Posted March 26, 20169 yr I've programmed custom furnace. It works okay in-game as long as I dont place several furnaces right next to each other. In this case fps drops from ~500 to ~100(but it feels like~20-30). I have no clue whether this issue is client or server sided. Would appreciate any help. TileEntityFoundry: http://pastebin.com/MQKG2GkK Foundry(block): http://pastebin.com/fjUhfkdt ContainerFoundry: http://pastebin.com/UWq6mqWY
March 26, 20169 yr Code please? TE, Block, renderer (if there is one). 1.7.10 is no longer supported by forge, you are on your own.
March 26, 20169 yr Only thing I can think of is that you are changing world/block/tileEntity per tick. That is quite a lot (but still not that much). This shit: Foundry.updateBlockState(isBurning(), worldObj, xCoord, yCoord, zCoord); Aside from fact that method itself is quite badly written (that last if for example), the calling of this method is at least lame. Proper way to handle it: At start of Tile#update() you make local boolean flag = isBurning(), then you make all your logical changes which cause at some point that isBurning() will return other value than at start of method. Then at end of method you do if(flag != isBurning()) which means something just changed - and that is when you update block in world. Tho I doubt this can be that big of a problem (but knowing MC, it can) - I could guess that it happens just when block are next to each other because of light update maybe? Who knows... I seriously have no clue, and yeah - clean up your code. 1.7.10 is no longer supported by forge, you are on your own.
March 27, 20169 yr Author The fix was really simple: In Foudry class in updateBlockState(): Replaced this if (burning) { world.setBlock(x, y, z, AllBlocks.block_foundry_active); } else { world.setBlock(x, y, z, AllBlocks.block_foundry); } With this if (burning&&(!(world.getBlock(x, y, z)==AllBlocks.block_foundry_active))) { world.setBlock(x, y, z, AllBlocks.block_foundry_active); } else if(!burning&&(!(world.getBlock(x, y, z)==AllBlocks.block_foundry))) { world.setBlock(x, y, z, AllBlocks.block_foundry); } There was a lag because on each tick the block was respawned. Now it's gone. P.S. Thanks for help anyway
March 27, 20169 yr I would simplify that: bool state = (world.getBlock(x, y, z)==AllBlocks.block_foundry_active) if(state != burning) { //set block } 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.
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