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Showing content with the highest reputation on 11/17/22 in all areas

  1. OptiFine is a closed source mod, which means it is up to its author to release and implement by PR into Forge the way by which they claim to improve performance. Note that OptiFine is known to cause a large deal of compatibility issues due to its unusual method of modifying the game, to the point that one of our first recommendations when troubleshooting is to remove OptiFine and similar 'performance-enhancing' mods. We try to improve the performance of the base game in careful increments, taking care to retain vanilla behavior. (Many performance enhancement mods usually limit or downgrade certain vanilla systems, which lead to behavior differing from vanilla Minecraft.) Most of the time, Minecraft itself improves performance through its various updates (though most don't realize it, because of the focus on feature additions). Shaders are somewhat of a difficult topic to tackle, because the shaderpack format used by OptiFine is (as I understand it) very specific to OptiFine. Mods exist (both on Forge and on other modloaders) which provide shaderpack support, albeit not to the same specification as OptiFine, and thus needing shaderpacks to support those (usually open-source) shaderpack formats through rewriting. Because of OptiFine's status as a closed source mod with a restrictive license, we are legally unable to redistribute OptiFine. (This is the same reason why modpacks also don't ship OptiFine.) In addition, we are unwilling to add a mod like OptiFine, as we prefer (genuine, non-vanilla-breaking) performance enhancements to be merged into Forge proper, rather than redistributing a mod not under our control/supervision. TL;DR: Nope.
    1 point
  2. You need to look at the stacktrace of the thread that is deadlocked or looping. You can do that either with a debugger or if you are running from the command line, the jdk tool jstack will give you a thread dump. https://www.baeldung.com/java-thread-dump But I would guess your problem is in the finalise spawn/biome access. Here you are accessing the level directly: https://github.com/NightKosh/Sophisticated-wolves/blob/fb176ace6d9c25ec13ffccd7003d926405601f06/src/main/java/sophisticated_wolves/entity/SophisticatedWolf.java#L410 But it is called indirectly from world generation here: https://github.com/NightKosh/Sophisticated-wolves/blob/fb176ace6d9c25ec13ffccd7003d926405601f06/src/main/java/sophisticated_wolves/entity/SophisticatedWolf.java#L160 You should be using the LevelAccessor not the Level so you get the data from the ProtoChunk (the chunk while it is being generated) Otherwise it will go something like this: 1) Minecraft needs to generate a chunk 2) Chunk decides to spawn your entity 3) You ask for the biome of the chunk from the real level data, but the chunk is not loaded yet, it still being generated 4) Minecraft puts the thread in a wait state until the chunk has finished generating, but it never will be because the thread doing the generation is now waiting on itself.
    1 point
  3. The error says one of your mods is modifying the skeleton's AI in an invalid way. There is nothing in that error that identifies the problem mod and there is no other mention of a problem in your log. Above, I have underlined the mods that are mentioned as modifying code in this area. You should start by checking you have the latest version of these mods (do the same for your other mods as well). Then check if any of them have known issues about this is in their bug reports and/or contact the mod authors. Failing that, the only thing you can do is to make a backup of your world and then experiment with removing mods until you find the problem mod. Since you say this is "random" this is going to be a difficult task. The most likely mods would be those that are about changing mobs or combat or new/obscure mods that have very few downloads
    1 point
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