- ted80
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Member for 13 years, 3 months, and 18 days
Last active Tue, Jul, 24 2018 14:46:51
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- 820 Total Posts
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Erik3003 posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2Posted in: Minecraft Mods
Mods used: RTG, BoP, Better Foliage, Sildurs Vibrant shaders ultra, Optifine, (FastCraft) -
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Mysterio_N posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2Posted in: Minecraft Mods
What world types did you expect? -
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denis11117 posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2RWG + BetterFoliage + CUDA-Shaders v5 Ultra (DEV 16)Posted in: Minecraft Mods
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ClockwerkKaiser posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2I'm absolutely loving RWG. I thought I'd list a few mods with worldgen I've tested alongside RWG and report my findings. I'm using the latest release. 1.2.01Posted in: Minecraft Mods
Applied Energistics 2 works perfectly. I was able to find skystone meteors both underground and in a crater on the surface (when they "crash" into a mountain it looks amazing IMO!)
Thaumcraft worldgen (nodes, obelisks, totems, etc) works, but biomes do not. Taint biomes can be created in survival... but they wont generate without player intervention. Magical Forests won't generate and can't be created in survival.
Witchery witches huts, witches circles, goblin huts, etc spawn perfectly. No biomes. (thought you can create magical biomes using the Rite of Seasons)
Ars Magicka 2 trees and flowers generate properly. Liquid essence only generates in "flatter" biomes (anywhere close-ish to sea level), and much rarer than in a default world.
Lucky Blocks and Lucky Block temples spawn perfectly.\
Battle Towers works perfectly.
Tinkers Construct worldgen (slime islands , village buildings, oreberry bushes, and ore gravels) generate perfectly.
All the "Dungeon" mods I've tried (Doomlike, Dungeon Pack, etc) all seem to work perfectly.
Wild Caves 3 works perfectly.
Buildcraft Oil Geysers are much rarer (due to having no real oceans yet?)
MineFactory Reloaded sludge/sewage generates perfectly.
Pam's Harvestcraft trees don't generate at all. The plant bushes generate a bit, but much rarer than with default worldgen.
Botania flowers don't generate at all. I've flown around the creative world for over an hour looking for them. (even tried it at night because they glow slightly... still couldn't see any)
Forestry Hives generate perfectly. No trees yet.
With all of the above mods which have it, Village additions DO work perfectly.
I can't wait to see what this mod becomes as it get closer to completion. I'm already planning on playing with it regularly starting today. -
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sp614x posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)Minecraft 1.8 has so many performance problems that I just don't know where to start with.Posted in: Minecraft Mods
Maybe the biggest and the ugliest problem is the memory allocation. Currently the game allocates (and throws away immediately) 50 MB/sec when standing still and up to 200 MB/sec when moving. That is just crazy.
What happens when the game allocates 200 MB memory every second and discards them immediately?
1. With a default memory limit of 1GB (1000 MB) and working memory of about 200 MB Java has to make a full garbage collection every 4 seconds otherwise it would run out of memory. When running with 60 fps, one frame takes about 16 ms. In order not to be noticeable, the garbage collection should run in 10-15 ms maximum. In this minimal time it has to decide which of the several hundred thausand newly generated objects are garbage and can be discarded and which are not. This is a huge amount of work and it needs a very powerful CPU in order to finish in 10 ms.
2. Why not give it more memory?
Let's give Minecraft 4 GB of RAM to play with. This would need a PC with at least 8 GB RAM (as the real memory usage is almost double the memory visible in Java). If the VM decides to use all the memory, then it will increase the time between the garbage collections (20 sec instead of 4), but it will also increase the garbage collection time by 4, so every 20 seconds there will be one massive lag spike.
3. Why not use incremental garbage collection?
The latest version of the launcher by default enables incremental garbage collection (-XX:+CMSIncrementalMode) which in theory should replace the one big GC with many shorter incremental GCs. However the problem is that the time at which the smaller GCs happen and their duration are mostly random. Also they are not much shorter (maybe 50%) than a full scale GC. That means that the FPS starts to fluctuate up and down and there are a lot of random lag spikes. The stable FPS with a lag spike from time to time is replaced with unstable FPS and microstutter (or not very micro depending on the CPU). This strategy can only work with a powerful enough CPU so that the random lag spikes become small enough not to be noticeable.
4. How did that work in previous releases?
The previous Minecraft releases were much less memory hungry. The original Notch code (pre 1.3) was allocating about 10-20 MB/sec which was much more easy to control and optimize. The rendering itself needed only 1-2 MB/sec and was designed to minimize memory waste (reusing buffers, etc). The 200 MB/sec is pushing the limits and forcing the garbage collector to do a lot of work which takes time. If it was possible to control how and when the GC works then maybe it would be possible to distribute the GC pauses such that they are not noticeable or less disturbing. However there is no such control in the current Java VM.
5. Why is 1.8 allocating so much memory?
This is the best part - over 90% of the memory allocation is not needed at all. Most of the memory is probably allocated to make the life of the developers easier.
- There are huge amounts of objects which are allocated and discarded milliseconds later.
- All internal methods which used parameters (x, y, z) are now converted to one parameter (BlockPos) which is immutable. So if you need to check another position around the current one you have to allocate a new BlockPos or invent some object cache which will probaby be slower. This alone is a huge memory waste.
- The chunk loading is allocating a lot of memory just to pass vertex data around. The excuse is probably "mutithreading", however this is not necessary at all (see the last OptiFine for 1.7).
- the list goes on and on ...
The general trend is that the developers do not care that much about memory allocation and use "best industry practices" without understanding the consequences. The standard reasoning being "immutables are good", "allocating new memory is faster than caching", "the garbage collector is so good these days" and so on.
Allocating new memory is really faster than caching (Java is even faster than C++ when it comes to dynamic memory), but getting rid of the allocated memory is not faster and it is not predictable at all. Minecraft is a "real-time" application and to get a stable framerate it needs either minimal runtime memory allocation (pre 1.3) or controllable garbage collecting, which is just not possible with the current Java VM.
6. What can be done to fix it?
If there are 2 or 3 places which are wasting memory (bugs), then OptiFine can fix them individually. Otherwise a bigger refactoring of the Minecraft internals will be needed, which is a huge task and not possible for OptiFine.
7. Example
A sample log of GC activity with effective FPS for the GC lag spikes is available here.
- the average rendering FPS is about 50 FPS
- the GC lag spikes have effective FPS of 7-20
- there are 1-2 lag spikes per second caused by GC activity
tldr; When 1.8 is lagging and stuttering the garbage collector is working like crazy and is doing work which has nothing to do with the game itself (rendering, running the internal server, loading chunks, etc). Instead it is constantly cleaning the mess behind the code which thinks that memory allocation is "cheap". -
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EntropySeattle posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2Posted in: Minecraft ModsQuote from GavinHTML
I have a big problem that i cannot find the solution to.
I have this mod and mo creatures installed, no mobs are spawning, vanilla or mo creatures.
Please help!
By not finding the solution you mean you looked for one? It's a well known issue talked about just a few posts before yours. Mo Creatures does not recognize BWG biomes at the moment. This isn't a bug in BWG4. -
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Wytchcat posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!Posted in: Minecraft Mods -
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TowerOfGlass posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!If I'm *really* lucky, the 1.5.1 Railcraft and Thaumacraft (and for a bonus, the full release of Forestry, but theres a 1.5.1 beta of that that's working fine so far, so less crucial) will come out at about the same time as your reset-the-world update, so I can get all the world-gen in one goPosted in: Minecraft Mods
Dude.
New devs taking over the code of a large and significant mod right at the time of the Minecraft 1.5 update that included significant changes... you can't just snap your fingers and have everything instantly perfect. -
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TheAdubbz posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!And holy **** i may have just made it so you no longer need to mess with the resources folder... Gotta love Google and co.Posted in: Minecraft Mods -
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finalclaw posted a message on [Discontinued] Minecraft: Community Edition [No Modloader/Forge]IF its stealed code, HOW DARE YOU, if not, good job, I'm gonna check both codes and see if the code is the samePosted in: Minecraft Mods - To post a comment, please login.
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Download RWG Alpha 1.3.2 for minecraft 1.7.10: (download) (mirror)
Follow me on twitter for news and updates: @ted80_
rivers
planned coast biomes
Videos:
Mod compatibility list:
Compatible with RWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Recent changes:
Installation:
Frequently asked questions:
Mod developers:
Source code: https://github.com/Ted80-Minecraft-Mods/Realistic-World-Gen
Download FWG 1.0.3 for minecraft 1.7.10: (download) (mirror)
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Screenshots:
Mod compatibility list:
Compatible with FWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Recent changes:
Installation:
Frequently asked questions:
Source code: https://github.com/Ted80-Minecraft-Mods/Fun-World-Gen
Download OWG 1.0.3 for minecraft 1.7.10: (download) (mirror) Download OWG 1.0.3 for minecraft 1.6.4: (download) (mirror)
Videos:
Mod compatibility list:
Compatible with OWG: IndustrialCraft2, Tinker's Construct, Luckyblocks, Mariculture, Harvestcraft, Chisel, Railcraft, gregtech, Botania, Applied Energistics 2, Ars Magicka 2, Battle Towers, Wild Caves 3, Buildcraft, Forestry, Project Red, Underground Biomes,
Compatible but requires config editing: MineFactoryReloaded, Mo' Creatures
Not compatible: Better world generation 4, Alternate terrain gen, New Dawn
Recent changes:
Installation:
Frequently asked questions:
Source code: https://github.com/Ted80-Minecraft-Mods/Old-World-Gen
Source code: https://github.com/Ted80-Minecraft-Mods/Better-World-Generation-4
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Version Alpha 1.3.2 '21-03-2015'
- Added new biomes
- Added clay to rivers
- Added river biomes
- Added extraBiomesXL support
- Increased village spawing
- Added support for cave gen mods
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Wait are you talking about the removal of the Promised Land dimension? because that happend after I left the bop team.
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lol
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I have no idea what you're talking about, I haven't been working on bop for over a year now.
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1. what bugs do I need to fix?
2. do you guys like the custom blocks a lot? is it worth keeping them? (because it's a lot of work to keep them compatible with all those other mods)
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Swamps, jungles, oceans and coasts biomes will be added in the next big update
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ExtraBiomesXL and Highlands support is coming soon!
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V1.0.3 should fix it: http://www.mediafire.com/download/15o11e8m3e4qad2/FWG-1.0.3.jar