Try decreasing the heap size (XmX, Xms), 4/5 GB may be pushing it. Minecraft, the OS and other programs need a substantial amount outside the heap.
Posts by Player
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Starsly: Most likely your FastCraft jar has been altered or is corrupted, the manifest file inside META-INF more specifically. Re-download from the opening post.
ProsperCraft: That's another mod's fault, probably Journeymap. Run with the JVM argument -Dfastcraft.debug.fwel to see which mod it actually is or make it disappear.
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JonelleTheBeast: I don't change anything in this area, you are probably just experience unstable auth servers, which just gives a random chance for success. Removing FastCraft is just another implicit retry, trying again with FastCraft would most likely have worked as well.
TechoMan: You are probably having mostly issues with TESRs and/or chunk updates, see the spoiler box in the opening post for some more tips on how to improve your performance.
fargoniac: Works for me, this could have been a temporary hickup of the server or some firewall on your or your isp's side.
SirChamomile: That's an interesting observation. It'd be very helpful if you can test against the following versions as well until you hit the regression/slowdown: 1.11, 1.12, 1.13, 1.16, so I can see what may have caused it. The old downloads are still available through editing the download url. Do you use Optifine, ShadersMod or ColoredLights? Please also make sure that the comparisons are solid, i.e. objective and with comparable conditions.
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pakos2835: To help fix this I need the following extra information:
- Screen shots of the processes and overview tabs of the task manager while the problem is occurring.
- The output of "/csampler memory" at the same time (it's provided by the Sampler mod downloadable from the second sticky box in the opening post).
- A screen shot of F3 at the same time
- Your system specifications including CPU, RAM and GPU, the exact model of your graphics card is very important.
It's unfortunately quite tricky to solve and is highly system dependent.smbarbour: FastCraft actually helps even the fastest machines
SniperHauss89: It doesn't look like any FastCraft involvement, those are just transparent detection hooks and I don't think I'm changing anything which could cause this crash.
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please do not enter players in misleading!
with fastcraft i have 17 fps and freeze every second, without -117+ fps
all good with pack and RAM - only 1800 mb memory usage with 100+ mods
You need to look at the memory usage in the task manager, the textures and other OpenGL objects aren't being stored on the heap and thus don't show up in F3 etc.
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A pack change won't help it besides the map reset, you just have to remove all EnderIO redstone conduits. Someone apparently just happened to build something problematic with them recently or modified an existing setup. It's by far not the first time I'm seeing EIO rs conduits cause severe lag spikes, they have some inherent implementation problems.
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I'm not exactly sure if it's actually cables, the stack trace just indicates some "TransmitterNetwork" and multiparts, which could as well be the machines themselves, although unlikely.
Removing chunkloaders won't help unless you get every part covered and then restart the server to remove any chunks stuck loaded. It's obviously wasted effort if the spawn area, a player or another type of chunk loader (quarry etc.) loads a connected part anyway..
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bochen415: I blame gradle, it seems to not refresh all files properly -_-
DreamMasterXXL: It's an issue with IHL Tools, it's accessing IC2 core functionality which has changed.
CreeperShift: The long run, which is indicative for the average load, only shows EnderIO's TileConduiBundle, more specifically the redstone variant, being somewhat high.
The spikes are from Mekanism refreshing its energy network in a very inefficient manner, i.e. loading plenty of cascaded chunks in the process and probably restarting the refresh for every block added all over. Don't use its cabling for anything physically extensive and/or chunk load the whole area containing such a continuous network.
It's recommended to use something like spiketrigger 200 or higher btw, 60 would already trigger once the tick is exceeded by even 10 ms, which isn't really a problem. Also note that the 1st number a in the original spike-a-b.nps filename contains the spike/tick length in ms, files with higher values are of increased interest of course. -
That's because IHL Tools is using IC2's internal logger which changed from some logging changes.
I recommend to create your own instead of using IC2.log, which is easily done by calling evt.getModLog() in the FMLPreInitializationEvent handler and assigning it to a field.
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TRy this one: http://files.minecraftforge.net/minecraftforge//1.7.10
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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.
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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.. -
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Just wanna say that this mod is a godsend! Thanks so much for the hard work! After trying to get rid of the fucking stutter I have had for months in minecraft this mod did it. Here are 3 comparisons of frametimes in the material energy 4 mod pack. (all taken with the same path capped at 80 fps)
Comparison of stock mod, just OptiFine, and just Fastcraft http://imgur.com/a/1uPjGHmm fancy graphs
Don't be surprised if a tool of mine generates something similar for frame and tick times in the future.
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string5: You are using some old FastCraft version. It's very important to keep it updated.
MysticAura: As I indicated earlier this is unfortunately a typical side effect of the detection adding a little extra time delay and/or cache coherence to do its job, while will also help the offending asynchronous access, making it hard to catch. There's a chance it'll still happen, but it'll then generate a log pointing to the source.
HanakoCZ: Some of the base edits from bukkit-like projects like Cauldron aren't supported atm.
Mierzen: FastCraft just happens to be on the call stack for detection purposes, the real cause is something else, presumably something causing off-thread chunk decoration or trashing the state of the biome decorators in another way. FastCraft also does nothing to influence FMP that way...
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Run your game with -Dfastcraft.debug.fwel and FastCraft will try to catch the mod causing this. It's some sort of asynchronous world access by another mod, which isn't correct without proper synchronization. The detection unfortunately causes some implicit synchronization, which will make this happen much less often.
My #1 suspect with any multi threaded access issue on the client is any sort of mini map mod.