Hmm can you come to #fastcraft on esper.net? I'll need some testing with a debug build.
[WIP|1.7.10] FastCraft 1.25 (Note: All Posts of new Members need to be approved first, so if you press the submit button but no new post appears here, it is in the folder of posts to be approved first, and Player will receive them a few hours later)
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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
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That's already fixed in-dev. I'll do a new release soon with a bunch of bugfixes.
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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 -
new config file for niche issues and later somewhat game play changing optimizations
Care to explain further? -
Look at fastcraft.ini, the "later" part won't be ready for a while.
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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 -
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.
Code/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?
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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)
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at fastcraft.Hooks.r(F:137) -
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.
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Found a new crash using fastcraft in my modpack "Industrial Age The Turning"
possibly related to mekanismCrash Report: http://pastebin.com/EEz6a95z
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Found a new crash using fastcraft in my modpack "Industrial Age The Turning"
possibly related to mekanismCrash Report: http://pastebin.com/EEz6a95z
Fastcraft doesn't work with Cauldron
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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.
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:O
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What other useful debug flags are hidden in fastcraft?
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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 -
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.
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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.
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Look at their terms of service closely, they are massively one sided and against the interests of the users and mod developers.
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Version 1.20 is now live.