND fight powerful enemies. Spamming the same advancement method would leave a mage inexperienced. This would allow for more versatile gameplay.

    I also believe that there should be a reward to making spells even if they did not work out well. Example: both lightning damage and fire damage on a projectile spell do not improve the damage output of a spell...But in doing so, you have learned how the elements around you work and your knowledge increases. Maybe this gives you experience or maybe every so often spell definitions become a little clearer to you. A mage learns through trial and error in his studies.
    Posted in: Minecraft Mods
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    posted a message on [Forge][1.4.7][Tech Mod][Pre Release] XyCraft
    Quote from warpspeed10

    I was wondering if the world gen module was available for 1.5.1. I would like to start my new playthrough. If not, I'm going to assume it will be released after Soren finishes finals.
    I'm pretty sure the world gen is finished, however I can appreciate that soaryn wants to wait till he finishes with the rest of the mod. Also can appreciate the fact that he is putting finals first. Multi-tasking other things with finals is a pain in my experience.
    Posted in: WIP Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Quote from FSMAcolyte

    I don't get it. What determines which and if a soul is captured?

    I'Ve been killing all kind of stuff. From vanilla mobs to mod mobs added by Atmosmobs, Project Zulu, Witches and More, etc. So far, I've got only Sheep, Cow, Chicken in Soul Shards....

    No Enderman, no Skeletons, no Creepers, nothing.

    Soul Shards in inventory or hotbar, makes no difference.

    Ok, i don't know anything for sure about mobs added by mods. One thing you may be forgetting to do is put the shard in your hotbar! the first time you kill a mob with a shard in your hotbar is when it registers the soul and shard type. any kills without it in your hotbar will not be added to the shard
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from netshaman

    plant silverwood tree sapling.
    there is a problem with that solution. you cannot grow a silverwood tree without some aura in the area. this will make it more annoying if you somehow have a large dead zone. i agree with the artificial aura node. i also think it would be cool to make a way to make use of vis more efficient or at least give the robes a higher vis discount. p.s. I LOVE this mod. It has been said 100 times but it is truly a work of genius Azanor, and we all appreciate you for it
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    ok, you can find the source of the spreadsheet here: http://ftbforums.org/topic/266-what-are-we-waiting-on/
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Laughing_Man16

    Care to tell us who complies that list. And were exactly you found it originally.

    I believe ftbwiki.org or ftbforums.org, but I am having trouble finding it again
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    love this mod
    Posted in: Minecraft Mods
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