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IndustrialCraft² recent version: v1.117! (For Minecraft 1.5.2 → topic)

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581

Thursday, March 26th 2015, 12:09am

Hmm can you come to #fastcraft on esper.net? I'll need some testing with a debug build.

582

Thursday, March 26th 2015, 4:19pm

Attempting to use this with Mystcraft NEI plugin results in crashing with out of memory during texture registration (3 GB heap).

Mystcraft NEI: http://binarymage.com/forum/viewtopic.php?p=23473#p23473

Crashlog: https://gist.github.com/keybounce/b9dda1a11f342adf4ad0

583

Thursday, March 26th 2015, 4:29pm

That's already fixed in-dev. I'll do a new release soon with a bunch of bugfixes.

584

Thursday, March 26th 2015, 6:25pm

And I have a new version for testing: http://files.player.to/fastcraft-1.20.jar

It's a bit of an in-between release to fix some outstanding issues.

Changes:
- much improved support for large texture packs, which was FC's most significant limitation
- slightly improved simulation performance
- improved support for odd sized textures, e.g. with anisotropic filtering
- compatibility improvements
- new config file for niche issues and later somewhat game play changing optimizations
- some detection for corrupted or incorrect installs
- new debug options

Chocohead

Drowning in mods.

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Posts: 5,978

Location: Badly generated chunks.

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585

Thursday, March 26th 2015, 7:15pm

new config file for niche issues and later somewhat game play changing optimizations

Care to explain further?
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

586

Thursday, March 26th 2015, 8:27pm

Look at fastcraft.ini, the "later" part won't be ready for a while.

587

Friday, March 27th 2015, 1:38am

And I have a new version for testing: http://files.player.to/fastcraft-1.20.jar

It's a bit of an in-between release to fix some outstanding issues.

Changes:
- much improved support for large texture packs, which was FC's most significant limitation
- slightly improved simulation performance
- improved support for odd sized textures, e.g. with anisotropic filtering
- compatibility improvements
- new config file for niche issues and later somewhat game play changing optimizations
- some detection for corrupted or incorrect installs
- new debug options

thank you!)))) my problem with MystNEI-Plugin-1.7.10-02.01.00.00 corrected

588

Friday, March 27th 2015, 6:55am

Hi there,

I have got a problem on our ProjectPhoenix Server. There are chunks loaded and won't unload. There are no chunkloaders inside these chunks.

Source code

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/sampler chunkinfo -809 -468 
[13:05:05] [Server thread/INFO]: Chunk at -809 / -468 (-809 / -468), dim 0:
[13:05:05] [Server thread/INFO]: loaded: true, populated: false, lit: false
[13:05:05] [Server thread/INFO]: relit: true, ticked: false, ready: false
[13:05:05] [Server thread/INFO]: EBS alloc: 4 / 16, 0 with msb array (xxxx............)
[13:05:05] [Server thread/INFO]: Tile entities: 0
[13:05:05] [Server thread/INFO]: Entities: 0


This is the chunkinfo and here is the question. What does relit means?
Hey Player,

I'm having the same issue here. I noticed it happening recently on my server, some chunks would stay loaded, i.e. chunks containing my Railcraft boilers would stay loaded but my tree farm wouldn't, so it kills my steam production. No chunkloaders at all. With everyone off the server, I still have anywhere between 300-700 chunks still loaded according to sampler. Even a server restart doesn't do anything. I don't know if the problem is even related to Fastcraft, but I don't think I have had this problem before and then saw it reported by BakermanLP here recently. Any ideas? Does FastCraft even touch chunkloading behavior at all?

589

Friday, March 27th 2015, 2:28pm

http://paste.ubuntu.com/10689296/
than can be caused by this error?
I see in the logs
at cofh.asmhooks.block.BlockTickingWater.func_149726_b(BlockTickingWater.java:19)
and
at fastcraft.Hooks.r(F:137)

590

Friday, March 27th 2015, 8:25pm

Kortako: That's normal vanilla behavior, FastCraft shouldn't influence it. It's inherent to how ticking blocks/tile entity access other chunks. When chunk access each other that way, they'll usually stay loaded without a chunk loader. I plan to fix this with FastCraft eventually, but it's very tricky to do in an acceptable way.

SvEgiiVEteR: Very likely not my fault, most likely it's a problem in CustomOreGen and/or Mystcraft if it's happening in its initial profiling dimension.

591

Saturday, March 28th 2015, 4:23pm

New crash V1.19

Found a new crash using fastcraft in my modpack "Industrial Age The Turning"
possibly related to mekanism

Crash Report: http://pastebin.com/EEz6a95z

Chocohead

Drowning in mods.

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Posts: 5,978

Location: Badly generated chunks.

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592

Saturday, March 28th 2015, 4:53pm

Found a new crash using fastcraft in my modpack "Industrial Age The Turning"
possibly related to mekanism

Crash Report: http://pastebin.com/EEz6a95z
Fastcraft doesn't work with Cauldron
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

593

Saturday, March 28th 2015, 9:50pm

Actually enterprise12's crash is presumably caused by a faulty mod (threaded world access), run with -Dfastcraft.debug.fwel (startup option, goes before -jar) to try catching it.

Chocohead

Drowning in mods.

  • "Chocohead" is male
  • Korea, Democratic People's Republic of United Kingdom

Posts: 5,978

Location: Badly generated chunks.

  • Send private message

594

Saturday, March 28th 2015, 10:08pm

:O
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

595

Saturday, March 28th 2015, 10:16pm

What other useful debug flags are hidden in fastcraft?

596

Sunday, March 29th 2015, 2:39am

Not sure where I'm supposed to notify Player of using this in a modpack, but I am currently working on a new modpack and will be using Fastcraft. My modpack is going to center around bees and magic. I'm a very inexperienced newb(moderate) to mods, but Bees and Magic are the two areas I know little about, so I plan to make my pack around them.

Thanks,
StephJ2Fan

597

Sunday, March 29th 2015, 3:25am

There's a bunch, but they are all meant for investigating certain issues, not for general use. If you run into a problem just post here or ask on IRC.

598

Sunday, March 29th 2015, 1:05pm

Distribution on curse

Is it likely that FastCraft will ever appear on Curse? The new alpha curse client looks pretty amazing, and is set to replace the FTB launcher in the future . It would be a real shame not to have FastCraft available in the new launcher.

599

Monday, March 30th 2015, 8:12am

Look at their terms of service closely, they are massively one sided and against the interests of the users and mod developers.

600

Monday, March 30th 2015, 8:14am

Version 1.20 is now live.

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