Jump to content

Recommended Posts

Posted

Hello there. I am having a problem with Forge 1.8. I have only few mods installed and it says 6 when I start it. (Including what comes with Forge.) However, it can go up to using 1GB of RAM or more. Now, I know mods can use a lot more than Vanilla Minecraft, but my PC only has 4GB of RAM. (Upgraded from 2GB a couple months ago.) Is there any way to make it use a bit less RAM while not affecting performance too much? If not, it's fine, I'll just try to close as much stuff as I can when I need to run it. Thanks in advance! :)

Posted

*Forge* doesn't use excess RAM. MODS do. I'm able to run the ~80 mods that are on FC1 with 1GB of RAM.

 

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

Yes.... Different mods do different things in different ways that means they take different amounts of resources.

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

 

ya is true forge 1.8 is heavyer than forge a 1.7  as 1.7 was heavier than 1.6

i been sufering the struggle coz i have a low profile pc and play minecraft from the 1.64 i have tto make upgrades from time to time to play

 

some mods are especialy heavy mi mod is a heavy one and du not know exactly why.

i notice an increase in the memory usage in forge that happens from the forge version 1521

the last one i found whithout this memory "feature" is the forge-1.8-11.14.3.1520-mdk

if i use mi mod in 1520 works just fine but if i use it in a newer the game becomes laggy even if i set 4gigas the ram to minecraft profile

Posted

Well considering 1521 was this change: https://github.com/MinecraftForge/MinecraftForge/commit/b312584ca4ada008c0551b7e780eb6e35d4abb42

It's literally impossible that that caused significant memory usage. In fact it actually DECREASED RAM usage becuase it doesn't have to load those classes in the class loader.

 

So, 99% sure that its your mod that is broken NOT Forge. If you DO have memory issues that you can reproduce on the current forge and ONLY with Forge  {or with a specifically designed mod that is not the cause itself but exposes the cause in Forge} then bring them up. But as stated many times, 1.8 actually increased performance and decreased RAM usage in the modded world.

 

Going to lock this now as we're going in circles and neither of you are supplying any actual evidence.

 

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

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.