Jump to content

Recommended Posts

Posted

Hello. By the remote chance, that someone will actually read this, I have question regarding the performance. But first, some context information. CPU: i7-4700HQ (on custom air cooling), GPU: Nvidia GT 750M (+2 GB DDR3. I know. Sick…), 16 GB DDR3 1,6 GHz memory and SATA3 Samsung Evo 850 500 GB SSD.

SW side: TLauncher, Minecraft 1.12.2, newest Forge, which ever it is, the same for Optifine, HUD 1.3.9, Journey Map and couple other very small mods with narrow specialization. No shaders (GPU is crap), only faithful resource pack, ×64 to be exact.

My “issue”/question: I have vertical animal farm, for large scale…well…farming. Inner space is 29 by 34 m (blocks). Level 0 cows, then sheep, pigs, chickens and then rabbits. Each kind has its own floor. And there is about 1700 entities, according debug screen anyway, I doubt its that much. Before anyone asks, chickens don’t have the entire room, only about half is allocated to them, with hoppers for eggs auto-collecting as their floor. Rabbits also have limited portion of their level.

FPS seems to be dependent on the entity count. Yeah, sure, that’s obvious. But is there some way, that I could have…say 2500 total animals and have solid FPS? I sense, that the answer will be no, it’s too much, not even better CPU would help me. GPU is largely unused, but CPU isn’t used anywhere near 100% either. So, to me it seems like there is room for CPU cycles controlling my massive “collection” of animals.

I’m looking forward to read about why MC doesn’t work well with large amounts of animals or entities in general.

My other question is regarding the same issue but in different conditions. After month, I’ve recently finished construction of my new mansion. No compromises. Big, tall, water elevators, everything. Footprint of main building is 77 by 63. Building has it’s “fortified foundation” on y=42/44 and goes up to y=162/164, so 12 levels, where ground level is y=62/64, the front lobby, with footprint of 87 by 72. The whole building so far has about 225 000 blocks in it, but there will be more.

And when I’m near it my FPS goes down. Independently on mods or resource packs. I’d like to ask why and if there is something what I can do to improve it little bit.

Specific numbers: 60 FPS even with 12 chunks rendered. Except near vertical animal farm or my new house. And these 2 are “far” apart, about 9 to 10 chunks. My render distance is usually 6.

Posted

User was banned for using a cracked launcher.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

Guest
This topic is now closed to further replies.

Announcements



×
×
  • Create New...

Important Information

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