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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    Would it be possible to add RecC support for RTG? In 1.1+, the custom trees, by default, spawn immensely dense and compact forests that appear overwrite RTG's, and cause so much lag that I've had MC actually crash on me. Another incompatibility I've noticed is the large mushrooms from RC do not overwrite, or add to RTG roofed forest mushroom generation.


    Another issue with RTG that I've noticed, exists pre-1.1 [unsure if this happens post-1.1], is that the default structures have a fond habit of spawning on mountain/cliff faces, leaving great overhangs, or spawning over water when they shouldn't.

    Posted in: Minecraft Mods
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    posted a message on Wawla - What Are We Looking At

    Would it be possible to hide entities (in the same way water is hidden)? I ask because Real First-Person Render adds in a dummy entity that gets in the way of WAWLA viewing things lower down.

    Posted in: Minecraft Mods
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    posted a message on GeographiCraft - Stop chunk walls, control size and frequencies of climate zones, oceans, land, and biomes, and more

    In the BOPinCC config, there is this option: B:BoPBiomesOn=false


    What does this do? I'm using 1.10+RTG, and the biomes already appear in world.

    Posted in: Minecraft Mods
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    posted a message on Better Foliage

    For roots, would it be possible to detect the bottom log of a tree and then render roots coming from that block?

    Posted in: Minecraft Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    Thanks! It revealed that I did much calculation on writeVertex. There will be an update for optimizing that part.

    EDIT: Uploaded a fix.


    Glad that it helped! Also happy to say that the update almost doubled my FPS.
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    It does nothing if landscpe is disabled. Its per-provider config in server config.

    And.. wow. I didnt know the impact was that much.

    EDIT: If I ever could investigate performance on the device...


    I can give you the specs, I'm also willing to help test if you tell me what you need (and how to do it for some things)
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    The version in the modpack was fairly old, and recent versions(I remember v0.*.3.*+) got several performance improvements.
    But.. was there still FPS impact on 1.9.4?
    Then it would be another problem. Could I know how much degree the hits are on?

    Yeah, performance hit was present in 1.9.4. I do not have the data from that version, but for MC 1.10, the FPS hit I have (since I haven't had anyone else try yet) is from ~330 down to ~60. I imagine this number to be the size that it is because I have boosted the moon and milky way fractals to 32 and moon size to 2.5, other than that, I haven't messed with the config to much (that I can remember). BTW, what does landscape fragments do in the config?
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»


    Oh, I didn't remember that. Also, does TFC crash on too big z value? That's interesting.
    So would it be okay to do whatever when lattitude is over 90 degrees / under -90 degrees?
    Then I'll consider to implement TFC-specific compatibility.


    + Longitude support is impossible, sadly, because minecraft has universal day on a world.;


    Yeah, you should be pretty safe to do whatever after that point. Very few people go that far, and in my experience TFC crashes in that area as well.
    Quote from Abastro»

    I really want to ask, that does Stellar Sky still impact on performance? Since I only experienced up to 60FPS->40FPS decrease on the recent versions.

    (Note: by recent version I mean, the ones for 1.9.4~1.10.2)


    Stellar Sky gives a rather large performance hit, yes. Personally, I haven't experienced a huge hit from performance, but all those I know who use it from 1.7.10 to 1.9.4 have gotten fairly large hits. People tend to remove it from Technofirma due to lag, but that is in 1.7.
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from Abastro»

    Thanks for your interest!
    About TFC, yes I can do that, but I just don't like doing those 'hacks'. Also I don't know how to handle the cases when Z coord is too big/small. I wonder how TFC deal with it.
    On Stellarium.., there does have been some progress, in Stellar API.
    I'm certain that Stellarium will definitely be available in a month when Stellar API has gone through rewrite successfully.
    ETA? I think the rewrite will take a month and half.

    In issue #16 it details the way TFC calculates latitude from the z coord. Since TFC is only trying to simulate temperature variation from equator to pole, it does not overly care about having a small number. My guess for handling small/large numbers is to compress them to a near value. For instance, at 1 z the degree north would be 0.0022495501. At that point, I don't imagine the visible difference to be to great from 0 degrees. As for large numbers, in my experience, TFC tends to crash after going beyond +/- 45000, and even that is only 100 degrees north, so the numbers do not go into the realm of impossibility. Also, travel in TFC is not exactly easy, so to get there would take a lot of time. Players also have very little reason to do so, since at around 35000z the temperature bottoms out, not getting any colder, so the want to make a freezer, there is no point to go that much further in. Also, if I remember correctly, latitude only goes to 180 degrees, which with the calculation TFC uses is around 80015.9996437 on the z axis, a value very few [read: none] will go to.
    Posted in: WIP Mods
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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    TFC and Stellar Sky work fine together, but as a precaution set stellar sky's year length to match TFCs. TFC default is 96 days

    Posted in: WIP Mods
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    posted a message on Wawla - What Are We Looking At

    Would it be possible to add support for Minecraft Flight Simulator? Currently, the planes entity shows up as its non localized form (entity.mfs.ftflightsimulator....)

    Posted in: Minecraft Mods
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    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)

    Yes, I mean as a config option. I ask because I'm working on updating my modpack to 1.9 (I haven't asked for permission yet since I'm still planning out what's going to be in it) and would like to force the player to use this method of startup, at least for the wooden planes because I am trying to keep the tech feeling older and less developed.

    Posted in: Minecraft Mods
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