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Posted

Whenever I join another custom Dimension, the world loading takes a huge amount of time. Memory use is always low, but allocated takes full 100%.

The ChunkGenerator works the same way as the Overworld one, so that shouldn't be the problem. Also, nothing is logged in the console, only that the server is 

running huge amounts of ticks behind. 

 

https://github.com/Oeku/RPG-Mod/blob/master/src/main/java/net/zeldadungeons/world/medieval/CGMedieval.java

2018-01-09_00.28.37.png

2018-01-09_00.28.33.png

Posted (edited)

I checked this again and it seems to work just fine for Nether or end, but not the new dimension.

 

I teleport to this dimension by using World.Load event so I start there instantly after joining the world.

Edited by ArmamentHaki
Posted
25 minutes ago, ArmamentHaki said:

I checked this again and it seems to work just fine for Nether or end, but not the new dimension.

 

I teleport to this dimension by using World.Load event so I start there instantly after joining the world.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

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.

Posted
28 minutes ago, Draco18s said:

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

And then fire another World.Load event, upon joining the new dimension.

I thought I was performing a check whether I was in overworld. However if that is true, wouldn't I be stuck in loading screen forever?

Posted
19 minutes ago, ArmamentHaki said:

However if that is true, wouldn't I be stuck in loading screen forever?

I am unsure about that.

Double check that you're only performing it in the overworld.

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.

Posted (edited)
56 minutes ago, Draco18s said:

I am unsure about that.

Double check that you're only performing it in the overworld.

I check whether the player is in overworld now. However,my problem stoll persists. Is this normal for a testing environment? At least I know from other mods that it is possible to have many dimensions without that kind of lag.

 

Edit: I realized that there are only few chunk updates taking place, mostly 0-10 and sometimes up to 30. In overworld, this amount is way higher.

Edited by ArmamentHaki
Posted

Not sure.

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.

Posted
2 hours ago, ArmamentHaki said:

I teleport to this dimension by using World.Load event

How many times have you stepped through this in the debugger to see what it's really doing? What did you discover?

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted (edited)
14 minutes ago, jeffryfisher said:

How many times have you stepped through this in the debugger to see what it's really doing? What did you discover?

Debugger logs nothing special. I didn't inspect any fields as I didn't see anything wrong except for the lag. I printed out how many times a chunk event takes place and it looks like it is only happening once every 5-30 seconds.

But I have no idea what causes this lag, only thing I remember is that I had this same issue with another dimension in another project.

Edited by ArmamentHaki
Posted
18 hours ago, ArmamentHaki said:

Debugger logs nothing special. I didn't inspect any fields as I didn't see anything wrong except for the lag. I printed out how many times a chunk event takes place and it looks like it is only happening once every 5-30 seconds.

But I have no idea what causes this lag, only thing I remember is that I had this same issue with another dimension in another project.

jeffryfisher doesn't just mean using the actual debugger. He's suggesting that you take the normal debugging steps. Like profiling, printing to logger or console and such. How can people on a forum guess what is lagging your particular code? 

 

First off, you say that a chunk event is only happening once every 5 to 30 seconds. But you don't want to check how often a chunk event happens you want to check how long it takes to execute. Once every 5 seconds might actually be an indication of significant lag.

 

I think there is already some profiling (timing) code in some of the world generation, but you may need to add your own. Time how long each thing takes. If something takes too long then you've found the lag.

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Posted
2 hours ago, jabelar said:

jeffryfisher doesn't just mean using the actual debugger.

Actually I do. I want to see more people post what they see when they STEP line-by-line through their code (and affected vanilla code) surrounding mysterious run-time behavior. It's often quite illuminating. Inexplicable runtime behavior should send you to the debugger before it sends you here.

 

And yes, there are other debugging techniques to instrument your mod so you can learn what is happening inside of it.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted
6 minutes ago, jeffryfisher said:

Actually I do. I want to see more people post what they see when they STEP line-by-line through their code (and affected vanilla code) surrounding mysterious run-time behavior. It's often quite illuminating. Inexplicable runtime behavior should send you to the debugger before it sends you here.

 

And yes, there are other debugging techniques to instrument your mod so you can learn what is happening inside of it.

 

I agree. I said "just using the debugger" to imply still using it as well. The only issue I have with debugger as the primary tool is i find there are a lot of things I want to watch changing in real time (meaning in conjunction with me playing the game). If you've already got a strong suspicion about the area of code that is a problem then debugger is awesome, but if you're fishing for problems I prefer to sit back and watch logger. And honestly by the time I get a strong suspicion about an area of code the problem often becomes obvious by just looking at the code rather than needing to look at debugger. 

 

But the most important thing that I think both of us are saying is that people always post on this forum without doing ANY method of serious debugging. If you're debugging a lag problem, obviously you need to figure out what is taking the time. I don't know why people think others can magically figure it out without doing that same work which the author should have taken the time to do.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted (edited)
21 hours ago, jabelar said:

 

I agree. I said "just using the debugger" to imply still using it as well. The only issue I have with debugger as the primary tool is i find there are a lot of things I want to watch changing in real time (meaning in conjunction with me playing the game). If you've already got a strong suspicion about the area of code that is a problem then debugger is awesome, but if you're fishing for problems I prefer to sit back and watch logger. And honestly by the time I get a strong suspicion about an area of code the problem often becomes obvious by just looking at the code rather than needing to look at debugger. 

 

But the most important thing that I think both of us are saying is that people always post on this forum without doing ANY method of serious debugging. If you're debugging a lag problem, obviously you need to figure out what is taking the time. I don't know why people think others can magically figure it out without doing that same work which the author should have taken the time to do.

When modding, I often run into problems, and I use the debugger for e.g. methods that I created. But since I had this problem before and never knew what could be causing it, I thought I was doing something fundamental wrong whilst creating a dimension. Of course it is easier for more experienced people to know what cause these problems, so I thought I would post this. Before posting I usually invest hours of looking for the error and trying things out, and I am able to solve most things, but I still run into loads of things I don't know about.

 

 

Edited by ArmamentHaki
Posted (edited)

I looked into it again and found out that structure generation was taking the most runtime of all. However, even without the structure creation, I get heavy lags, which makes me think that the behaviour is related to overall generation(I believe that structures generally take long to generate compared to normal blocks). This means that I am still stuck on the problem. I researches it and a lot of posts said that it depended on whether you are in an environment or not, and it wouldn't be laggy after building the mod. However, wouldn't that mean that Overworld should be as laggy too?

Quote

If something takes too long then you've found the lag

The problem is that every single step in world generation takes too long, compared to Overworld, leaving me with guessing that there is something wrong in the World Provider. But how can I find out what is wrong if it isn't happening in the actual generation that I do?

Edited by ArmamentHaki
Posted

Okay, the other strategy in debugging is "isolating" the problem. Basically start with something that works and incrementally change it until you see what doesn't work. Like maybe start by copying all the vanilla stuff. Then do all the vanilla stuff but just add your structures. If that works, add your biomes, or whatever else. Basically create versions of the code in-between what works and doesnt' work until you narrow down which change is problematic. It can be a pain, but with some effort is a sure way to find a problem.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Posted (edited)
2 hours ago, jabelar said:

Okay, the other strategy in debugging is "isolating" the problem. Basically start with something that works and incrementally change it until you see what doesn't work. Like maybe start by copying all the vanilla stuff. Then do all the vanilla stuff but just add your structures. If that works, add your biomes, or whatever else. Basically create versions of the code in-between what works and doesnt' work until you narrow down which change is problematic. It can be a pain, but with some effort is a sure way to find a problem.

That is the exact problem, I was already only using the Overworld chunk generator(copy), as stated above, and it is laggy. It only works(still laggy) when I stop the Overworld generator from creating structures like the usual villages or mineshafts. That means that the problem is not the world generation taking place in my class itself, but something which isn't in the chunk generator. This is why I posted it, it is even laggy with the usual Generator, and I have no hints where to start looking after the problem.

Edited by ArmamentHaki
Posted
9 hours ago, ArmamentHaki said:

That is the exact problem, I was already only using the Overworld chunk generator(copy), as stated above, and it is laggy. It only works(still laggy) when I stop the Overworld generator from creating structures like the usual villages or mineshafts. That means that the problem is not the world generation taking place in my class itself, but something which isn't in the chunk generator. This is why I posted it, it is even laggy with the usual Generator, and I have no hints where to start looking after the problem.

 

Okay, except comparing your code to the vanilla Overworld chunk it seems you have some relevant changes. I expect that many of these are changes you've done while debugging but I just want to make sure. Some things that are different from vanilla:

- in the generateChunk() method you have removed all the parts where it generates most features like caves, ravines, villages, monuments, mineshafts, etc.

- in the populate() method you have removed the woodland mansion generation.

- your code has a method called getScatteredFeatureSpawnList() which in my Forge Reference Library seems to now be getMonsters(). I guess they changed that between your version of 1.12.2 and mine. 

 

None of the above should be an issue and I assume you probably did the removing of features as part of the debug, right?

 

Okay, looking further at your code, in your WPMedieval class you are associating a biome provider for a single biome that is your custom Generizer.MEDIEVAL. Since that isn't a copy of vanilla I wonder if your problem is actually with your biome stuff. I'm not that experienced in custom biomes, but I'd suggest greatly simplifying that as a debug step. Only register one biome and don't remove any vanilla, or maybe even just do nothing in terms of new biomes, and see if the problem still exists.

 

Now one thing that I always run into trouble with regarding world gen is that the relationship between classes is very convoluted. It is possible you're running into such trouble. For example in your WPMedieval you specify that the DimensionType is OVERWORLD, but if you look at OVERWORLD it is defined to have a WorldProviderSurface. In other words your world provider is pointing to a dimension type that says it has a different world provider. I have no idea if that is an actual problem, but doesn't seem "healthy". Frankly the way that the world gen classes over-reference each other can cause some weird things like that. You might want to try creating a custom DimensionType that properly points to your world provider and clean up any other such things you might find.

 

Similarly you might want to try making a custom WorldType instead of using the vanilla one because again it might have references to a different IChunkGenerator or other stuff that conflicts with your stuff.

 

You also have two custom IWorldGenerator classes registered. Have you tried isolating to see if they are causing trouble? -- like don't register them and see if issue goes away.

 

Also, in your IWorldGenerator classes you end up calling the CustomGenMinable class which extends the WorldGenerator class. So you're kind of mixing the Forge IWorldGenerator class with the vanilla WorldGenerator class. I don't know if that is a problem, but I think the idea is modders should use IWorldGenerator purely.

 

Just some ideas. 

 

 

 

 

 

 

 

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Posted
On 1/11/2018 at 8:11 AM, ArmamentHaki said:

The problem is that every single step in world generation takes too long

If one of those long steps includes a call to another method, then step INTO it instead of over. Drill down until you find yourself somewhere you shouldn't have gone (like loading and unloading huge piles of the same data again and again).

 

Do whatever it takes to get over your debugger-phobia. Stop making excuses; just get inside the bloody program to see what it's doing while it's doing it. Learn the features of the debugger so you can use it effectively instead of giving up with a vague "every step takes too long". What was it doing? Why didn't you step into the call(s) to see why? Get in there again and drill down until you find the problem.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

Posted (edited)
On 12.1.2018 at 7:36 PM, jeffryfisher said:

If one of those long steps includes a call to another method, then step INTO it instead of over. Drill down until you find yourself somewhere you shouldn't have gone (like loading and unloading huge piles of the same data again and again).

 

Do whatever it takes to get over your debugger-phobia. Stop making excuses; just get inside the bloody program to see what it's doing while it's doing it. Learn the features of the debugger so you can use it effectively instead of giving up with a vague "every step takes too long". What was it doing? Why didn't you step into the call(s) to see why? Get in there again and drill down until you find the problem.

As i said I was doing that before, please believe it. Debugging stuff is what I need do most of the time anyways. It was as expected, the World Provider was causing problems, I just needed help to know what these errors were, and it was because the Provider was pointing to the Overworld Dimension Type. That was because the DimensionType can't be accessed directly but only by a method.

Edited by ArmamentHaki
Posted (edited)
1 hour ago, ArmamentHaki said:

 it was because the Provider was pointing to the Overworld Dimension Type. That was because the DimensionType can't be accessed directly but only by a method.

 

Cool. Yeah I really hate the convolution between all these classes. they have classes that point to each other, classes with similar names, and overall it is hard to tell what really matters. I find that going "full custom" (i.e. make your own version of everything) is safer than pointing to vanilla classes.

 

Glad you got it sorted out.

Edited by jabelar
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Libraries:10.0.26100.1150 (WinBuild.160101.0800):Microsoft Corporation         WINHTTP.dll:Windows HTTP Services:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         WINMM.dll:MCI API DLL:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         WINSTA.dll:Winstation Library:10.0.26100.4484 (WinBuild.160101.0800):Microsoft Corporation         WINTRUST.dll:Microsoft Trust Verification APIs:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         WS2_32.dll:Windows Socket 2.0 32-Bit DLL:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         WTSAPI32.dll:Windows Remote Desktop Session Host Server SDK APIs:10.0.26100.4484 (WinBuild.160101.0800):Microsoft Corporation         WindowsCodecs.dll:Microsoft Windows Codecs Library:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         XINPUT9_1_0.dll:XNA Common Controller:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         amsi.dll:Anti-Malware Scan Interface:10.0.26100.1150 (WinBuild.160101.0800):Microsoft Corporation         apphelp.dll:Application Compatibility Client Library:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         bcrypt.dll:Windows Cryptographic Primitives Library:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         bcryptPrimitives.dll:Windows Cryptographic Primitives Library:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         cfgmgr32.dll:Configuration Manager DLL:10.0.26100.4202 (WinBuild.160101.0800):Microsoft Corporation         clbcatq.dll:COM+ Configuration Catalog:2001.12.10941.16384 (WinBuild.160101.0800):Microsoft Corporation         combase.dll:Microsoft COM for Windows:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         cryptnet.dll:Crypto Network Related API:10.0.26100.3624 (WinBuild.160101.0800):Microsoft Corporation         d3d11.dll:Direct3D 11 Runtime:10.0.26100.4484 (WinBuild.160101.0800):Microsoft Corporation         d3dcompiler_47_64.dll:Direct3D HLSL Compiler 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(WinBuild.160101.0800):Microsoft Corporation         dxgi.dll:DirectX Graphics Infrastructure:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         extnet.dll:OpenJDK Platform binary:17.0.15.0:Microsoft         fastprox.dll:WMI Custom Marshaller:10.0.26100.3624 (WinBuild.160101.0800):Microsoft Corporation         fwpuclnt.dll:FWP/IPsec User-Mode API:10.0.26100.3915 (WinBuild.160101.0800):Microsoft Corporation         gdi32full.dll:GDI Client DLL:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         glfw.dll:GLFW 3.4.0 DLL:3.4.0:GLFW         gpapi.dll:Group Policy Client API:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         icm32.dll:Microsoft Color Management Module (CMM):10.0.26100.2314 (WinBuild.160101.0800):Microsoft Corporation         igc1464.dll:Intel Graphics Shader Compiler for Intel(R) Graphics Accelerator:31.0.101.5592:Intel Corporation         igc64.dll:Intel Graphics Shader Compiler for Intel(R) Graphics 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64-Bit server VM:17.0.15.0:Microsoft         kernel.appcore.dll:AppModel API Host:10.0.26100.4202 (WinBuild.160101.0800):Microsoft Corporation         lwjgl.dll         lwjgl_opengl.dll         lwjgl_stb.dll         management.dll:OpenJDK Platform binary:17.0.15.0:Microsoft         management_ext.dll:OpenJDK Platform binary:17.0.15.0:Microsoft         mdnsNSP.dll:Bonjour Namespace Provider:3,1,0,1:Apple Inc.         mscms.dll:Microsoft Color Matching System DLL:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         msvcp140.dll:Microsoft® C Runtime Library:14.38.33135.0:Microsoft Corporation         msvcp_win.dll:Microsoft® C Runtime Library:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         msvcrt.dll:Windows NT CRT DLL:7.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         mswsock.dll:Microsoft Windows Sockets 2.0 Service Provider:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         napinsp.dll:E-mail Naming Shim Provider:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         ncrypt.dll:Windows NCrypt Router:10.0.26100.1591 (WinBuild.160101.0800):Microsoft Corporation         net.dll:OpenJDK Platform binary:17.0.15.0:Microsoft         nio.dll:OpenJDK Platform binary:17.0.15.0:Microsoft         nlansp_c.dll:NLA Namespace Service Provider DLL:10.0.26100.4484 (WinBuild.160101.0800):Microsoft Corporation         ntdll.dll:NT Layer DLL:10.0.26100.4484 (WinBuild.160101.0800):Microsoft Corporation         ntmarta.dll:Windows NT MARTA provider:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         nvapi64.dll:NVIDIA NVAPI Library, Version 566.14 :32.0.15.6614:NVIDIA Corporation         nvgpucomp64.dll:NVIDIA GPU Compiler Driver, Version 566.14 :32.0.15.6614:NVIDIA Corporation         nvldumdx.dll:NVIDIA Driver Loader, Version 566.14 :32.0.15.6614:NVIDIA Corporation         nvoglv64.dll:NVIDIA Compatible OpenGL ICD:32.0.15.6614:NVIDIA Corporation         nvppex.dll:NVIDIA Driver, 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(WinBuild.160101.0800):Microsoft Corporation         wbemsvc.dll:WMI:10.0.26100.4202 (WinBuild.160101.0800):Microsoft Corporation         win32u.dll:Win32u:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         windows.staterepositorycore.dll:Windows StateRepository API Core:10.0.26100.4652 (WinBuild.160101.0800):Microsoft Corporation         windows.storage.dll:Microsoft WinRT Storage API:10.0.26100.1457 (WinBuild.160101.0800):Microsoft Corporation         winrnr.dll:LDAP RnR Provider DLL:10.0.26100.1882 (WinBuild.160101.0800):Microsoft Corporation         wintypes.dll:Windows Base Types DLL:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         wldp.dll:Windows Lockdown Policy:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         wshbth.dll:Windows Sockets Helper DLL:10.0.26100.4061 (WinBuild.160101.0800):Microsoft Corporation         wshunix.dll:AF_UNIX Winsock2 Helper DLL:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         xinput1_4.dll:Microsoft Common Controller API:10.0.26100.1 (WinBuild.160101.0800):Microsoft Corporation         zip.dll:OpenJDK Platform binary:17.0.15.0:Microsoft Stacktrace:     at knot//net.minecraft.client.main.Main.main(Main.java:211)     at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:480)     at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:74)     at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) -- System Details -- Details:     Minecraft Version: 1.20.1     Minecraft Version ID: 1.20.1     Operating System: Windows 11 (amd64) version 10.0     Java Version: 17.0.15, Microsoft     Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Microsoft     Memory: 459466240 bytes (438 MiB) / 1612709888 bytes (1538 MiB) up to 4294967296 bytes (4096 MiB)     CPUs: 12     Processor Vendor: GenuineIntel     Processor Name: 13th Gen Intel(R) Core(TM) i5-13420H     Identifier: Intel64 Family 6 Model 186 Stepping 2     Microarchitecture: unknown     Frequency (GHz): 2.61     Number of physical packages: 1     Number of physical CPUs: 8     Number of logical CPUs: 12     Graphics card #0 name: Intel(R) UHD Graphics     Graphics card #0 vendor: Intel Corporation (0x8086)     Graphics card #0 VRAM (MB): 2048.00     Graphics card #0 deviceId: 0xa7a8     Graphics card #0 versionInfo: DriverVersion=31.0.101.5592     Graphics card #1 name: NVIDIA GeForce RTX 4050 Laptop GPU     Graphics card #1 vendor: NVIDIA (0x10de)     Graphics card #1 VRAM (MB): 4095.00     Graphics card #1 deviceId: 0x28a1     Graphics card #1 versionInfo: DriverVersion=32.0.15.6614     Memory slot #0 capacity (MB): 8192.00     Memory slot #0 clockSpeed (GHz): 3.20     Memory slot #0 type: DDR4     Memory slot #1 capacity (MB): 8192.00     Memory slot #1 clockSpeed (GHz): 3.20     Memory slot #1 type: DDR4     Virtual memory max (MB): 28382.02     Virtual memory used (MB): 27525.00     Swap memory total (MB): 12294.35     Swap memory used (MB): 1504.46     JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx4096m -Xms256m     Fabric Mods:          appleskin: AppleSkin 2.5.1+mc1.20         architectury: Architectury 9.2.14         bettervillage: Better village 3.3.1         citresewn: CIT Resewn 1.2.2+1.20.1             citresewn-defaults: CIT Resewn: Defaults 1.2.2+1.20.1         cloth-config: Cloth Config v11 11.1.136             cloth-basic-math: cloth-basic-math 0.6.1         continuity: Continuity 3.0.0+1.20.1         create: Create 0.5.1-j-build.1631+mc1.20.1             com_google_code_findbugs_jsr305: jsr305 3.0.2             flywheel: Flywheel 0.6.11-4             forgeconfigapiport: Forge Config API Port 8.0.0             milk: Milk Lib 1.2.60                 dripstone_fluid_lib: Dripstone Fluid Lib 3.0.2             porting_lib_accessors: Porting Lib Accessors 2.3.8+1.20.1             porting_lib_base: Porting Lib Base 2.3.8+1.20.1                 porting_lib_attributes: Porting Lib Attributes 2.3.8+1.20.1                 porting_lib_common: Porting Lib Common 2.3.8+1.20.1                 porting_lib_gui_utils: Porting Lib Gui Utils 2.3.8+1.20.1                 porting_lib_utility: Porting Lib Utility 2.3.8+1.20.1             porting_lib_brewing: Porting Lib Brewing 2.3.8+1.20.1             porting_lib_client_events: Porting Lib Client Events 2.3.8+1.20.1                 porting_lib_core: Porting Lib Core 2.3.8+1.20.1             porting_lib_entity: Porting Lib Entity 2.3.8+1.20.1                 porting_lib_mixin_extensions: Porting Lib Mixin Extensions 2.3.8+1.20.1             porting_lib_extensions: Porting Lib Extensions 2.3.8+1.20.1             porting_lib_models: Porting Lib Models 2.3.8+1.20.1                 porting_lib_fluids: Porting Lib Fluids 2.3.8+1.20.1                 porting_lib_model_loader: Porting Lib Model Loader 2.3.8+1.20.1             porting_lib_networking: Porting Lib Networking 2.3.8+1.20.1             porting_lib_obj_loader: Porting Lib Obj Loader 2.3.8+1.20.1             porting_lib_tags: Porting Lib Tags 3.0             porting_lib_tool_actions: Porting Lib Tool Actions 2.3.8+1.20.1             porting_lib_transfer: Porting Lib Transfer 2.3.8+1.20.1             reach-entity-attributes: Reach Entity Attributes 2.4.0             registrate-fabric: Registrate for Fabric 1.3.79-MC1.20.1                 porting_lib_data: Porting Lib Data 2.1.1090+1.20                     porting_lib_gametest: Porting Lib GameTest 2.1.1090+1.20                 porting_lib_model_generators: Porting Lib Model Generators 2.1.1090+1.20                     porting_lib_model_materials: Porting Lib Model Materials 2.1.1090+1.20         createdeco: Create Deco 2.0.2-1.20.1-fabric         cupboard: cupboard 1.20.1-2.7         dashloader: DashLoader 5.0.0-beta.2+1.20.0             com_github_luben_zstd-jni: zstd-jni 1.5.2-2             dev_notalpha_taski: Taski 2.1.0             dev_quantumfusion_hyphen: Hyphen 0.4.0-rc.3         ecologics: Ecologics 2.2.2         entityculling: EntityCulling 1.8.1             transition: TRansition 1.0.3             trender: TRender 1.0.5         fabric-api: Fabric API 0.92.6+1.20.1             fabric-api-base: Fabric API Base 0.4.32+1802ada577             fabric-api-lookup-api-v1: Fabric API Lookup API (v1) 1.6.37+1802ada577             fabric-biome-api-v1: Fabric Biome API (v1) 13.0.14+1802ada577             fabric-block-api-v1: Fabric Block API (v1) 1.0.12+1802ada577             fabric-block-view-api-v2: Fabric BlockView API (v2) 1.0.3+924f046a77             fabric-blockrenderlayer-v1: Fabric BlockRenderLayer Registration (v1) 1.1.42+1802ada577             fabric-client-tags-api-v1: Fabric Client Tags 1.1.3+1802ada577             fabric-command-api-v1: Fabric Command API (v1) 1.2.35+f71b366f77             fabric-command-api-v2: Fabric Command API (v2) 2.2.14+1802ada577             fabric-commands-v0: Fabric Commands (v0) 0.2.52+df3654b377             fabric-containers-v0: Fabric Containers (v0) 0.1.67+df3654b377             fabric-content-registries-v0: Fabric Content Registries (v0) 4.0.13+1802ada577             fabric-convention-tags-v1: Fabric Convention Tags 1.5.6+1802ada577             fabric-crash-report-info-v1: Fabric Crash Report Info (v1) 0.2.20+1802ada577             fabric-data-attachment-api-v1: Fabric Data Attachment API (v1) 1.0.2+de0fd6d177             fabric-data-generation-api-v1: Fabric Data Generation API (v1) 12.3.7+1802ada577             fabric-dimensions-v1: Fabric Dimensions API (v1) 2.1.55+1802ada577             fabric-entity-events-v1: Fabric Entity Events (v1) 1.6.1+1c78457f77             fabric-events-interaction-v0: Fabric Events Interaction (v0) 0.6.5+13a40c6677             fabric-events-lifecycle-v0: Fabric Events Lifecycle (v0) 0.2.64+df3654b377             fabric-game-rule-api-v1: Fabric Game Rule API (v1) 1.0.41+1802ada577             fabric-item-api-v1: Fabric Item API (v1) 2.1.29+1802ada577             fabric-item-group-api-v1: Fabric Item Group API (v1) 4.0.14+1802ada577             fabric-key-binding-api-v1: Fabric Key Binding API (v1) 1.0.38+1802ada577             fabric-keybindings-v0: Fabric Key Bindings (v0) 0.2.36+df3654b377             fabric-lifecycle-events-v1: Fabric Lifecycle Events (v1) 2.2.23+1802ada577             fabric-loot-api-v2: Fabric Loot API (v2) 1.2.3+1802ada577             fabric-loot-tables-v1: Fabric Loot Tables (v1) 1.1.47+9e7660c677             fabric-message-api-v1: Fabric Message API (v1) 5.1.10+1802ada577             fabric-mining-level-api-v1: Fabric Mining Level API (v1) 2.1.52+1802ada577             fabric-model-loading-api-v1: Fabric Model Loading API (v1) 1.0.4+1802ada577             fabric-models-v0: Fabric Models (v0) 0.4.3+9386d8a777             fabric-networking-api-v1: Fabric Networking API (v1) 1.3.14+a158aa0477             fabric-networking-v0: Fabric Networking (v0) 0.3.54+df3654b377             fabric-object-builder-api-v1: Fabric Object Builder API (v1) 11.1.5+e35120df77             fabric-particles-v1: Fabric Particles (v1) 1.1.3+1802ada577             fabric-recipe-api-v1: Fabric Recipe API (v1) 1.0.24+1802ada577             fabric-registry-sync-v0: Fabric Registry Sync (v0) 2.3.6+1802ada577             fabric-renderer-api-v1: Fabric Renderer API (v1) 3.2.2+1802ada577             fabric-renderer-indigo: Fabric Renderer - Indigo 1.5.3+85287f9f77             fabric-renderer-registries-v1: Fabric Renderer Registries (v1) 3.2.47+df3654b377             fabric-rendering-data-attachment-v1: Fabric Rendering Data Attachment (v1) 0.3.39+92a0d36777             fabric-rendering-fluids-v1: Fabric Rendering Fluids (v1) 3.0.29+1802ada577             fabric-rendering-v0: Fabric Rendering (v0) 1.1.50+df3654b377             fabric-rendering-v1: Fabric Rendering (v1) 3.0.9+1802ada577             fabric-resource-conditions-api-v1: Fabric Resource Conditions API (v1) 2.3.9+1802ada577             fabric-resource-loader-v0: Fabric Resource Loader (v0) 0.11.12+fb82e9d777             fabric-screen-api-v1: Fabric Screen API (v1) 2.0.9+1802ada577             fabric-screen-handler-api-v1: Fabric Screen Handler API (v1) 1.3.33+1802ada577             fabric-sound-api-v1: Fabric Sound API (v1) 1.0.14+1802ada577             fabric-transfer-api-v1: Fabric Transfer API (v1) 3.3.6+8dd72ea377             fabric-transitive-access-wideners-v1: Fabric Transitive Access Wideners (v1) 4.3.2+1802ada577         fabricloader: Fabric Loader 0.16.14             mixinextras: MixinExtras 0.4.1         farmersdelight: Farmer's Delight 1.20.1-2.4.0+refabricated             mm: Manningham Mills 2.3             porting_lib_config: Porting Lib Config 2.3.8+1.20.1             porting_lib_lazy_registration: Porting Lib Lazy Register 2.3.8+1.20.1             porting_lib_loot: Porting Lib Loot 2.3.8+1.20.1             porting_lib_recipe_book_categories: Porting Lib Recipe Book Categories 2.3.8+1.20.1         farsight: Farsight Mod 1.20.1-4.3             org_jctools_jctools-core: jctools-core 4.0.1         handcrafted: Handcrafted 3.0.6         immediatelyfast: ImmediatelyFast 1.5.1+1.20.4             net_lenni0451_reflect: Reflect 1.3.4         indium: Indium 1.0.36+mc1.20.1         iris: Iris 1.7.6+mc1.20.1             io_github_douira_glsl-transformer: glsl-transformer 2.0.1             org_anarres_jcpp: jcpp 1.4.14             org_antlr_antlr4-runtime: antlr4-runtime 4.13.1         java: OpenJDK 64-Bit Server VM 17         lambdynlights: LambDynamicLights 4.1.3+1.20.1             lambdynlights_api: LambDynamicLights (API) 4.1.3+1.20.1                 yumi-commons-collections: Yumi Commons: Collections 1.0.0-alpha.12                 yumi-commons-core: Yumi Commons: Core 1.0.0-alpha.12                 yumi-commons-event: Yumi Commons: Event 1.0.0-alpha.12             pride: Pride Lib 1.2.0+1.19.4             spruceui: SpruceUI 6.2.1+1.20         libraryferret: Library ferret 4.0.0         litematica: Litematica 0.15.4         lithium: Lithium 0.11.3         malilib: MaLiLib 0.16.3         minecraft: Minecraft 1.20.1         modmenu: Mod Menu 7.2.2         moonlight: Moonlight 1.20-2.14.13         no_fog: No Fog 1.3.6+1.16.5-1.21         railways: Create: Steam 'n' Rails 1.6.9+fabric-mc1.20.1         regions_unexplored: Regions Unexplored 0.5.6+1.20.1         resourcefullib: Resourceful Lib 2.1.29             com_teamresourceful_bytecodecs: bytecodecs 1.0.2             com_teamresourceful_yabn: yabn 1.0.3         sodium: Sodium 0.5.13+mc1.20.1         sound_physics_remastered: Sound Physics Remastered 1.20.1-1.4.12         starlight: Starlight 1.1.2+fabric.dbc156f         supplementaries: Supplementaries 1.20-3.1.36             mixinsquared: MixinSquared 0.1.1         terrablender: TerraBlender 3.0.1.10             com_electronwill_night-config_core: core 3.6.7             com_electronwill_night-config_toml: toml 3.6.7         twigs: Twigs 3.1.0         voicechat: Simple Voice Chat 1.20.1-2.5.34     Loaded Shaderpack: (off)     Flywheel Backend: Uninitialized     Launched Version: fabric-loader-0.16.14-1.20.1     Backend library: LWJGL version 3.3.1 SNAPSHOT     Backend API: NVIDIA GeForce RTX 4050 Laptop GPU/PCIe/SSE2 GL version 3.2.0 NVIDIA 566.14, NVIDIA Corporation     Window size: <not initialized>     GL Caps: Using framebuffer using OpenGL 3.2     GL debug messages:      Using VBOs: Yes     Is Modded: Definitely; Client brand changed to 'fabric'     Type: Client (map_client.txt)     CPU: 12x 13th Gen Intel(R) Core(TM) i5-13420H
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