You can't, builds aren't compatible across multiple MC versions. We do however have a dedicated version for 1.10, see the listing in the header.
Posts by Player
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That's not possible, the mod providing the uncrafting table would have to implement support for IC2's recipe types. This may be non-trivial since there's often more than one set of ingredients to craft a given item.
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The cables drop 0.2 EU per block, solars emit only 1 EU packets. That's 20% loss per cable. To mitigate that you want to get to a bigger packet size as soon as possible.
There's currently 2 economic options for good efficiency:
- 5 solars feeding an adjacent Batbox, then tin cable: 32 EU Batbox output, 0.2 EU loss per cable = 0.625% loss per cable (right side in the picture)
- 5 solars feeding a LV Transformer with up-transforming setting, then copper cable: 128 EU Transformer output, 0.2 EU loss per cable = 0.156% loss per cable (left side in the picture)
Previously you'd have used ULV cable specifically designed for this kind of setup, which doesn't exist anymore, or relied on any loss being rounded down.
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Key handling needs a closer look anyway. I always wanted them to ignore conflicts since we usually have a side condition, but never got around to it.
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I just pushed a fix for the extra source/sink loss, which should fix the -.2 EU on extraction and insertion.
Most of the change comes from everything using floating point numbers now, which no longer suppresses the fractional loss. How much of that is desired for gameplay reasons is TBD, we may consider ignoring the loss or making that a config option.
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This is a known sync bug, tricky to solve unfortunately.
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Oh I forgot to return back to the forum after I posted the crash, I'll test it soon, thank you very much!
Meanwhile, I'm having this Log Spam when I tried to test something out by creating a flat world. This spam happens every 20 - 30 seconds though.
I'm just standing still and creating minetweaker scripts, so basically I do nothing in the world and the spam is continuously happening in the log.
I don't know if this is from fastcraft or not, but I mentioned it because the log says fastcraft on it. I'm sorry if it is not.
Edit: the new fastcraft works well with optifine shaders. So far now issue, I hope it will stay that way. And no performance issue as well with 410 mods.
Thank you Player!
That's not a FC issue, you just have entities that were saved in the wrong chunk, which isn't being influenced by FC and happens in Vanilla too. See the log line above for the relevant message, the stack traces are useless vanilla spam.
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I don't think synchronization can cause much of an issue there, you'll have to use your IDE's debugger to monitor what's happening. Normally the item stack's metadata and nbt tag are being adjusted by the electric item manager.
For the sphere the collision doesn't matter, you just need an entity with a custom renderer. In Minecraft collision shapes are always separately defined from the model geometry for rendering.
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DreamMasterXXL: I may have to do something about the situation where Optifine is being used without its shaders stuff enabled. Unfortunately my mod compat code currently doesn't allow any dynamic reconfiguration, so this is tricky.
Wanghh: The issue is unlikely to be related to FC since it crashes after me calling MC to render the entity the same way as vanilla does itself. Something else is apparently corrupting RenderManager.entityRenderMap.
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http://files.player.to/fastcraft-1.25.jar should fix the optifine-shaders issue, I can't fully test it with this PC though.
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Does http://files.player.to/fastcraft-1.24.jar fix it?
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The stall report contains a stack trace for every thread, telling you what the specific thread was doing at the specific point in time. Especially with repeated identical mentions across multiple reports, you can easily pinpoint the issue by looking at the Server thread's stack trace.
In this case it's the enhanced portals mod taking a long time to save its state. It may be leaking excess/redundant information due to a bug, causing it to build up and take a long time to save. Check if <world save dir>/EP3_PortalLocations.json or <world save dir>/EP3_PortalNetworks.json are larger than a few hundred bytes. I'd suggest removing the mod until they fixed the bug. It's also possible, yet unlikely, that you disk is dying with slow I/O.
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mod_ThreadedLighting is inherently broken and can't be supported by Fastcraft or really any other mod. You'll have to remove it by either removing aether+gilded games util or by disabling the threadedlighting part from the gilded games util jar. You can do so by editing the META-INF/MANIFEST.MF file and removing the line starting with "FMLCorePlugin".