There's implementations/api for additional recipe handlers/providers. It's quite like EE3's system, actually older, but ofc much less problematic due to not being able to go materials -> uu, just the other way around.
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Hmm I'd rather not do that, the ejecting/sinking isn't nearly as performance efficient as a dedicated transport mechanism.
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It'd really just require someone to work out sufficiently balanced values relative to iridium for all the renewable raw materials. The system will then derive anything made from them automatically.
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jznomoney: Thanks, should be fixed in ctest8.
Razorskills: I'm still waiting on Curse to make their TOS less ridiculous (esp. the change clause).
Entoarox: I saw it once myself, but it's rather tricky to investigate and reproduce in-dev.
CkpeVZE: The bug isn't in FastCraft, the FC method you see there is merely a detector and doesn't affect execution.
gopwro: Not a FC bug either, the block received an invalid metadata somehow and BOP doesn't handle that. Report it to them. You should be able to locate the broken block(s) with Sampler (see OP, 2nd spoiler) by running "/sampler find biomesoplenty.common.blocks.BlockBOPNewGrass --unloaded --meta=3", assuming they don't reuse the block with a different metadata range. Remove them with the setblock command or a world edit solution of your choice.
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Yes, that'd be the amount of 16^3 areas being rendered.
Two: It's not up for discussion atm, the 3 weeks are only after a newer official FC version is released, which doesn't happen very often. A mod pack should be able to easily meet that regardless of FC unless letting the users suffer from fixed bugs is part or the idea..
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The culling tweak only works without Optifine.
Bogdan-G: That's not a FastCraft issue as far as I'm aware, something is corrupting the biome decorator state.
Entoarox: Try also comparing the value after C: in the F3 screen between FC 1.21 and FC 1.22. You need a normal (non-flat/void) world, not use Optifine and VSync (implicit/explicit) disabled to see a difference I assume. Bugs may be another cause.
Chocohead/EeveeA_: It's a temporary incompatibility with Optifine, it'll be restored in the next build. As mentioned above the major change isn't active with Optifine.
cindylo: Currently it doesn't look like they are willing to provide the means to make it compatible in a reasonable fashion as I've requested in their issue tracker. I've outlined the reasoning behind obfuscation at [WIP|1.7.10] FastCraft 1.21 besides being able to strip all the wip code for new features.
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Since it has been demonstrated that advanced culling seems to be quite effective, I've reshuffled my todo list and added my own implementation for the upcoming FastCraft version 1.22.
I went with a clean room implementation with an algorithm vaguely based on tomcc's, but a lot more complex and with plenty of my own spin. The current implementation is still a bit naive and has some room for improvement, it shows the capabilities however. From what I can tell it should be significantly better than what's in 1.8. The defaults are conservative with a highly-wip config option to move culling calculations off-thread for further performance enhancement at the cost of some visual glitches when moving or looking around.
A preview release is available at (outdated, see post below for a more recent test build).
Feedback is appreciated.
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WJK2002: Update to Forge 1307 or later
icxmy: Hmm interesting, are you sure this is caused by FastCraft? Something is modifying the view matrix without resetting it. It may be just a coincidence.
Entoarox: The dimension leak is not a problem by itself, it's just a symptom of bugs and an entire problem category with arbitrary causes which can't be fixed universally. I'm spending quite some time investigating these issues and reporting them to the mod authors instead of patching them from FastCraft. Atm I don't think there's a specific major dimension related leak, just FMP leaking chunks on chunk un-/reloads. Heap dump analysis is required to find suspects.
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Dementeg: Turn monitorBiomeDecorators off in your config, it's for debugging only.
Neoconker12: Disabling animations is no vanilla feature, you are doing it through some other mod, which doesn't do it in a way that's compatible with FastCraft. I've added a setting to do the same for the next version.
alexjuuhh: Not my fault, looks like some side effect of class loading from transformers. The actual issue is missing from the log, try running with -Dlegacy.debugClassLoading=true to get more information.
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Are there resource numbers for the RF version to see how they compare to IC2's? Also a more proper ratio would be 1 EU per 8 RF
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Hi Player! I have a problem, game likes to crash when i have any kind of chunk loader active, and the only chunk loading altering mod i have is fastcraft... can you help me with this? Here's a crash report: http://pastebin.com/qukdSrYz
It actually isn't chunk loading related, the issue may happen if something starts drawing (generating/rendering geometry), but doesn't finish. I'd first look at ae2 whether it's at fault, but it's quite possible that whatever happened to be rendered before left the rendering system in an invalid/unfinished state. An involvement of FastCraft is unlikely.
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Hello player
Recently, the curse launcher has allowed for third party packs to be distributed.
They have a system for allowing mods not on curseforge, but unfortunately fastcraft is apparently not on the list of approved mods due to having very specific distribution instructions.
More info here: http://authors.curseforge.com/…ecraft-modpack-submission
If you want you can add "Curse for Minecraft client distribution is allowed" to your topic and it will be added to the list, if I'm understanding it correctly.
Disclaimer: I am in no way affiliated with curse or ftb or whatever, I am just a person who would want to potentially include fastcraft in a modpack on the curse launcher.
Edit: Here is curse's explanation of why they can't allow it with your current terms: http://www.reddit.com/r/feedth…t_hyped/cq8fp22?context=3
Their reasoning is weak, Curse could just pull the FC jar from the repositories 3 weeks after a new release is out. Only mod packs not following the license properly would run into issues. One may note that they have to do likewise if a CurseForge project is being deleted.
In general FC's redistribution terms apply to everyone and I don't have plans to change them atm.
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Hmm IC2's reading may be incorrect if energy was rejected partially, which needs more work to be precise. An easy way to get an accurate number would be this:
<power converter input> - <cesu a> - <cesu b>
The eu reader output value measured at cesu b should be correct if cesu a is full or empty and the measurement time is sufficiently long.