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bigperm posted:What about 1.8 makes you want to play it over 1.7.10? Much nicer world gen, I like building on hills and 1.8 worldgen gives you a lot of plateus to build on.
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# ? May 30, 2015 01:07 |
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# ? May 21, 2024 17:56 |
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OwlFancier posted:There don't appear to be any useful mods like tinkers, or any of the factory style mods available for 1.8 either. Because a lot was changed in the back-end to make the game run better, therefore modders look at it and go "More work? Ew."
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# ? May 30, 2015 01:13 |
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El Generico posted:Frankly it sounds like the performance improvements would be worth it in and of themselves. Fastcraft and CoFHTweaks are basically backports of the 1.8 optimizations. They do similar things but one may work better than another for you. Fastcraft works better for me. OwlFancier posted:Much nicer world gen, I like building on hills and 1.8 worldgen gives you a lot of plateus to build on. If you like hills, check out Alternate Terrain Generation. It was too hilly for me. bigperm fucked around with this message at 05:02 on May 30, 2015 |
# ? May 30, 2015 04:59 |
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Against better judgment I reinstalled this with the latest version of OMP-i, all mods enabled, and the game crashes anytime I click "mod options" which is kind of a problem because there's over 200 mods and I'm probably going to want to change some of them. Is this a feature of the pack or have I done something wrong.
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# ? May 30, 2015 06:59 |
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Gestalt Intellect posted:Against better judgment I reinstalled this with the latest version of OMP-i, all mods enabled, and the game crashes anytime I click "mod options" which is kind of a problem because there's over 200 mods and I'm probably going to want to change some of them. Is this a feature of the pack or have I done something wrong. You can remove mods, you simply won't be able to play on the server. You could ask the modpack author for SP configs as well.
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# ? May 30, 2015 08:32 |
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McFrugal posted:Are you using 2.0.3a? I thought the HQM party issues were sorted out with NoTimeFix. Wylker & Maiden were really key to us getting a lot of stuff fixed up for 2.0.4e, including the NoTimeFix. They're doing the smart thing where there's a 3 week lag time on videos.
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# ? May 30, 2015 09:19 |
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I'm enjoying blightfall, it's encouraged me to get serious with a mod I've ignored since TC2, where it was total rear end and put me off the mod for years. Pretty dissapointed that TC5's current future is going back to TC2
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# ? May 30, 2015 14:23 |
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Uhhh anyone knows how botania mana fabricator from the technomancy mod works? e: nvm figured it out, just put a mana spreader above it. I finished my controller script for OC. I think someone here wanted it. I'm in the process of tuning the pid values, then I'll post it on pastebin or somesuch. Truga fucked around with this message at 16:50 on May 30, 2015 |
# ? May 30, 2015 16:02 |
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SugarAddict posted:Have you played with the graphics settings or the java runtime strings at all? What specific runtime strings would you recommend? I've tried several different ones and they had a negligible effect on performance. I can get used to 1.7 as long as I don't boot up any 1.6 packs for a few days, but if I dip back into 1.6 to play my old Agrarian Skies 1 map or something it's staggering how much worse 1.7 runs across the board. The FPS counter will tell me it's running at a stable 150 in 1.7, but it's a stuttery mess any time I look around or move. It's a mess I can get used to and convince myself isn't a problem after a few hours, but it's not even remotely close to the wonderfully fluid 144 fps I got in every single 1.6 modpack. I have a GTX 970 and an i5-4690k, so it's not a system requirements issue.
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# ? May 30, 2015 17:34 |
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bigperm posted:If you like hills, check out Alternate Terrain Generation. It was too hilly for me. Hmm, that looks interesting. I also like the lighting fixes from 1.8 seeing as I spend most of my time building things but that looks quite nice. Are there any lightweight-ish themed modpacks about? Something without a million different but similar mods, but still with a few things that make building a bit easier and give you ways to get materials by building nifty machines? Essentially I'm after something like the old industrialcraft or thaumcraft mods.
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# ? May 30, 2015 17:46 |
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MacGyvers_Mullet posted:What specific runtime strings would you recommend? I've tried several different ones and they had a negligible effect on performance. I can get used to 1.7 as long as I don't boot up any 1.6 packs for a few days, but if I dip back into 1.6 to play my old Agrarian Skies 1 map or something it's staggering how much worse 1.7 runs across the board. Most JVM flags people recommend don't actually do anything, especially on Java 8, but try this: code:
edit: dug out the correct flags for Java 8 Threep fucked around with this message at 17:59 on May 30, 2015 |
# ? May 30, 2015 17:52 |
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MacGyvers_Mullet posted:What specific runtime strings would you recommend? I've tried several different ones and they had a negligible effect on performance. I can get used to 1.7 as long as I don't boot up any 1.6 packs for a few days, but if I dip back into 1.6 to play my old Agrarian Skies 1 map or something it's staggering how much worse 1.7 runs across the board. I've found that sometimes, specific mods cause weird issues and I'll have a lot of FPS problems until I just remove one mod. Its weird, but maybe try removing mods you don't really want to use until it calms down?
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# ? May 30, 2015 18:30 |
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http://pastebin.com/adKG8q39 It's not very good, but it works for now. Also, not tested with passive reactor but should work. You can plug n reactors and turbines to it. Also, that ez nuke script looks cool. Unfortunately, CC isn't in omp-i, and I don't think I'm good enough at this yet to fix it. Truga fucked around with this message at 18:34 on May 30, 2015 |
# ? May 30, 2015 18:31 |
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Thanks for the advice - I'm running the OMP-i pack at 4GB, which has fastcraft installed. I tried the arguments and bumped it down to 3GB, but they didn't make much of a difference. As for the FPS, that's the thing that's so weird about it - my FPS is really high according to the game, like 150+ high, but it's not smooth at all. When I cap it at something lower like 60 FPS it looks like it's running at 15 even though Minecraft insists it's a stable 60. I might try disabling packs one at a time, but it's been this way with every single modpack I've tried in 1.7. It's playable if I leave the framerate uncapped because 150 FPS looks and feels like 30-45 FPS with some micro-stuttering, but I can't help but feel like something is really broken on my end if 60 FPS looks like 15.
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# ? May 30, 2015 18:55 |
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MacGyvers_Mullet posted:What specific runtime strings would you recommend? I've tried several different ones and they had a negligible effect on performance. I can get used to 1.7 as long as I don't boot up any 1.6 packs for a few days, but if I dip back into 1.6 to play my old Agrarian Skies 1 map or something it's staggering how much worse 1.7 runs across the board. If you want to have journeymap enabled you need to disable caves, and go into the advanced options and raise every delay by a ton for whatever reason. Even then, sometimes it will cause minecraft to run at 0-1 fps while you explore. And it will definitely tank your fps down to like 40-50 if you have a base and mine out a ton of stuff near it even with caves off. Like if you're in the same base for 40-80 hours journeymap alone will wreck your fps. It won't be the machines you built, it will just be that dumb minimap mod. People always say it's the webmap, but webmap on or off doesn't impact my fps at all. I can literally run a 200+ mod server for 4 people + minecraft on my computer and get relatively normal fps in minecraft, but if I have journeymap on and no server we're going down to single digits eventually. I like journeymap's functionality, but until that is fixed I just remove it from any pack that has it as soon as I find somewhere I want to build a base at. It might just have a bad interaction with one of the more popular mods, but it has happened to me in a ton of different mod packs. For whatever reason it just goes nuts and dominates my cpu. Khorne fucked around with this message at 19:04 on May 30, 2015 |
# ? May 30, 2015 18:58 |
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MacGyvers_Mullet posted:Thanks for the advice - I'm running the OMP-i pack at 4GB, which has fastcraft installed. I tried the arguments and bumped it down to 3GB, but they didn't make much of a difference. As for the FPS, that's the thing that's so weird about it - my FPS is really high according to the game, like 150+ high, but it's not smooth at all. When I cap it at something lower like 60 FPS it looks like it's running at 15 even though Minecraft insists it's a stable 60. I might try disabling packs one at a time, but it's been this way with every single modpack I've tried in 1.7. If you're playing single player you could try using something like Admin Commands to force full generation of the immediate area and see if it's worldgen giving you trouble. Khorne posted:I like journeymap's functionality, but until that is fixed I just remove it from any pack that has it as soon as I find somewhere I want to build a base at. It might just have a bad interaction with one of the more popular mods, but it has happened to me in a ton of different mod packs. For whatever reason it just goes nuts and dominates my cpu.
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# ? May 30, 2015 19:16 |
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Threep posted:There's a beta Journeymap that's supposed to be much more optimized.
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# ? May 30, 2015 19:30 |
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This is an esoteric question, but if anywhere knows the answer, it's here. When I mine Artifice's recolored ores, they are supposed to drop the corresponding non-colored ore, eg dark-colored copper ore block drops normal copper ore. Problem is, they're dropping Forestry copper ore when I'm trying to configure it so that only Thermal Expansion copper ore is generated so that I don't have to do any bullshit converting or stacking. Is there any way to change this?
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# ? May 30, 2015 23:02 |
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Cantorsdust posted:This is an esoteric question, but if anywhere knows the answer, it's here. When I mine Artifice's recolored ores, they are supposed to drop the corresponding non-colored ore, eg dark-colored copper ore block drops normal copper ore. Problem is, they're dropping Forestry copper ore when I'm trying to configure it so that only Thermal Expansion copper ore is generated so that I don't have to do any bullshit converting or stacking. Is there any way to change this? Short-term answer: Try making the forestry jar come after the TE ones alphabetically Long-term answer: in the works
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# ? May 30, 2015 23:20 |
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Maiden posted:I'm enjoying blightfall, it's encouraged me to get serious with a mod I've ignored since TC2, where it was total rear end and put me off the mod for years. Pretty dissapointed that TC5's current future is going back to TC2 I tried the same, but Thaumcraft changed a lot since I last played, so I got stumped instead.
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# ? May 30, 2015 23:21 |
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Which mod is it that puts a button in crafting that lets you swap between ore-dictionary outputs so you don't have to have awful stack issues?
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# ? May 30, 2015 23:24 |
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Shukaro posted:Short-term answer: Try making the forestry jar come after the TE ones alphabetically No luck. I get what you mean, looks like the mod defaults to the first mod that comes alphabetically. Problem is that I think mod names are internal, and renaming ThermalDynamics/foundation/etc to aThermal... doesn't work. The mod name is still Thermal Foundation in this case. edit: but thanks for the rapid reply anyway!
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# ? May 30, 2015 23:38 |
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alternate answer: remove forestry
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# ? May 30, 2015 23:43 |
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Taffer posted:alternate answer: remove forestry I would, but bees... Also I'd have to remove Galacticraft and Tinker's Construct too before it would get down to Thermal Foundation.
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# ? May 30, 2015 23:50 |
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If two recipes have the same output, is there a way to force one or the other? In OMP-i, both copper pipes and temperate fluiducts have the same recipe.
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# ? May 31, 2015 00:06 |
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Falcon2001 posted:If two recipes have the same output, is there a way to force one or the other? In OMP-i, both copper pipes and temperate fluiducts have the same recipe. You have to use minetweaker/modtweaker for that.
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# ? May 31, 2015 00:07 |
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Falcon2001 posted:If two recipes have the same output, is there a way to force one or the other? In OMP-i, both copper pipes and temperate fluiducts have the same recipe. http://minetweaker3.powerofbytes.com/wiki/Tutorial:Basic_Recipes
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# ? May 31, 2015 00:08 |
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Thanks for the quick response, I'm just going to make the opaque ones instead :p
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# ? May 31, 2015 00:09 |
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I really hope that pid script that cycles every tick doesn't bring the tps to a screaming halt on omp's server. It's bad as is. Also hello Wylker, I'll let you know when the playlist is up. Love you, kissy kissy.
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# ? May 31, 2015 00:22 |
Gestalt Intellect posted:Against better judgment I reinstalled this with the latest version of OMP-i, all mods enabled, and the game crashes anytime I click "mod options" which is kind of a problem because there's over 200 mods and I'm probably going to want to change some of them. Is this a feature of the pack or have I done something wrong. I only had that problem when I'd try to use the mod options while a world was running. Opening the mod options from the main menu was fine. TBH, there's not a lot that you can configure from it anyway, most of it you're still going to need to exit Minecraft and edit config files to make changes. Interesting that even with setting Morph's option to make it that if you're morphed into a hostile mob then other hostile mobs don't attack doesn't work on spiders. Disguised as a zombie, zombies and skeletons leave me be, but spiders? Nope. I think that might be working as designed, though.
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# ? May 31, 2015 00:33 |
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Is anyone else unable to get Steam Dynamos to output energy in OMP-i? It's got water/etc and has stored it, but won't output to a leadstone energy cell or cable.
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# ? May 31, 2015 02:21 |
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Falcon2001 posted:Is anyone else unable to get Steam Dynamos to output energy in OMP-i? It's got water/etc and has stored it, but won't output to a leadstone energy cell or cable. Sometime it will hold RF if it doesn't have any fuel. Add some fuel and it will dump it all out. Otherwise make sure the energy cell is accepting (blue) on the side connected to the dynamo.
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# ? May 31, 2015 03:05 |
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Falcon2001 posted:Is anyone else unable to get Steam Dynamos to output energy in OMP-i? It's got water/etc and has stored it, but won't output to a leadstone energy cell or cable. I know they worked fine a couple of days ago, but I haven't used them at all since I got my reactor working.
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# ? May 31, 2015 03:08 |
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Falcon2001 posted:Is anyone else unable to get Steam Dynamos to output energy in OMP-i? It's got water/etc and has stored it, but won't output to a leadstone energy cell or cable. They don't output their energy unless they are actively burning fuel or have > 2,000 mB of steam.
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# ? May 31, 2015 03:32 |
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Thanks, that was it. Weird.
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# ? May 31, 2015 04:22 |
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Cicadalek posted:I always end up using TC in packs like Hexxit/ OMP Sigma because it's a good way to get armor that can repair itself instead of just falling apart in one battle tower. A bit late but the blood magic ultimate armour is very expensive but is ridiculous. You can customize it. My favorite is aside from invincibility and haste and speed and flying it also fine night vision and rapid plant growth. Feels great to go anywhere and have plants pop up to maturity
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# ? May 31, 2015 09:01 |
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Threep posted:Minecraft's frame limiting is very broken, don't use it. Thanks again for helping me troubleshoot the FPS issues. I wasn't able to fix the problem myself (I couldn't figure out how to get COFH tweaks into the OMP-i pack myself yesterday without it crashing), but when I booted up OMP-i this afternoon and ran the update that replaced fastcraft with COFH Tweaks the problem evaporated. I did a couple of tests alternating between fastcraft, COFH tweaks, and neither with no other mods installed. Fastcraft got rid of a lot of the chunk generation lag, but once it was generated it made minecraft report a high framerate, but after using an external program to record the framerate it was exceeding my monitor's 144 hz limit but bottoming out at 15 FPS for about a quarter of a second every couple of seconds, which is probably why I was being driven crazy by the stuttering, and why it didn't look anything like a real 144 FPS. It was driving me crazy enough that I was considering just migrating back to 1.6 until now. COFH tweaks is so much better. I'm glad someone finally made a replacement for that hacked-together, closed source shitshow.
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# ? May 31, 2015 18:31 |
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Falcon2001 posted:Thanks, that was it. Weird. I have been vexed by it before but it's probably a bit more efficient and nicer on servers. Like, presumably the network won't keep polling them for "hey, got any energy? got any energy?" unless they are actually active.
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# ? May 31, 2015 18:43 |
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So Mine/ModTweaker doesn't seem able to modify Thermex recipes for the machines anymore. Anybody ever worked with adding them another way? *is* there another way? E: Yes, this was tried with most recent updates with both, B:AllowRecipeOverwrite=true is set for all the relevant machines.
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# ? May 31, 2015 18:49 |
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# ? May 21, 2024 17:56 |
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After the last omp i update that replaced fastcraft with CoFHtweaks one of my friends now gets like 3fps everywhere. Also, I get a choppier experience as world keeps loading and unloading when I'm looking around myself. Are there any configs/settings I should be looking at to try and fix these issues? These things also keep popping up: Should I completely nuke my settings? Truga fucked around with this message at 21:00 on May 31, 2015 |
# ? May 31, 2015 20:41 |