There seemed to be no major performance issues with this version here (still can't ascertain if it's faster, slower or the same thing as an unmodded 1.2.5) and my computer is a pre-historic Duron 1600. One thing that seemed a bit better was the loading of new chunks, I believe, and SMP lag didn't seem too horrible either (there was one time in my short testing that a black came back).
I guess 1.3 might not be that bad for poor computers after all.
By the way, isn't there already a search function in the new Creative UI?
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I want to use round because without it, the game shows a rather unsightly amount of decimals, but with it... nothing appears. Any idea as to why that happens? According to what I've understood so far, it should return the next value (the pct of the damage) with the amount of decimals specified in the following value (0).
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By the way, does Optifine only have support for custom fonts and not HD fonts? Trying to use John Smith with custom fonts on results in horrible and jaggy fonts here.
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This used to happen to me in 1.2.5 when I used the Smooth version of Optifine, and it stopped as soon as I changed to Standard. No idea if this could be of any help (especially since you're not using any other mod), but well, here you go.
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Such a shame, too. This is the first time that a mod excites me just from reading its thread, and I was liking everything I saw in-game as well. I'll try to give it another try after I get a new computer, I guess.
Thanks for this mod, by the way.
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1. Find a multiplayer server
2. Join it
And you're done.
If I can get 40-60 FPS on a server with my pre-historic Duron 1600 with 1 GB of RAM and a GeForce 6200, I'm sure anyone can get at least that much as well.
Well yeah, single player is another story, with lag spikes and lag and oh god no, but yeah.
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I guess 1.3 might not be that bad for poor computers after all.
By the way, isn't there already a search function in the new Creative UI?
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Is there even any item you can make in-game to see those, or any place or hint you can find in the world for them?
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By the way, I'm curious about something. In the wiki, there are some things about changes in v6, like the recipes for upgrading Klein Stars requiring only two of each to go up a rank. However, in-game my NEI tells me I still need four of each to upgrade them... also, my Ein can only hold up to 50000 EMC, unlike what its page says it should hold in v6.
According to the huge blue text in the front page, shouldn't v6 be 1.4.x.x? Why is this happening, then? Did I mess up with ModLoader or Forge?
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By the way, I'm just going to eventually ruin my entire world with taint ain't I.
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Is that normal?
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So. I've noticed how it's often recommended to install mods in a certain order, and how mods often overwrite certain files in minecraft.jar as well. This means that if you're reckless, you might end up messing some of those mods up, right (I mean, by overwriting a .class file a mod you installed earlier uses, for example)? So, is there some kind of master priority list that recommends an order to make it safer for you to install as many mods as you can (as long as they're compatible between themselves)? If not, is there any mod installing tool capable of knowing which mods should be installed first and which ones should be installed last?
So far, I've been overwriting .class files that have older modified dates with newer ones, whenever I'm asked if I want to overwrite something, but I don't know if that's the correct approach to this (in cases where the correct order is not specified in a thread). Everything has been working well up until now, I believe.
[late edit] Expanding a bit on this, just now I was having problems after installing a bunch of mods into my minecraft.jar, but everything seemed to work well after I extracted everything to the same folder and only replaced older .classes with the most recent ones. Obviously, everything in that folder was then moved to my minecraft.jar. I guess this is the proper way of action, then.
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