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    posted a message on Shaders Mod (updated by karyonix)

    Some old versions of Shadersmod were said to be compatible with Optifine. That was true before Optifine has shaders features. After Optifine has its own implementation of shaders features, you can't mix the two. You can only use version that was made for specific Minecraft version anyway and there is no Shadersmod for new Minecraft version.


    I no longer update this mod partly because it is not needed. You can just use Optifine for newer version minecraft without Shadersmod.

    Another reason is lack of time due to other activities.

    Posted in: Minecraft Mods
  • 1

    posted a message on Low fps in Minecraft (integrated GPU and dedicated GPU) with powerful gaming laptop

    One thing that I forgot to mention before was that I was messing around with the Nvidia Control Panel settings, and I noticed that in certain situations (like when I was testing fps while stripmining in a cave), when I selected Minecraft to use the Intel HD graphics it would give me MORE fps than when I selected the 1070. E.g. in a cave stripmining I would be getting maybe 500fps when using Intel graphics and in the same situation I would be getting around 350fps on the 1070. Any thoughts on this?


    It is possible that your frame rate is limited by data transfer speed between components.

    Rendered frame from dedicated GPU must be copied to system memory through PCIe bus which is slower than the link between iGPU and system memory.

    Maybe your laptop has 8-lane PCIe connection to GPU while some other laptops have 16-lane PCIe connection.

    Posted in: Java Edition Support
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    posted a message on Low fps in Minecraft (integrated GPU and dedicated GPU) with powerful gaming laptop

    Laptop monitor is connected to integrate graphics output. Video from dedicated GPU must pass through integrated graphics.

    If it is disabled, there would be no picture on the monitor. Don't disable it. The manufacturer has done a good job of preventing you from disabling integrated graphics.


    Windows 10 has desktop composition rendering on main display which is integrated graphics, so it will not be idling the whole time. There is always some work to do.

    Considering GTX 1070 is roughly 10 times faster than Intel HD graphics 630, 23% load of GTX1070 is much more work than 76% load of Intel HD graphics.

    The game clearly renders on NVIDIA Graphics. It does not lie.

    Posted in: Java Edition Support
  • 0

    posted a message on High density automatic pumpkin and melon farm

    Automatic pumpkin and melon farm using minecart. Each additional floor requires 5 blocks vertical space. The surrounding structure to support minecart operation is bigger than farm in #1.

    Posted in: Redstone Creations
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    posted a message on High density automatic pumpkin and melon farm

    Here is harvesting unit design for checkerboard farm which use minecart to collect pumpkin and melon slices instead of hopper. Its stacking height is 5 block per floor. It probably has a little lower yield per volume.

    1 Jack-o'lantern on stem.

    1 Observer (sensing side up, signal side down) on jack-o'lantern.

    1 Detector rail on observer.

    4 pistons (facing down) around jack-o'lantern under observer.

    Arrange plus sign shape units over farmland and stem layer. Fill space in observer layer with opaque blocks. It become full surface that can support a layer of rail.

    Posted in: Redstone Creations
  • 0

    posted a message on High density automatic pumpkin and melon farm

    In 1 hour test (in Java Edition 1.13), my farm produces 329 pumpkins and 1865 melon slices which can be crafted to 207 melons.

    space efficiency (9x9 area, 9 block height) : 0.451 pumpkins + 0.284 melons per block hour, sum=0.735 per block hour
    space efficiency (9x9 area, 8 block height) : 0.508 pumpkins + 0.319 melons per block hour, sum=0.827 per block hour


    I have not measured lag precisely. When I have 1 copy of this farm in single player world I don't feel lag. But a world with large farm or many farms may lag.
    Minecart with hopper probably lag less.

    Posted in: Redstone Creations
  • 1

    posted a message on High density automatic pumpkin and melon farm

    These are pictures of a similar farm with embedded clock and hopper within 9x9 plot area.

    Items are sent down through water column.

    In layer 2 water, chest or minecart with hopper can be used to link between the hopper in layer 3 and hopper in layer 1.

    Opaque block above water in layer 5 is dropper. A hopper in layer 6 sends item to this dropper and a hopper in layer 4 pull item from this dropper.

    Signals in primary branch are transmitted through the dropper just like when using other opaque block.

    Posted in: Redstone Creations
  • 0

    posted a message on High density automatic pumpkin and melon farm

    This combined pumpkin and melon farms is designed for fast growth rate in small size with automatic harvesting.
    Due to its high density, there is not enough space to place pumpkin/melon detection and harvest circuit for every growing space, so the farm's harvesting is to be driven by clock.

    The farm can be extended in 2 horizontal dimensions and can be stacked every 8 blocks. Layer 1 and 9 can be merged in stacked farm.


    The first floor consists of farmlands and dirts in checkerboard pattern (in layer 2) with alternating rows of pumpkin stems and melon stems on farmlands (in layer 3). The fruits will be pushed by piston from above. Piston in layer 5 are place on air and dirt. (The picture also show piston on air and water column but it is unnecessary.) Between the pistons in layer 4 are jack o'lanterns. They can support redstone dust and redstone repeater while providing light to stem under them.

    Hoppers (in layer 1) under farmlands will collect the items. They are connected by rows of hopper, one hopper row for every 3 block rows.


    Harvesting signal are sent in layer 5 above piston. This redstone circuit layout is designed for lowest height as first objective and low redstone cost second. There is one main trunk consists of opaque_block-repeater-opaque_block-redstone_dust- , then the signal is transmitted to primaray branches every 4 blocks. Primary branches start with redstone dust and repeater alternatingly and has opaque_block-repeater-opaque_block-redstone_dust- pattern. Primary branches has secondary branch on their sides every 4 blocks. Each secondary branch has 1 redstone dust that helps power piston and opaque block 2 block away from primary branch.


    The farm can operate and can be stacked with just layer 1-5, but the addition of layer 6-8 helps improve yield per volume.

    The second floor (layer 6-8) has sticky pistons under dirt which received signal from below them.

    The second floor has less growing spaces than first floor because hoppers under farmlands need to be connected, thus less spaces are available for piston under dirt. But its height is only 3, so its yield per volume is still higher than that of layer 1-5.

    Non-harvesting rows in layer 7-8 is filled with potatoes on farmland. Farmlands help stems on these rows to have a little better growth rate.


    Redstone pulse length should be 2 redstone ticks for proper operation of sticky pistons.
    Repeater clock shown in picture triggers every 82 redstone ticks. This clock is chosen for simplicity and is made of renewable material.
    Hopper-based clocks are more compact but they require redstone comparator which is non-renewable.

    Posted in: Redstone Creations
  • 0

    posted a message on Sustainability

    In latest release Java edition, to survive is easy. A well lit area surrounded by fence or even dirt wall prevents hostile mob spawning and entering.

    Food can be made indefinitely with crop farms, starting with wheat to make bread. A better food would be steak. You also need wheat farm to breed cow for steak.

    Woods are renewable. Water is renewable. Cobblestone is renewable.

    After you find a village, more resources are easily available.

    It is possible to make a lot of Iron by building iron golem farm. If that is too much of a trick, you can just kill iron golems in village by suffocation.

    Life will be more convenient when you have a lot of iron.

    Among those villagers, some of them have sustainable supplies of diamond sword, diamond axe, diamond pickaxe, diamond chest plate for sell.

    Posted in: MCXONE: Discussion
  • 0

    posted a message on Assessing the economic strength of your world/your controlled part

    Things are not worth the same to everyone everywhere. That's why merchants exist.

    Trading goods can be priced even if not the same everywhere. Price can fluctuate and that is OK.


    Currency is used in trading.
    There exists one currency built in the game, which is emerald.

    Diamond is rare and non-renewable. Players need diamond tools and diamond weapons in sustainable ways. Villagers sell them cheap.

    Player makes a large crop farm and trade crops for emerald and then buy renewable diamond tools and renewable arrows.

    For farms that are made for selling products for emerald, you can measure their output rate of in emeralds per hour.
    If significant components of a farm is made by resources bought from villager, the farm has cost in emerald too, and you can calculate its ROI time.

    For resources that does not involve trading, you measure those resources without currency.


    Things have value when people think they are worth the time and resource to make them.

    You can think their value is at least the minimum cost to build them.

    Beside the resource used, another cost is man-hours of work needed to produce them (only productive time, not including wasted time).
    Auto farms also have running cost which is space-time required for running. This contribute to the cost of their products.

    Posted in: Survival Mode
  • 0

    posted a message on Avoiding random death?

    The world can spawn more animals when total animal count in all loaded chunks is below upper limit. You can get new animals spawned in the world by going to new area or reduce number of animal in loaded chunks below the upper limit. If none of the existing animal in the area suits your need, you can kill them all and let the world spawn new animals.


    Safe and boring or risky and exciting is your choice.

    You can adjust riskiness level of your behavior.

    Posted in: Survival Mode
  • 1

    posted a message on Shaders Mod (updated by karyonix)
    Quote from Tody_McG»

    Any word on when 2.7.1 is out?


    It should have been out 2 weeks ago. But the download site still says 2.7.0 :( .
    Posted in: Minecraft Mods
  • 4

    posted a message on Shaders Mod (updated by karyonix)

    Crash on destroying block in v2.7.0 is my fault not testing enough in real game before publish.

    It is fixed in v2.7.1 which is to be released soon.

    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)

    Sorry. I forgot.

    You can use this to install ASM 5.2 for minecraft.

    https://www.dropbox.com/s/71j9ysb2ak62eg7/install-asm-all-5.2-for-minecraft.jar?dl=0

    Posted in: Minecraft Mods
  • 6

    posted a message on Shaders Mod (updated by karyonix)

    For Minecraft 1.12
    ShadersMod v2.7.0 Installer for Minecraft 1.12 (updated 2017-06-17)
    Not Compatible with Forge, Optifine
    Download - download page


    Require ASM 5.2

    You can use this to install ASM 5.2.

    https://www.dropbox.com/s/71j9ysb2ak62eg7/install-asm-all-5.2-for-minecraft.jar?dl=0

    Posted in: Minecraft Mods
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