You're using a 1.14.1 version of Fabric Furnaces on 1.14. Not the best idea.
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May 19, 2019asiekierka posted a message on Minecraft crashed and I don't know how to read the crash reportPosted in: Java Edition Support
Apr 25, 2019asiekierka posted a message on Fabric fails to launch 1.14 release with mods in folderPosted in: Java Edition Support
Right, so, in order:
- ComputerCraft released a broken build yesterday; update to the newest and it will be fixed.
- TooManyCrashes relied on internal Loader code (the tiny-remapper library) which, as such, broke. You'll have to uninstall it for now - not that you need it.
- Loading Spice also crashed, but the reason for that is less obvious. Perhaps it's outdated, and still designed for an earlier snapshot release?
Jan 2, 2019asiekierka posted a message on Fabric 18w50a to 1.14.4 Snap/Rel Mod Discussion Thread - Mostly 1.14.4 Forge Posts, Minor Fabric 1.14.4 Posts.Posted in: Mods Discussion
The portion which considers end users/players is the brief note at the beginning of the wiki page on installing MCUpdater and adding/updating/launching modpacks from within it. It could use some graphical fanciness like screenshots, though. The rest, indeed, is more of a concern for server administrators and modpack developers.
Jul 2, 2018Posted in: Mods Discussion
You might want to report this on the FoamFix issue tracker directly next time, it means I'll be aware of it faster (and possibly at all).
This is an interesting issue! It might be a collision between FoamFix and OptiFine - running the two together is not encouraged. This specific set of patches causing the issue for you can be disabled by setting textures.enable to false in config/foamfix.cfg.
Also, make sure you have the latest version of both FoamFix (0.9.9.1 as of writing) and OptiFine.
Feb 3, 2018Posted in: Minecraft Mods
So I've been given access to the Factorization GitHub repository and decided to fix a few lingering bugs. neptunepink seems to have given me some kind of approval, so I guess you can call this - Factorization 0.8.109 - the new official 1.7.10 release.
- Let the coremod accept certain different patch failures for pseudo-compatibility w/ OptiFine! (For some reason, FZDS works on OptiFine now.) (#4)
- Fixed barrel GLAllocation crash bug (#13)
- Fixed registering OreDictionary entries too early (#5)
So, it's mostly a bugfix release for the few issues which were reported on GitHub. You can download it here.
Note that the OptiFine compatibility might cause crashes with certain minimap mods. It's one or the other - without access to OptiFine source code, we cannot really do better at this time. (Or you can disable FZDS, but why would you disable FZDS? That'd be a colossal loss which the fate of your modpack could hinge on.)
For those of you who have been awaiting a 1.10+ update, I don't have great news - it's likely not going to happen. Factorization itself is pretty much abandoned. However, I have been taking in some of its features (the Pocket Crafting Table, the barrels, some of the gameplay tweaks) and rewriting them in my own mod called Charset, which is available - in some form - for Minecraft 1.10.2 and 1.12.2. It doesn't really have a website right now, but that's being worked on. More features may come at some point, as well as its own new features.
Feb 6, 2017Posted in: Suggestions
Would require overriding Minecraft's font rendering engine and that is not something I am particularly comfortable doing for all items at this time.
Jan 12, 2017asiekierka posted a message on Any mods that decrease CPU load on 1.10 besides optifine?Posted in: Mods Discussion
FoamFix generally deals with memory, yes, however:
a) some of the recent optimizations also happen to help CPU usage,
b.) less RAM usage = less garbage collector workload = less CPU usage by the garbage collector,
c) smarter RAM usage = less CPU cache thrashing = potentially faster memory accesses.
You might want to try it either way.
Oct 25, 2015Posted in: Recent Updates and Snapshots
Oh great, an MCF thread. Speaking as a BuildCraft maintainer...
1.8 makes simple models easier, but complex dynamic models much, much worse. It also has a lot of bugs and unfinished code pieces (such as ridiculous item handling, or the fact BlockStates are still metadata in disguise), and Forge is stuck on 1.8 and cannot move to 1.8.8 and won't be able to until 1.9 comes out, likely.
Most modders are waiting for 1.9, and it might be one of the best modding versions to date if Mojang doesn't do anything stupid on release. (Also, command blocks cannot ever be as optimized as mods are - primarily because mods are native Java (or sometimes even C) code, while command blocks are scripted and interpreted. It's just that many mods are poorly written thanks to lack of direction and/or documentation, while command blocks have reasonably good documentation and best ways of doing things are generally acknowledged. I believe command blocks are the future for simpler, script-like tasks. On top of that, server-side plugins (Bukkit! Spigot!) can hook into the same stuff command blocks use to bring you functionality much closer to client-side mods without requiring them, much like SpoutCraft tried to accomplish ~3 years ago.)
Also, everyone who says command blocks are anywhere near as powerful as mods should be confined to a lifetime of recreating a large modpack of choice using command blocks. I wish them fun especially with OpenComputers and MystCraft.
Oct 23, 2015Posted in: Minecraft Mods
I've followed BTW for years, including the forge fiasco. I'm glad he left forge, because it let him focus entirely on his mods balance without worrying about having to deal with other mods breaking that balance. hence its a total conversion, not a mod. complaining about why BTW isn't compatible with thaumcraft 4 (as much as i would love a better than thaumcraft :P) is like whining why BTW isn't compatible with skyrim. at this point, BTW isn't even minecraft anymore, it's its own game that happens to share some underlying looks and mechanics with minecraft.
You are incorrect in implying that only mods incompatible with anything else (thus not even on Forge) can be total conversions. BTW is not the only total conversion mod for Minecraft. There's also TerraFirmaCraft or to a lesser extent Minestrappolation 4. There's also a small but increasing number of modpacks which combine large amounts of mods altering small parts of vanilla to create a very different gameplay experience in total. Now, TerraFirmaCraft is completely incompatible (gameplay-wise. They do boot together, it's just that recipes and machines stop functioning due to unexpected blocks/items/liquids) with almost every existing Forge mod... but other people can make mods which join the two together, and what we get as a result is a very interesting gameplay experience. I do acknowledge that that also means we get a lot of terrible combinations, but hey, you cannot escape Sturgeon's Law.
Anyhow, I'd also love a lot of "Better Than [x]" mods, however I respect FlowerChild's decision not to let addons in and keep BTW his own independent vision (however, I did ask FlowerChild - as a current BuildCraft maintainer - about Better Than BuildCraft 2 due to both community and personal interest).
Aug 4, 2015asiekierka posted a message on Can't connect pipes on slaughterhouse in BuildCraft and Mine Factory ReloadedPosted in: Java Edition Support
No, it was actually our fault. Fixed in Compat 7.0.10.
Jul 18, 2015Posted in: Minecraft Mods
0.8.95 is 0.8.96. The numbering issue is I think partially the fault of me requesting a development build in the middle of it.
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