Posts by Player

    Does it fix the gajillion times of redundant Chunkloading due to a Forge Bug?
    -> no, this seems to be mostly due to mod bugs btw.
    Does it do Multithreading?
    -> no
    What kind of performance Improvement does it give?
    Serverside?
    -> yes
    ClientSide?
    -> yes
    TPS?
    -> yes
    FPS?
    -> yes
    Bandwidth?
    -> no
    Leaked Packets?
    -> no, those are mod bugs


    Most importantly it reduces that awful world gen lag and freezing a lot. With the changes to be expected from 1.8 I won't be doing more than those small - but very effective - changes, targeting bottlenecks identified through proper profiling. I'll possibly add more tweaks if I can get data to justify them.

    FastCraft is a sophisticated mod which improves the client and server performance significantly without any game play changes. FastCraft is useful for anything, even fast PCs and servers benefit.


    The mod is optional on both server and client, meaning that it can be installed on both server and client, just the client or just the server. Even mismatched versions between server and client are fine. It is recommended to always use the latest version on both sides however.


    FastCraft doesn't require any configuration since it is supposed to be fully transparent to the user. To install FastCraft just drop it into your mods folder with Minecraft Forge installed. There may be bugs and the code is somewhat experimental, make backups of your world save while using it.


    Optimizations/tweaks FastCraft applies are very broad and include the following:
    - FPS improvements (client), benefits depend heavily on PC, mods and the world
    - TPS / simulation improvements through faster code and better algorithms
    - Lag spike elimination from world generation, light calculations and chunk loads
    - RAM savings of around 200 MB for a decent amount of mods
    - Faster chunk loading (client/server) and rendering (client)
    - Faster game startup
    - Minor network bandwidth reduction in some scenarios


    Contact
    If you prefer a more immediate format than this thread, you can use IRC in #fastcraft on esper.net for questions, discussion and support regarding FastCraft and MC client/server performance.


    Download
    Redistribution is restricted, the spoiler section at the bottom lists the conditions.


    Download: http://files.player.to/fastcraft-1.25.jar


    Latest preview/test/unstable build: http://files.player.to/fastcraft-1.25.jar


    Change log


    Sampler 1.60.1 (MC 1.7.10)/1.62.1 (MC 1.8.9)/1.63.1 (MC 1.9)/1.65.1 (MC 1.9.4)/1.69.3 (MC 1.10)/1.72.1 (MC 1.11)/1.84 (MC 1.12)


    Extra tweaks/tips


    Known issues


    Redistribution

    The problem with any sort of "making them an output" is, that there's no api representing the energy stored and how to retrieve it. This makes it impossible to pull energy from a sink in a generic way, you can only hard code this information for specific tile entities to e.g. access their energy storage through calling ic2 core code or reflection.

    Actually power is being split according to the resistance of the path like real electricity, not just some sort of packet delivery.


    Transformers are one-way with some internal buffer for the excess.

    Minecraft with the libraries its using is too big for a beginner to really work with. A good amount of modding is researching the existing implementation to find the most suitable avenue to alter it. FML/Forge certainly doesn't help by using rather niche techniques like reflection and byte code manipulation even for basic tasks, making it difficult to e.g. get an accurate idea of what happens before your code even runs. Besides that the code quality is lacking.


    I highly recommend to start with basic standalone software as taught by your average university programming course. Mathematical problems and some basic data shuffling are ideal to learn how to express yourself in code, the development environment, debugging and the most important parts of the standard library.


    Scala should be avoided, it's more of a play ground and too easy to misuse.

    You typically ignore it, amount already accounts for it with the energy (amount) being voltage*current (*1 tick). It's for special purposes, not the average machine.


    I'm aiming to handle overload mostly outside the block to keep it consistent. The voltage parameter is suitable to e.g. let a lamp glow brighter or auto-transformers.

    IC2 just doesn't allow you to get very powerful tools or top tier machinery within an hour of play time like some of the newer mods.


    IC2-ex is still largely comparable with older IC2 versions, it's the other mods lowering the effort to do things to ridiculous levels, effectively leaving you with nothing left to do so much quicker. Try building things along the path, not just rushing for max tier/efficiency. A lot of the new components are optional, the metal former and extra ore processing machines are minor optimizations for later on.