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Everything posted by ChrisPerson
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Technic and Tekkit: The More I Make, the More I Lag
ChrisPerson replied to ChrisPerson's topic in Cafe Lame
Why I am hung up on keeping the world? Because... 1. I distribute my work via PlanetMinecraft. I build things, I put them on the internet, free to download. Sometimes people even request I build things, which is how I got started on Tic-Tac-Toe and Redstone-Paper-Scissors. 2. Technically, they can do what they want with your work. In other words, you build something on a server, they can do what they want with it. That ranges from griefers griefing it to the host claiming as their own. 3. I have friends, but not Minecraft friends. That's why I don't play on a small server of friends. All of this is really irrelevant. I just need to know exactly why Tekkit AND Technic lag so badly, and how to fix it. -
Technic and Tekkit: The More I Make, the More I Lag
ChrisPerson replied to ChrisPerson's topic in Cafe Lame
Servers are a bit too buggy for me. Additionally, I only have one computer capable of hosting a server, and that's the same one I play Minecraft on. Even if they were not buggy and I was playing on another server, I still wouldn't build on it, because I can't keep the world (as in actually have the files on my computer). I don't think playing on a server would increase my performance that much. On the "work" thing, I don't have any intensive stuff going on. Aside from using Redpower lights, wiring, Railcraft switch tracks, and Wireless tech, it's pretty much this, and I do fine on it. It just needed a big remake. -
This one may seem a little bit weird, but it is darn frustrating. Where to begin... OK, so to start off, I have two worlds I "maintain" on both Technic and Tekkit. One is my "Unhacked" world, or where I play Technic, doing things legitimately, no NEI or Creative mode involved. This world is in Technic 6.1.1, only because I was stupid and, when 6.1 came out, I immediately jumped on it and converted my world to Anvil. I am now stuck on 6.1.1, unable to reverse to the recommended build. The other world is in Tekkit 3.1.1, because, well, updated stuff! This world is a Creative Flatlands map, which I've MCEdit'd to have to no floor (my creation is floating. Screw gravity!). It's the home of the Mob Distribution and Termination Network, or MDTN, codenamed "Laboratory". First, let's start with the Technic world... In all essentials, I'm an IC2/RP2/EE guru. I rely heavily on EE to generate things like diamonds, RedPower maintains my quarry (I'll get to that later), and I have the full set of IC2 tools, and a near-complete Quantumsuit. What fuels it all is a nuclear reactor and a large array of Redpower-operated watermills, and around 40 Buildcraft-operated Geothermal Generators in the nether. One problem is the lag. It's unbearable. I built the Geo-generator array soley because the Watermills alone take off at least 10 FPS when operating. The nuclear reactor is the replacement for them, and generates both 50 E/Us and a little lag. The stuff operated by Redpower is my EE arrays my Watermills, and a quarry/Recycler combo. The EE arrays are several massive Collector "flowers" that power an Energy condenser that generates diamonds. Redpower retrievers, controlled by a timer set to pulse every 1.25 seconds, collect the diamonds and send them to a Relay, where they charge a Klein star. The quarry operates in a similar manner, only with waste going into the chest, where a Transposer sends them through a Tube network to an IC2 Recycler, which produces large amounts of Scrap to help generate UU matter. Why did I tell you all that? So that you know what's going on, and what any possible lag may be. Did I mention I usually use the LB PhotoRealism 256x texture pack at around 50 FPS? What about that when I switch to the default Minecraft textures, it doesn't improve performance? On to the Laboratory! The Laboratory, in all essentials, spawns mobs via spawners and holds them for transport. When you've selected a mob and activated the minecart feeder, it sends a cart to the holding chamber, picks up a mob and moves it to your selected kill chamber, where the mob is removed from the cart (Railcraft!) and pushed down below to whatever awaits, whether it be a blast pit or a lava chamber. Over 100 wireless receivers and transmitters manage all aspects of the system, from the selection system to the minecart feeders, using around 60 wireless frequencies. The system is nearly complete; only a few bugs need to be worked out, but that is proving impossible due to none other than intense lag. I'm talking "down to 10 FPS" kind of lag, even when I'm doing nothing. Switched from that nice 256x texture pack? Nope, no effect on the lag at all. Removed all the World anchors? No improvement. Made all video settings optimized for performance? Nope. Peaceful mode? Nope! Quit Kaspersky and iTunes (I did this for Technic too!)? Nope! Absolutely nothing I do for both Technic and Tekkit improves performance. My computer specifications are below: Core: Intel Core i5 Graphics Car: Nvidia GeForce GT 540M RAM: 8 GB, recently upgraded from 4 GB (lag was present before upgrade) RAM Assigned to Technic/Tekkit: 4 GB Java Version: 7 (beta, when I switched to v7 from v6, it made Minecraft much faster) Operating System: Windows 7 Home Premium 64-bit I am aware of the thing with Nvidia where you have to make the Nvidia card you default graphics processor, I did that ages ago. My computer is only about a year old, and runs all other, far more high-end (games like Civilization V, Portal 2, Sins of a Solar Empire, ect...) on max graphics with 60 FPS. Here's the real catch for it all: The more I build in either Technic or Tekkit, the more lag I experience. In short, I'm stuck. I literally cannot do anything in Technic or Tekkit now because when Minecraft looks like somebody pasted pictures on sticky notes, then flipped them fast so it looks "animated", there's something wrong there.
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Tekkit 3.1.1: Containing Zombie Pigmen
ChrisPerson replied to ChrisPerson's topic in Tekkit Classic Discussion
Spawners are spawners, so it should be the same... Oh well. Maybe I'll save some space and replace the Pigmen module with another reactor core or something... -
I've also found something interesting about Geo-generators. It seems as though for each block (cable wise) away from an E/U consuming device (even an MFSU), they loose one E/U. This is not E/U loss from cables, I checked it directly from my generators. Best thing you can do is have the cable leading to whatever device be coming from the middle of your geo-generator array.
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Don't forget though, a Mark 1 Enrgy Collector outputs only 1 EMC per second. A diamond is worth over 8,000 EMC, so it's going to be difficult to start up, especially when the all important Antimatter relay costs a ton. However, do not think that the resources from other mods should have an EMC value - that takes a large portion of the fun away from things like Quarries. Granted, EE is darn useful if you need a lot of basic resources quickly, but things like copper, tin, and most certainly uranium should not be able to be EE'd.
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Tekkit 3.1.1: Containing Zombie Pigmen
ChrisPerson replied to ChrisPerson's topic in Tekkit Classic Discussion
Here's some pictures of the situation: The center glass thing is where the zombie pigmen chamber is. I've removed the spawners due to testing (I couldn't have them interfering, could I?) the rail system. That's a top view. The center area (where the glowstone is) is right above the pigmen chamber. The raised area above that in the enderman chamber, and you can see the rails on the side. Those pigmen keep spawning on the rails and behind the chamber. As you can see, resizing it all to add 20 blocks is going to be difficult. Is there a way that I could restrict the area that they can spawn in instead? -
Tekkit 3.1.1: Containing Zombie Pigmen
ChrisPerson replied to ChrisPerson's topic in Tekkit Classic Discussion
Sorry I forgot to mention this, but the whole project is in the regular world. I used NEI to get Zombie Pigmen spawners, so the thing involving digging deeper in the nether doesn't really apply though. Thanks for telling me that bit of info though, I'll have to keep that in mind when building in the nether... -
I disagree, because it only applies to Vanilla Minecraft resources, and a couple of Redpower things (like gems and certain bricks). Things like copper or silver you still have to mine for, so it only really speeds up production of things you need a lot of, but are too rare to find easily, like diamonds, which are needed for several IC2 and BC items. It's not like you can craft a nuclear reactor, plug it into your Transmutation tablet and start mass-producing the things. Besides, with the lure of Quantumsuit Armor or the Diamond drill, those things make diamond armor/tools look weak in comparison.
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I've been building a (rather secret) project involving mass mob production, then loading them into minecarts to be delivered to different locations. I have almost every mob available, not just common ones like Zombies or Pigs, but also things like Villagers and Endermen. This list of mobs also includes Zombie Pigmen, those neutral sword-wielding things from the nether. As most of us are (hopefully) aware, each mob has it's own spawn conditions. For example, pigs can only spawn in a fairly high light level, and only on grass. Creepers can only spawn in dark areas (light level 7 and below). Not Zombie Pigmen. These things spawn everywhere, no matter what. Their containment chamber isn't even blocking them from spawning outside the chamber, so now I have pigmen mingling with Endermen, and Pigmen blocking high speed rails. I have tried every method I know of to block them from spawning outside their chamber, and nothing seems to be working. I've tried creating floorless areas (guess what? They're more than happy to spawn on a wall!), blocking the minecart tracks with glass, using slabs/panels, and nothing seems to be working. If anyone knows how to contain the pigmen, please tell me. Otherwise I'll have a defunct spot in my project. EDIT: I totally forget to mention this, the whole project is floating at about layer 65 in the regular world. I used NEI to get the spawners.
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Cannot allocate more than 1.5 gb of memory despite having 16 GB of RAM.
ChrisPerson replied to joesjoes20's question in Technic Launcher
I am on the 64x version, but I just found a fix for the bug: If you're on a windows computer, put this into notepad @ECHO OFF "C:\Program Files\Java\jre7\bin\javaw.exe" -Xmx2048M -Xms512M -jar "C:\Users\<your username>\AppData\Roaming\.techniclauncher\technic-launcher.jar" pause If you're on Java 6, replace "jre7" with "jre6" Replace <your username> with the name of the user you are using on your computer to play Technic pack with. Save as Run.bat with the file type set to "All Files" Double click the batch file to run it, and the technic launcher will pop up. You should then be set the RAM using Technic launcher, regardless of the fact the code says 2048 mbs. -
Personally, I like games that combine combat and simulation, like Freespace 2 or Allegiance.
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matt, what kind of mac do you have? We can't help if we don't know the specs. As for where the graphics settings would be, there aren't any that I know of. Macs aren't the best to play Minecraft on anyways, Technic or no technic.
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Cannot allocate more than 1.5 gb of memory despite having 16 GB of RAM.
ChrisPerson replied to joesjoes20's question in Technic Launcher
This happened to me as well, only I have 4 gigs of RAM, 3 available for Minecraft. I think this has something to do with an update of some sort, that allows the Launcher to detect how much RAM is available. In other words, the Launcher might be thinking you have less RAM than you actually do.