Mineceraft has crashed with optifine and enhanced portals 3!
It's a connected textures issue. Disable them in the details settings and it should work perfectly fine. I raised this a week or two back with the EP3 dev, and he said the issue lay with OptiFine.
Mojang is making a product that runs smoothly and without problems for every customer - or at least that's the intention. If there are bugs, they are trying to fix them.
Mods have no guarantee that they will work with X or Y mod or that it will run smoothly. I'm using 40+ mods, HD texture pack and good shaders and it brings down the FPS to 20-25. If I don't like it, I can turn off the shaders and the FPS will jump to 60-70. So the point is, Mojang can't just include all the goodies into the game because there are too many of them and the game will not run.
Second point is compatibility. I asked a question on page 1901, I think, and nobody replied. In fact since then there were 4 more people asking about Optifine causing crashes with other mods, with 3 actual mods being mentioned. No replies, no support. Mod author can afford that, but Mojang can't.
I'm not using Optifine because it crashes game if used with some other mods. This has not been even acknowledged, let alone that somebody would be working on fixing it. There are dozens of mods that Optifine will crash, if being used with at same time. That's below average compatibility with other mods. So if Optifine, as it is, would be part of the original game, I wouldn't be able play it at all.
For that reason, I completely understand why some mods, that might look like must have addition at first glance, should never make it into the game. Optifine manages some very delicate processes and I don't think it will ever be bug-free.
I understand the point that you are trying to make. However I think there are a few things that you have not considered.
1) Mojang is NOT making a product that runs smoothly and without problems for every customer... If it did there would be no need for mods like this in the first place.
2) Mods have no guarantee that they will work with X or Y mod or that it will run smoothly". That's true. but on a larger scale you can say the same thing about any mod.. Or even minecraft itself. There is no guarantee that ANY mod will work with Minecraft or that those mods with work with any other mod.
3) "Second point is compatibility". See 2 above. ^^^ But I will ask this: Compatibility on whose end? Forgive me but, You seem to be pointing the finger at optifine not being compatible with other mods. Why not the other way around? After all, I've never seen people blame minecraft itself when they install a mod and it doesn't work. They blame the mod.
That's what we are talking about here. At the point of Optifine becoming native, It would cease to be a mod. It would be part of Minecraft and things would have to change according to that new matrix. Is that worth it? Well, Since you brought up numbers of posts here and are using them as an example, By looking through this thread and the pool above I'd have to say that the good vastly outweighs the bad. And most of the time the "Bad" has to do with other mods.
As for support with issues, It wouldn't just be a single modder dealing with problems as a hobby. It would BE Mojang. However, As I said before, I'd really like to see the response from Mojang If someone complained to them that Minecraft is causing their mods to crash the game.
At any rate, None of this has much to do with the point I was trying to make in that O.P. you quoted.... I just want to know Why Mojang... With its millions of dollars and however many people that have on staff now, Can't seem to make a game with features that you would find in just about any other game released nowadays. Why does it take a mod at all to add an option for multicore? For AF? For HD compatibility? For FOG? Animations, greater render distance choices? These are things that would help some and could be turned off by others who don't need them or want them.
Well, 1.7 DID half add your/this mod to the game (mostly taking ideas) without permission (I think) because I know that they asked, but were denied permission due to the fact that the mod maker wants to earn money from their hard work coding.
For me, any mod not compatible with optifine doesn't get considered for use. Mojang should hire the author - except that he already provides it for free, and as others have mentioned they don't have to support it. It's not really fair to the authors of the must-have mods - the only reason to do it is for the love of it.
I'm very grateful that the mod is continued to be developed slowly in the absence of an MCP update. Minecraft is just not the same anymore without it. I'm also grateful of being kept informed of the progress (I wish the MCP team would take note).
Many thanks for all your efforts.
As it says above, Mojang tried to implement optifine directly into the game permanently, but their offer was denied by the optifine author.
To all those having Optifine issues, I would suggest using Magic Launcher because it allows you to easily turn mods on and off and when in the settings in the Magic Launcher, it tells you which mod are conflicting with other mods so you can easily see which mods will not work with each other. My advice, don't use Optifine on 1.7.x+ until the code gets updated; If your insistent to use Optifine before the code is updated, just use it on anything BEFORE 1.7.x update.
Just hold on for the update, MCP needs to be updated first, then Optifine(and all the other mods for that matter)can start the update process. Gotta remember that all mods(and MCP) are user created content that these people do on their free time.
As far as performance goes, 164 behaves like optifine standard, and 172 behaves like optifine multithreaded, but without the display driver bugs.
Optifine itself has a number of rendering issues -- basically, any block that wants to change how it is displayed twice in an update tends to fail. I can repeat this with rail tracks from vanilla (they place in one direction, and then re-orient to connect). Other people have reported OpenGL state problems where things don't render correctly because Optifine's drawing assumptions -- while fine for vanilla blocks -- fail badly for some mod blocks.
Optifine's fog control is wonderful, as is the drawing quality improvements. But drawing speed is becoming less of an issue as Mojang improves their rendering engine.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
http://pastebin.com/UWknBhBG
Here my crash. Optifine C7 or C8. C6 works fine.
I fond one thing if i delete /mods/1.6.4/ files
CodeChickenLib-universal-1.6.4-1.0.0.45.jar
ForgeMultipart-universal-1.6.4-1.0.0.219.jar
WorldCore-universal-1.6.4-1.1.0.17.jar
Then client starts ok. But when you try starting again without deleting this files its making crash.
This 3 file using for bioms o plenty and thermal expansion mods.
A few other suggestions: you might try adding -XX:MaxPermSize=256M (increases the permanent generation size for the garbage collector), particularly if you use a large number of mods, and either -Xincgc (enable incremental garbage collection in place of the default stop-the-world GC) or -XX:+UseParNewGC (enable multi-core stop-the-world GC in place of the default single-threaded stop-the-world GC). You should not use -Xincgc and XX:+UseParNewGC together. -Xincgc means no stopping the world for garbage collection, but may reduce garbage-collection performance by up to 10%.
It's a connected textures issue. Disable them in the details settings and it should work perfectly fine. I raised this a week or two back with the EP3 dev, and he said the issue lay with OptiFine.
I understand the point that you are trying to make. However I think there are a few things that you have not considered.
1) Mojang is NOT making a product that runs smoothly and without problems for every customer... If it did there would be no need for mods like this in the first place.
2) Mods have no guarantee that they will work with X or Y mod or that it will run smoothly". That's true. but on a larger scale you can say the same thing about any mod.. Or even minecraft itself. There is no guarantee that ANY mod will work with Minecraft or that those mods with work with any other mod.
3) "Second point is compatibility". See 2 above. ^^^ But I will ask this: Compatibility on whose end? Forgive me but, You seem to be pointing the finger at optifine not being compatible with other mods. Why not the other way around? After all, I've never seen people blame minecraft itself when they install a mod and it doesn't work. They blame the mod.
That's what we are talking about here. At the point of Optifine becoming native, It would cease to be a mod. It would be part of Minecraft and things would have to change according to that new matrix. Is that worth it? Well, Since you brought up numbers of posts here and are using them as an example, By looking through this thread and the pool above I'd have to say that the good vastly outweighs the bad. And most of the time the "Bad" has to do with other mods.
As for support with issues, It wouldn't just be a single modder dealing with problems as a hobby. It would BE Mojang. However, As I said before, I'd really like to see the response from Mojang If someone complained to them that Minecraft is causing their mods to crash the game.
At any rate, None of this has much to do with the point I was trying to make in that O.P. you quoted.... I just want to know Why Mojang... With its millions of dollars and however many people that have on staff now, Can't seem to make a game with features that you would find in just about any other game released nowadays. Why does it take a mod at all to add an option for multicore? For AF? For HD compatibility? For FOG? Animations, greater render distance choices? These are things that would help some and could be turned off by others who don't need them or want them.
try optifine c6 it might work
As it says above, Mojang tried to implement optifine directly into the game permanently, but their offer was denied by the optifine author.
It won't update as soon as you think, MCP isn't updated currently so it's impossible for most mods to update.
Just hold on for the update, MCP needs to be updated first, then Optifine(and all the other mods for that matter)can start the update process. Gotta remember that all mods(and MCP) are user created content that these people do on their free time.
Optifine itself has a number of rendering issues -- basically, any block that wants to change how it is displayed twice in an update tends to fail. I can repeat this with rail tracks from vanilla (they place in one direction, and then re-orient to connect). Other people have reported OpenGL state problems where things don't render correctly because Optifine's drawing assumptions -- while fine for vanilla blocks -- fail badly for some mod blocks.
Optifine's fog control is wonderful, as is the drawing quality improvements. But drawing speed is becoming less of an issue as Mojang improves their rendering engine.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Same thing for me with C6 its works but C6 cause problems with ChickenChunks and with C7 was faster.
So -Dfml.ignoreInvalidMinecraftCertificates=true- -Xmx2048M?
Here my crash. Optifine C7 or C8. C6 works fine.
I fond one thing if i delete /mods/1.6.4/ files
CodeChickenLib-universal-1.6.4-1.0.0.45.jar
ForgeMultipart-universal-1.6.4-1.0.0.219.jar
WorldCore-universal-1.6.4-1.1.0.17.jar
Then client starts ok. But when you try starting again without deleting this files its making crash.
This 3 file using for bioms o plenty and thermal expansion mods.
A few other suggestions: you might try adding -XX:MaxPermSize=256M (increases the permanent generation size for the garbage collector), particularly if you use a large number of mods, and either -Xincgc (enable incremental garbage collection in place of the default stop-the-world GC) or -XX:+UseParNewGC (enable multi-core stop-the-world GC in place of the default single-threaded stop-the-world GC). You should not use -Xincgc and XX:+UseParNewGC together. -Xincgc means no stopping the world for garbage collection, but may reduce garbage-collection performance by up to 10%.