Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[1.8] Allocate more ram to mc

Recommended Posts

Lag is not necessary caused by too little ram. It can in fact even be caused by too much ram, if you give Java more memory than you have available (not total ram, free ram!). Your OS will in that case emulate the missing ram via the HDD, which is awfully slow.

Moreover it can also be caused by your CPU or graphics chip not keeping up. Or X or Y or Z.

Link to post
Share on other sites

Every game uses the CPU, GPU and RAM to perform tasks. Ram is like a train station holding information for the train which would be the game to call for it. The GPU renders all the graphic components on the client and, the CPU handles server type input such as block placement, entities and the sorts.

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Link to post
Share on other sites

Yeah, I know how most electronic devices work. (Just finished my first custom Android 4.4 Rom ;D )

I just wanted to make sure that I added the Argument in the right place.


After some testing with normal modded MC and my debug tools it looks like my chunkgen+map Function has an infinity loop somewhere.


THX for your answeres anyway!



sry, my Android keyboard won't let me deactivate autocorrect. Pls ignore the mistakes.

Here could be your advertisement!

Link to post
Share on other sites

Looks like I need more cpu to preload 40 000 chunks quicker. :,(


What on earth are you needing to do that for?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.


Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.


DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to post
Share on other sites




You do realize that is ridiculus range right? ~3200 blocks square terrain.

  • Haha 1

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.


1.12 -> 1.13 primer by williewillus.


1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.



Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • I'm creating a gui (container-less) and for the sake of visual simplicity, I'd like background screen components like the healthbar and hotbar to go away while this screen is open, like how pressing alt+f1 declutters the screen.  Anyone know how I can do this? 
    • Hi forum, I have a problem with forge 1.17.1  Every time i try to start version forge 1.17.1 it says: Game crasht Can Someone help me please Kind regards, Sven
    • I don't even have Optifine installed and the game doesn't start, it crashes right away
    • public enum ModArmorMaterial implements IArmorMaterial { ARGENTITE(Alcamod.ModID + ":argentite", 40, new int[] { 3, 6, 8, 3 }, 12, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 3.5F, 0.15F, () -> { return Ingredient.fromItems(ModItems.ARGENTITE_INGOT.get()); }), AZURITE(Alcamod.ModID + ":azurite", 45, new int[] { 3, 6, 8, 3 }, 10, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 3.7F, 0.16F, () -> { return Ingredient.fromItems(ModItems.AZURITE_INGOT.get()); }), EMATITE(Alcamod.ModID + ":ematite", 50, new int[] { 3, 6, 8, 3 }, 8, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.0F, 0.17F, () -> { return Ingredient.fromItems(ModItems.EMATITE_INGOT.get()); }), BARITE(Alcamod.ModID + ":barite", 60, new int[] { 3, 6, 8, 3 }, 6, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.2F, 0.19F, () -> { return Ingredient.fromItems(ModItems.BARITE_INGOT.get()); }), UNPOWERED_NETHER_STAR(Alcamod.ModID + ":unpowered_nether_star", 70, new int[] { 3, 6, 8, 3 }, 6, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 4.0F, 0.21F, () -> { return Ingredient.fromItems(Items.NETHER_STAR.getItem()); }), NETHER_STAR(Alcamod.ModID + ":nether_star", 80, new int[] { 3, 6, 8, 3 }, 2, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 5.0F, 0.35F, () -> { return Ingredient.fromItems(ModItems.POWERED_NETHER_STAR.get()); }), INVERTED_NETHER_STAR(Alcamod.ModID + ":inverted_nether_star", 100, new int[] { 3, 6, 8, 3 }, 2, SoundEvents.ITEM_ARMOR_EQUIP_GENERIC, 6.0F, 0.60F, () -> { return Ingredient.fromItems(ModItems.INVERTED_NETHER_STAR.get()); }); private static final int[] MAX_DAMAGE_ARRAY = new int[] { 11, 16, 15, 13 }; private final String name; private final int maxDamageFactor; private final int[] damageReductionAmountArray; private final int enchantability; private final SoundEvent soundEvent; private final float toughness; private final float knockBackResistance; private final Supplier<Ingredient> repairMaterial; ModArmorMaterial(String name, int maxDamageFactor, int[] damageReductionAmountArray, int enchantability, SoundEvent soundEvent, float toughness, float knockbackResistance, Supplier<Ingredient> repairMaterial) { this.name = name; this.maxDamageFactor = maxDamageFactor; this.damageReductionAmountArray = damageReductionAmountArray; this.enchantability = enchantability; this.soundEvent = soundEvent; this.toughness = toughness; this.repairMaterial = repairMaterial; this.knockBackResistance = knockbackResistance; } @Override public int getDurability(EquipmentSlotType slotIn) { return MAX_DAMAGE_ARRAY[slotIn.getIndex()] * this.maxDamageFactor; } @Override public int getDamageReductionAmount(EquipmentSlotType slotIn) { return this.damageReductionAmountArray[slotIn.getIndex()]; } @Override public int getEnchantability() { return this.enchantability; } @Override public SoundEvent getSoundEvent() { return this.soundEvent; } @Override public Ingredient getRepairMaterial() { return this.repairMaterial.get(); } @Override public String getName() { return this.name; } @OnlyIn( Dist.CLIENT ) @Override public float getToughness() { return this.toughness; } public float getKnockbackResistance() { return this.knockBackResistance; } }  
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.