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GregoriusT

inactive IC² Dev but still active GT Dev

  • "GregoriusT" is male
  • Germany

Posts: 11,190

Location: Wherever I want to be (most of the time)

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421

Thursday, February 12th 2015, 6:14pm

Player, do you obfuscate Fastcraft or do you really name Classes and Functions that way?
I don't say, your "insert whatever here" is bad, I'm only showing possibilities for making it better.

GregTech Website

Patreon really helps me out, so if you consider funding the development of GT, so I might be able to do it full time, why not?

GregTech 6, the Main Thread, Bug Reports go here too.

I'm also reachable on #gt-dev on irc.esper.net, if you don't want to make a Forum account to contact me, for example. ;)
(I'm there almost every day, but only when I'm at my own computer, and yes you can drop bugs there too)

422

Thursday, February 12th 2015, 7:05pm

When you say that the tick timing mod can run into problematic corner cases, what are these problem corner spots? In other words, what things should I look out for?

Generally, my tps stays up at 20 unless I'm either doing new chunk gen, or running info a massive gas leak (a floating forge liquid that will eventually float up to Y=255, or fill up a sealed cave system.) I've got one test world where that gas is close to out of control (the bug is now fixed, but there's about 4-9 chunks with a ton of the stuff out in the open air), moving into range of the gas moves memory consumption from about 200K to 1.6 GB (that's tenured only), and ticks drop to an average of 1-2 tps.

423

Thursday, February 12th 2015, 11:23pm

Modpack

Im Puting fastcraft in my modpack on the ftb lunher the modpack name is To Much Automation and the code shoudld be TMA

Nick_77ab2

Tree Cutter

  • "Nick_77ab2" is male

Posts: 72

Location: HOGWARTS BITCH!

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424

Friday, February 13th 2015, 1:40am

Im Puting fastcraft in my modpack on the ftb lunher the modpack name is To Much Automation and the code shoudld be TMA
read the 21st page before posting anything about modpacks

425

Friday, February 13th 2015, 7:17am

darthvader45: Not a FastCraft bug, but it's fixed through Forge if you update to its latest version.

GregoriusT: Yes it is, ofc I don't do this manually ;)

keybounce: Many Entities and TileEntities require to be ticked fluently, tightly coupled te networks like bc pipes just break, tech builds don't work properly anymore/lock up, energy production and consumption will shift, mobs don't simulate as expected anymore, client <-> server desync and the likes.
The whole concept of ticks is doing uniform discrete simulation steps, skipping a part of the simulated system inevitably leads to inconsistent behavior. What I also noticed is that it doesn't like lag sources outside its reach, e.g. server tick handlers or block ticks, making any closed loop regulation impossible if it's too extreme.
If the goal is just to keep block lag away, there's better solutions I have in mind..

426

Friday, February 13th 2015, 5:50pm

Why do you obfuscate fastcraft? Don't you want people to learn what you are doing?

427

Saturday, February 14th 2015, 6:04am

I've had my work "stolen" previously without compensation or even attribution and the vocal majority of the community clearly didn't care. There's also one incident I consider FC inspired and it shows well how bad it is to skip all the initial research needed for an original improvement by effectively causing more harm than benefit due to incorrect alterations. Obfuscation and optimization also reduces the file size hugely, considering it's one of the biggest coremods in existence when looking at the extent of the original source, if not the biggest, while not offering any API at all.

Looking at the implementation of FastCraft won't help you learn how I made it, it's a lot of minute details and nifty algorithms. Getting there however requires a lot of effort in terms of measurements, research and evaluation, which largely dominate the development process. Sampler is only one of the tools for the measurement part of it and I have much more, but those are not in a presentable state. Mojang/Notch are not nearly as bad on writing fast code as the public claims/thinks, they've cleared low hanging fruit well, not taking a major engine rewrite into account, which is in the works since 1.8, but outside my scope. I prefer to invest time in changes that still work with later versions and Optifine handles the core rendering sufficiently well. So overall people would have to learn how the process works, not what the result looks like, which doesn't provide much in terms of conclusions.

  • "unapologeticromantic" is male

Posts: 1

Location: Pittsburgh

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428

Saturday, February 14th 2015, 6:30am

Player, I am including Fastcraft in my modpack Brave New Worlds, which will be available as an unlisted public pack on the FTB Launcher (pending approval). Currently, my pack has a forum thread here: http://www.minecraftforum.net/forums/map…d-packs/2348799 . I agree to add a notice of its use to my description, and to keep it updated within 3 weeks of a new release. Thank you!

Alaberti

Spatial Engineer

  • "Alaberti" is male

Posts: 8

Location: Ramstein, Germany

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429

Saturday, February 14th 2015, 6:18pm

Player,

I am working with the Thaumic Infusion creator DrunkMafia, but I wanted to let you know, there seems to be an issue on servers with this mod and his and I wasn't sure who to talk with so I'm reporting this issue to both of you. Only seems to affect servers running your mod (I was using 1.19) and placing blocks with call your methods. Or something. I just work here.

http://pastebin.com/mnygEGpj

Also this, a separate structure gen crash: http://pastebin.com/RZYwpjyL

This post has been edited 1 times, last edit by "Alaberti" (Feb 14th 2015, 8:15pm)


430

Sunday, February 15th 2015, 1:57am

I would like to notify you that I will be including Fastcraft in my modpack KoretexKomplete.
FTB Forum Thread: http://forum.feed-the-beast.com/threads/…g-update.53503/
Permissions are included in the modlist on that page and I will be adding the desired line to my modpack description on the launcher.

431

Sunday, February 15th 2015, 11:29am

Alaberti: The 1st crash is from an incorrect assumption by Thaumic Infusion, which is usually correct without FC though. I'll need to talk to its author to get it fixed. The second issue is fixed through latest Forge.

Alaberti

Spatial Engineer

  • "Alaberti" is male

Posts: 8

Location: Ramstein, Germany

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432

Sunday, February 15th 2015, 3:10pm

Thank you for the response. The second issue occurred on forge 1291 which was the latest I am aware of; has there been an update not posted on their file server?

434

Sunday, February 15th 2015, 5:27pm

According to the FTB policy and your permission style for including Fastcraft in modpacks, I would like to notify you, Player, that I am including Fastcraft in my modpack InfiTech 2 (obtainable via private code "17infitech"), available publicly on FTB launcher.
Modpack thread is here: http://forum.feed-the-beast.com/threads/…-11-2015.50185/
I am lead developer of InfiTech (1, 2, Reloaded) GregTech balanced modpacks: http://bit.ly/infitech2

Alaberti

Spatial Engineer

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Posts: 8

Location: Ramstein, Germany

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435

Sunday, February 15th 2015, 9:43pm

Thank you Player, that version seems to have solved the problem.

436

Monday, February 16th 2015, 1:29pm

It turns out ExtrabiomesXL overrides some of the optimizations that Cauldron and FastCraft perform, though they're both affected differently by it.

Somewhat frustrating. But if you install Extra Biomes and are wondering why worldgen slows to a crawl in Cauldron or lag starts developing with FastCraft installed, there you go.

437

Monday, February 16th 2015, 7:31pm

Vekseid,

Please post specifics in a new issue at https://github.com/extrabiomesxl/extrabiomesxl/issues so that we can investigate. I am not a regular here, so I likely won't see your reply.

I would also like to point out that Extrabiomes in its current form is older than fastcraft...so it is not that Extrabiomes is aggressively overriding anything.

In any case, it would be helpful for us to mount any response if you post specifics in a new issue at the link above.

Thanks,

ScottKillen

438

Monday, February 16th 2015, 8:10pm

Posted what I sussed out on the server end:
https://github.com/ExtrabiomesXL/ExtrabiomesXL/issues/428

Unfortunately I don't have a good, clean 'the only difference is ExtraBiomesXL' test run on the client like I do for my Cauldron server there.

439

Monday, February 16th 2015, 8:24pm

Thank you!

440

Tuesday, February 17th 2015, 5:14pm

As to your terms, I am notifying you of my inclusion of Fastcraft in my modpack Amalgamate Technomancy on the Feed the Beast launcher. I agree to your terms, and will include the disclaimer given in the original post in the pack description on the launcher.

Forum Thread: http://forum.feed-the-beast.com/threads/…-95-mods.51922/
Author of Amalgamate Technomancy
Also Mr. Dr. Professor WaffleMan0310
Proprietor of Awesome

-----------------------------------------------------

Gregtech Master Race

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