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    posted a message on Why are amplified worlds more intensive?
    Quote from Rabid_Chipmunk»

    In a normal world, and especially in superflat, the land tends to be flatter. The huge cliffs in amplified worlds have more blocks showing, and minecraft has to render them all. This would also be the reason more developed land, full of walls and towers, lags more.

    Makes sense, thanks!
    Posted in: Discussion
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    posted a message on [SP/LAN/MP]Lantern mod 1.47 - carryable dynamic light
    Quote from _Reaper_»

    Hmmm... unfortunatelly I have no idea what might be wrong here. Do you have any ideas?

    This should be fixed in the newest version. Sorry, I do not create fixes for old MC versions.

    Okay, fair enough, thanks anyway and hopefully its fixed in the newer versions.
    Posted in: Minecraft Mods
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    posted a message on Why are amplified worlds more intensive?
    Quote from Lasplaner»
    Hi, amplified worlds are intesive because it tends to generate more blocks, and therefore it takes a better GPU, and CPU to do so. Turning the render distance down is NOT recommended as you basically can't see anything after doing so.

    They generate more blocks? I heard that minecraft only renders what can be seen by the player. So that would imply that minecraft only would render the top soil/layer of a world chunk if you're standing on a mountain. Is that wrong?

    Also, would superflat be more laggy if it was dirt from layers 1 - 100 then air for the rest? Or dirt 1 - 4, then air for the rest?

    Thanks for the reply!

    Quote from AppleEater01»
    Too add onto Lasplaner.

    The overhangs and cliffs also generate shadows which can slow down. Also in a desert it can spawn in floating sand islands, when a single sand is broken or placed. (Even by an enderman or a creeper) the whole island will fall creating a tremendous amount of lag.

    Thanks for the reply!

    Aside from the lag of causing a whole sand island to fall, that sounds cool haha.
    Posted in: Discussion
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    posted a message on Why are amplified worlds more intensive?
    Q: When I went into an amplified world, minecraft warned me that it would require a "beefy computer". My question is, why would amplified worlds be more (computer) intensive?

    A:
    Quote from Rabid_Chipmunk
    In a normal world, and especially in superflat, the land tends to be flatter. The huge cliffs in amplified worlds have more blocks showing, and minecraft has to render them all. This would also be the reason more developed land, full of walls and towers, lags more.


    Quote from AppleEater01»
    Too add onto Lasplaner.

    The overhangs and cliffs also generate shadows which can slow down. Also in a desert it can spawn in floating sand islands, when a single sand is broken or placed. (Even by an enderman or a creeper) the whole island will fall creating a tremendous amount of lag.
    [quote]div>Quote from Lasplaner »Hi, amplified worlds are intesive because it tends to generate more blocks, and therefore it takes a better GPU, and CPU to do so. Turning the render distance down is NOT recommended as you basically can't see anything after doing so.
    Posted in: Discussion
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    posted a message on AlchemyPlusPlus
    Quote from jakimfett»

    Yup, but it's quite a bit outdated. Once I get the new Diffuser balanced, I'll probably do a couple of short videos on the various mechanics (or have someone do them for me...).

    Were you looking for something in particular?

    (sorry for the delay in response, I'm spending Thanksgiving week with family, and at times have no internet)

    Okay. I'm not looking for something in particular, it's more so I feel like a decent video can explain a mod much better than words :P Basically i was hoping to see a mod spotlight just showing off various features haha.

    No worries about slow reply! :)
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from Lycanite»


    Hmm I think I'll release 1.10.6.2 later today where I'll completely reword the dimension IDs, it should also ensure that no one is using the bugged copy of 1.10.6.1. I think I'll use "Dimension IDs" for the list of IDs and then "Dimension IDs Whitelist Mode" set to false for a blacklist and true for a whitelist. I'll revise the descriptions to be clearer too!


    The Demon Mobs can spawn in any light level really, the vanilla nether mobs are the same. It's mostly due to the lava being everywhere lol! I recommend moving up to 1.7.10 or 1.6.4 at the lowest. 1.7.10 has some significant changes where Lycanites Mobs for 1.6.2 only has the first 2 or 3 mobs I think!


    Currently the 1.7 biomes fall into the biome groups with the other biomes, so the Mesa for instance is treated as a Desert. In the future I might add more groups and further spread apart the biomes but for now the Mesa will have the Desert Mobs.

    Ah good glad to hear it's working lol!

    Thanks for the info! Yeah 1.6.2 is missing a bunch of mobs :p. I'm using a mods or 2 that are only 1.6.2 compatible (+ my computer isn't great with minecraft, so newer versions might lag too much lol), but I might eventually work up to 1.7.1+.
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Quote from RViper28»


    All hostile mobs need a light level of 7 or less to spawn. However, nether mobs spawn regardless of the lighting. Some type of mod with spawn-proof blocks (I heard dartcraft has some, but have not tried that mod, and its not to everyone's liking) or a glass/slab floor would prevent most things from spawning in the Nether. Of course vanilla glass in the Nether isn't the most secure option :P If you're using the 1.6.2 version, I don't believe that one has the newer sky spawning type, so I wouldn't think you'd get any floating mobs spawning that way either.

    There's also some mob-cancelling items you can place down from mods such as the Extra Utilities Magnum Torch. Be aware that Lycanite's custom spawners go crazy with all other mob spawns suppressed. Tried that in one Nether and had cinders spawning faster than I could kill them from just a couple nearby fires, and Lobbers spawning in the hidden single block lava sources.

    Thanks for the info! I'll consider using a slab/glass floor to deal with them spawning. I've looked into dartcraft, but I think i'll stay away from that mod for now.
    Posted in: Minecraft Mods
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    posted a message on CraftGuide v1.7.1.1
    Quote from druha»

    It's more limited than NEI in what it can do. However, NEI has a tradition of being incompatible with some mods and randomly causing crashes because it's trying to do things that it really shouldn't be doing.

    Really it depends on what features you are looking for and your specific mod set. CraftGuide will only give you recipes and has a search feature. It also does not automatically get the recipes for mod machines, exceptions have to be made for mod machines (NEI is the same way in this regard, plugins for each mod have to be made). NEI has many more features such as easy flip between creative and survival, night and day, saving inventory sets, etc. I think you're going to have to decide on your own if you want the extra features.

    Thanks for the info! I'll likely try out both sometime to see what works best with me.
    Posted in: Minecraft Mods
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    posted a message on Mod to prevent zombies from breaking down door
    Quote from unstoppableN»

    Thanks for your review on the invasion mod. If you want, I could make the door targeting a config option, since the door breaking and door targeting are 2 separate things code wise.

    About my comment on the invasion mod, I didn't try it out yet. My post meant that it looks like a cool mod, you'll see a better comment from me when/if I eventually get around to the invasion mod :p.

    Nah, don't worry about making me that specific config. So far the zombies not breaking doors is exactly what I want already :P Thanks for the offer tho! :)
    Posted in: Requests / Ideas For Mods
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    posted a message on CraftGuide v1.7.1.1
    How does this mod compare to Not enough items? Has anyone tried both?
    Posted in: Minecraft Mods
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    posted a message on Lycanites Mobs - Strange and Deadly Creatures!
    Does anyone know what light levels various mobs from this mod spawn in? Specifically the nether mobs, so I know for building danger free homes :p.
    Even more specifically, Lycanite's Mobs (compatible with Minecraft 1.6.2), but any version provides good starting ground! :)
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Does anyone know what light levels various mobs from this mod spawn in? I heard that they don't spawn outside of dungeons, but i'm wondering for when i light up the dungeons.
    Specifically with twilight forest that is compatible with 1.6.2, but any version provides good starting ground! :)
    Posted in: Minecraft Mods
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    posted a message on Mutant Creatures - Spider Pig, Spider Pig [v1.4.9]
    Was playing around with the mutant zombie. It has 15 vision. Not sure if y'all knew this already, but just in case it's helpful!
    Posted in: Minecraft Mods
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    posted a message on Mod to prevent zombies from breaking down door
    Quote from unstoppableN»

    I'm afraid I don't have any signatures. I'm horrible at textures and all kinds of graphical stuff. It would be great if you could check out the invasion mod. I'm sure you'll like it! (Not my original mod, but I’m the unofficial updater now) You don’t have to of course, but if you do leave a comment in that thread with your suggestion, what you would change about it.

    Tried out the mod more in depth, works great. Even makes the zombies not pound on the doors all night. I didn't mind the sound, but I certainly don't miss it! :P Thanks again!

    I'm planning to download that mod sometime! I'll definitely let you know when I do :)
    Posted in: Requests / Ideas For Mods
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    posted a message on What versions does a mod work for if all it says is 1.6 or 17?
    Quote from jcm2606»

    It depends. If a mod is for 1.6.2, it should work in 1.6.4, I don't think the reverse though. If a mod says 1.7.2, generally stick to 1.7.2, same for 1.7.10.

    okay, thanks!
    Posted in: Mods Discussion
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