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Posted

Hi, this might be a completely dumb question but I want to know anyway.

 

When both the modded client and server start, they go through a huge process of generating textures, registering commands and recipes, and other things like that. Dense ores, for example, looks through all the ores and makes 'dense' versions of them. The question is, why does it have to do this EVERY time it starts up?

 

Why not just look through the mods, see if any have changed since last time the game launched, and use a cached version of those recipes and textures and blocks and items IF the modset is the same? It seems like it'd speed up launch time a ton.

 

Thanks for your time!

Posted

Because the mods have not been designed to do that.

Also it's really difficult to cache things like this. How do you detect if something has changed.

How do you know if a mod ran differently then it did last time.

The only real thing you could 'cache' is the textures that are generated.

Recipies/items/blocks all are in-game objects not data.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

You could generate a MD5 of the mod and config files and see if they have changed at all since the last run. What I meant by recipes was this, for example:

 

[20/6/2015 12:13:46 PM] [Client thread/INFO] [Mekanism]: [Mekanism] aobd added recipe of type EnrichmentChamber to the recipe list.

[20/6/2015 12:13:45 PM] [Client thread/INFO] [buildCraft Additions]: Successfully added a dust: Meta: 67, Name: Alumite, Color multiplier: 16043244, Dust type: Metal

[20/6/2015 12:13:38 PM] [Client thread/INFO] [Thaumic Energistics]: Created fluid for aspect motus.

[20/6/2015 12:13:23 PM] [Client thread/WARN] [advgenerators]: No burn time for 1xtile.extrautils:color_blockCoal@4, skipping

[20/6/2015 12:13:20 PM] [Client thread/WARN] [ExtraTiC]: Item item.metallurgy.copper.pickaxe was not found, skipping adding melting recipe

 

Surely most of those wouldn't change unless a mod changed, and even if a config file WAS changed, the cached data could still be saved and used.

Posted

This isn't anything FORGE can do.

YOu can't really cache recipes, they have to be generated into a in-engine object {the actual recipe class and everything else}

There is nothing to cache here, and even if there was, what you're saying is that Forge should replace a 'if isLoaded(mod) addRecipe' in the mod, with a complex caching system that would be 10-100x slower then that one if statement... Not gunna happen.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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