I knew it wouldn't be easy (with what very limited knowledge I do have on coding), I'd just hoped it wasn't something impossible.
I know things like WorldGuard and other mods use sets of ingame coordinates to create an area and to specify if certain things can happen inside an area, so I thought you could do the same for what MapWriter was writing to it's generated map. At it's most basic a "If ResourcePack A is loaded, allow map generation inside specified area and if it's anything other than ResourcePack A then disallow it."
The server already auto updates the resource packs when you go inside a certain area, what my idea would be for is to basically let you manually specify the boundaries so you don't get the overlaps like I showed in my example image. The mod would still be reading/generating the map but would only save/update the portions inside a specified area for a given resource pack, once you move to another area (or switch resource packs) it would then have another area where it would update and the original area would no longer update. You'd probably have to manually link a given area to a resource pack since you've said the mod isn't directly aware of what resource pack is in use at any given moment (though I wonder if since the server is what's changing the resource pack if it could be linked to that).
hmmm i will put it on the todo list, but dont expect much for it.
no, 1.6.4 has an option called resize mini map and it goes from 5 to 60 and physically changes the size of the mini map in the upper right hand corner to be bigger or smaller
no, 1.6.4 has an option called resize mini map and it goes from 5 to 60 and physically changes the size of the mini map in the upper right hand corner to be bigger or smaller
I've found that same option somewhere (in the 1.7.10 version). Check the options page in the full screen map and the config file.
no, 1.6.4 has an option called resize mini map and it goes from 5 to 60 and physically changes the size of the mini map in the upper right hand corner to be bigger or smaller
It seems to be a common problem that people just whisper around "mod X is broken/leaks memory/is buggy/whatever" and nobody reports the issues to the mod author, who thus has no idea about the bugs. Many mod authors are a bit frustrated that they only hear about the bugs several weeks or months later via some random places, rather that someone reporting them directly.
At least for me, when I do mod developing, I only have a handful of other mods installed in my dev environment, that are useful or help in development. Then I usually do final testing before releases on a small test server, again with only about 10-15 mods installed.
Atm I don't really have time to nor interest in actually properly playing modded MC, I haven't played since the end of January this year. Other than the creative mode quick testing new items/mechanics while developing. From what I hear it is pretty common that people either play minecraft, or mod minecraft, but rarely both. And what I'm trying to say with this, is that the mod devs themselves might not get much actual play time with their mods, especially in larger packs with lots of other mods, where weird stuff starts to happen with mod interactions.
And back to the actual topic. You didn't mention how much memory you have allocated for Minecraft? And does the memory leak occur while exploring, when changing dimensions/warping around, or also over time while working/staying in a rather small area?
1 GB is quite low for modded Minecraft, especially if you have other mods than a minimap installed. I'd go for at least 2 GB on small mod packs/a few mods, and 3-4 GB on larger packs. Depending on how much RAM your computer has of course, you need to leave some for other applications and the OS.
the only thing i can think of using lots of memory is if your explored area is huge.
but even then i cant reproduce the memory leak. i cant seem to get it over 900mb. when exploring in creative, and this gets taken care of by the garbage collector as soon as i stop moving.
did it start using lots of memory as soon as you started using the mod. or did it happen after some time of playing?
do you have the option to profile minecraft and send me the results of the memory heap?
Thank you. You're one of the few people I've ever seen apologize over the Internet. I'm sorry if my previous post came across as mean.
Your welcome. Really? Well, I am always willing to admit when I am in the wrong, even if it is over the internet. Sometimes I even apologise when it was not my fault or if it could not have been help. You can even ask my boyfriend that. Him and my family tell me I am overly polite. ^^; Anyways, do not worry about that. You had all reason to comment the way you did and I had asked the same question as the person before me had. You were in the right to do so, so I do not see any need for you to apologise when it was clearly my own mistake. ^^
(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?
i dont know about the event, but the client isnt even aware of bungeecord, so unless it's sends some odd packet. the client will never know about bungeecord. and thus a client side mod doesnt know if server changed.
fixed some crashes and the npe error.
download: New Version 2.1.7
is there a way to resize the minimap in 1.8 version. i cant seem to find it in the options.
how do you mean resize?
hmmm i will put it on the todo list, but dont expect much for it.
the minimap in the upper right corner. you can re-size it in 1.6.4 but i dont see the same option in 1.8.
Hit N??
no, 1.6.4 has an option called resize mini map and it goes from 5 to 60 and physically changes the size of the mini map in the upper right hand corner to be bigger or smaller
I've found that same option somewhere (in the 1.7.10 version). Check the options page in the full screen map and the config file.
I have no idea how I ever played Vanilla.
it's called heightPercent.
first time i hear about this. any mod pack in particular that this happens in?
It seems to be a common problem that people just whisper around "mod X is broken/leaks memory/is buggy/whatever" and nobody reports the issues to the mod author, who thus has no idea about the bugs. Many mod authors are a bit frustrated that they only hear about the bugs several weeks or months later via some random places, rather that someone reporting them directly.
At least for me, when I do mod developing, I only have a handful of other mods installed in my dev environment, that are useful or help in development. Then I usually do final testing before releases on a small test server, again with only about 10-15 mods installed.
Atm I don't really have time to nor interest in actually properly playing modded MC, I haven't played since the end of January this year. Other than the creative mode quick testing new items/mechanics while developing. From what I hear it is pretty common that people either play minecraft, or mod minecraft, but rarely both. And what I'm trying to say with this, is that the mod devs themselves might not get much actual play time with their mods, especially in larger packs with lots of other mods, where weird stuff starts to happen with mod interactions.
And back to the actual topic. You didn't mention how much memory you have allocated for Minecraft? And does the memory leak occur while exploring, when changing dimensions/warping around, or also over time while working/staying in a rather small area?
My mods on CurseForge. My Github page with mods, tools and other stuff.
1 GB is quite low for modded Minecraft, especially if you have other mods than a minimap installed. I'd go for at least 2 GB on small mod packs/a few mods, and 3-4 GB on larger packs. Depending on how much RAM your computer has of course, you need to leave some for other applications and the OS.
My mods on CurseForge. My Github page with mods, tools and other stuff.
the only thing i can think of using lots of memory is if your explored area is huge.
but even then i cant reproduce the memory leak. i cant seem to get it over 900mb. when exploring in creative, and this gets taken care of by the garbage collector as soon as i stop moving.
did it start using lots of memory as soon as you started using the mod. or did it happen after some time of playing?
do you have the option to profile minecraft and send me the results of the memory heap?
Memory profiling guide
This mod has been updated to 1.7.10 and 1.8 under the name MapWriter 2 on Curse/CurseForge.
I have no idea how I ever played Vanilla.
I would love to use this, but there is not a link for 1.7.10.
Did you not read the post literally one above you?
I have no idea how I ever played Vanilla.
I did not view the last page of this thread which is my fault. I just viewed the first page. I am sorry.
Thank you. You're one of the few people I've ever seen apologize over the Internet. I'm sorry if my previous post came across as mean.
I have no idea how I ever played Vanilla.
Your welcome. Really? Well, I am always willing to admit when I am in the wrong, even if it is over the internet. Sometimes I even apologise when it was not my fault or if it could not have been help. You can even ask my boyfriend that. Him and my family tell me I am overly polite. ^^; Anyways, do not worry about that. You had all reason to comment the way you did and I had asked the same question as the person before me had. You were in the right to do so, so I do not see any need for you to apologise when it was clearly my own mistake. ^^
Are you referring to changing dimensions and entering a new world as a result?
I know forge sends out an event for "Player changed dimensions"; doesn't bungee-cord do something for "Player changed servers"?
* 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?
i dont know about the event, but the client isnt even aware of bungeecord, so unless it's sends some odd packet. the client will never know about bungeecord. and thus a client side mod doesnt know if server changed.