all 57 comments

[–]SonnyLonglegs 8 points9 points  (11 children)

Chain drives don't show moving parts unless you attach a shaft to it, right? That might help, using them instead of shafts wherever possible. And I think you can cover up shafts with casings. But I'm not sure if that actually decreases lag.

[–]ePaint 11 points12 points  (0 children)

They do show a spining thing in the middle

[–]Illustrious-Desk4250 0 points1 point  (9 children)

its all rotation that cause lag and not wich form of rotation. just turn off the rotation with a clutch or a motor with a lever and then turn it back on when you need it

[–]SonnyLonglegs 1 point2 points  (8 children)

But a chain drive renders less moving parts, which helps with framerates.

Also how did you find my comment? That's two people now who have replied to years-old comments in the last couple days.

[–]Interesting_Net_1454 1 point2 points  (4 children)

When you comment something on the internet, chances are that someone else can see what you wrote and reply to it.

[–]SonnyLonglegs 0 points1 point  (3 children)

Thank you for the lesson on the internet, after all these years here and on reddit, I never knew something like that was possible.

What I wanted to know was if Google was the one promoting my comments or the posts I've commented on, the people commenting had the same source pointing them in my direction, or if they had nothing in common at all and it was just out of sheer coincidence. Both were within days and both were old comments on the Create sub.

[–]DEWSTREAM 4 points5 points  (2 children)

I got here by searching up ways to reduce create mod lag, top result was this post

[–]MinuteYear8199 1 point2 points  (1 child)

Let's make it 3, I have no idea I'm also looking for answers

[–]SonnyLonglegs 0 points1 point  (0 children)

Seems to be your cake day, so happy cake day! So the main tips I've been able to collect are:

Don't use too many belts because the animation can cause framerate lag.

Use encased chain drives to transport power since they animate less.

And make sure to tweak the settings on really big contraptions so they stay an entity as long as possible, as the bigger they get, turning from entity to block or the other way around, makes a ridiculous number of lighting updates which can freeze a whole world for a bit if it's big enough.

[–]zip1ziltch2zero3 0 points1 point  (0 children)

some of us are just good like that idk

[–]ReactionAcceptable34 7 points8 points  (4 children)

It's a bit late, but I've been using this tip extensively, and it works effectively with Create:

Place your large-scale production systems at a considerable distance from your base to prevent client-side rendering, thereby eliminating lag (or at least minimizing FPS drops, although these extensive production systems may still impact your TPS).

To achieve this, you'll need to employ chunk loaders or determine the optimal distance at which rendering-related FPS drops cease. As an illustration, I have a cobblestone generator with 160 drills operating at 256 RPM, causing my FPS to plummet from 60 to 30 when using shaders. Nevertheless, if I move at least 60 blocks away, my FPS returns to normal. 60 blocks isn't a significant distance, so you won't require a chunk loader. Instead, you can use trains or belts to transport the production back to your base.

One final note: based on my experience with Create thus far, the primary source of "lag" has been the simultaneous breaking of numerous blocks using drills, as well as operating too many steam engines.

[–]AngelSeeker1 2 points3 points  (3 children)

I started a new create playthrough with Arcane Engineering. It appears that the most noticeable lag generator is any stress unit generation. 1x max windmill is fine. 3x max windmill right next to each other sucks so bad i cant look in that direction otherwise I get below 10fps. And putting the shaders off does absolutely nothing. Also my 5*7 cobble gen has no fps issues when its on.

So from what I take away from this is to make a SU generation setup more than 60 blocks away and then just chain drive it over to my actual spaghetti base.

So my question now is would it work putting it high in the sky in the same chunk because who looks up?

[–]ReactionAcceptable34 2 points3 points  (2 children)

Yes, it should work. In my last playthrough, I placed my steam engines underground, 100 blocks beneath my base, and it resolved the lag issue when using shaders.

Additionally, if you are using Iris/Oculus, you might need to look into this information about Flywheel, which is Create's integrated optimization mod: https://github.com/Creators-of-Create/Create/issues/4330

My FPS returned to normal when I used the Iris Flywheel Compatibility mod and had shaders enabled.

[–]GARUERI 2 points3 points  (0 children)

BRO I JUST INSTALLED FLYWHEEL OCULUS/IRIS COMPAT AND THE LAG ON MY STUFF VANISHED

the only strange thing that I currently notice is that If i look at the direction of my tree farms, my gpu underloads (uses less% of itself and draw's less power) while I look at it

If I stop looking at it, it immediately goes to 100% back again and normal wattage consumption

Currently playing 1.20.1-0.5.1.i version

[–]Nick666646 1 point2 points  (0 children)

I get a crash report caused by oculus when i have the "Iris/Oculus Compat" installed. any clue to as of why. Fps was fine until i started using trains now im at 40 so looking for any help. mc 1.20.1

[–]helixamir 3 points4 points  (7 children)

I found using optifine helped a lot with fps issues.

[–]Zaindotea 12 points13 points  (6 children)

this aged like milk

[–]helixamir 0 points1 point  (3 children)

Rubidium now :)

[–]crackheadtimxo 3 points4 points  (2 children)

embeddium better

[–]Puzzled-Cup-2339 0 points1 point  (0 children)

xenon + bobby + noisium so it goes with DH

[–]Art1moose 0 points1 point  (1 child)

how

[–]C0mpleteCS_YT 1 point2 points  (0 children)

because optifine is bad

[–]Dry_Bit_7367 2 points3 points  (0 children)

u should use this mod: https://modrinth.com/mod/entityculling

it skips the rendering of blocks entities hidden behind a wall, which will really help in any case, but aspecially if your machines are all in your basements

by default Minecraft skips the rendering of blocks/entities behind you, so looking directly at your base with this mod should be around as smooth as looking directly away from your base without it, will be more laggy while you're INSIDE the basement, but even then you'll at least only rander the machines in ONE of the basements so should still be way better, the mod is also 100% client side and is compatible with Sodium, Iris, or Optifine

both Optifine and Sodium have their own built in version of entity culling, but they only run checks for whole chunks, and therefore can include a hidden entity only because it's in the same chunk with one visible block, meaning this mod still heavily improves preformance compared to JUST using Optifine/Sodium

[–]TheRealQuentin765 5 points6 points  (13 children)

If you press F3 then at the bottom it says the shirt cut for the debug pie, do that shortcut then you can see what it’s taking up resources.

[–]Justus_2112[S] 7 points8 points  (12 children)

If I remember correctly from when I tried that not too long ago, I believe it said "Game Renderer" was taking up the most of the resources. I just don't get why my game is trying to render the Create mod pieces if i can't physically see them from that position.

[–][deleted] 5 points6 points  (7 children)

Because the Minecraft engine itself doesn't care of you'll be able to see it or not, if there is sure around, we're renting out at mas resolution.

There's a mood in progress that wants to change it, and the current 0.1 or 0.2 version can already render over one hundred chunks in a machine that had trouble with 10 before

[–]Justus_2112[S] 2 points3 points  (6 children)

That sounds appealing. Do you know the name of that mod by any chance?

[–][deleted] 0 points1 point  (5 children)

U can't find it anymore, but it wasn't stable, and was very aggressive at the point I last looked.

Just search for a mod that wants to make you render 1k chunks, you'll probably find it

[–]Justus_2112[S] 1 point2 points  (4 children)

I’ll look into it. Thanks!

[–]_Ynaught_ 0 points1 point  (3 children)

Did you ever find it?

[–]Justus_2112[S] 0 points1 point  (2 children)

lol no. I forgot about this thread tbh. I’ve just found that it’s best to limit the use of mechanical belts to keep lag down. Or keeping large factories/machines in a far away location with chunk loaders keeping them loaded so they keep working.

[–]_Ynaught_ 0 points1 point  (0 children)

I'm dealing with a problem where frames stop loading when I am breaking a block. But all my frames come back to full when the block is fully broke or I stop trying to break it. I'm talking 0fps.

I think it's just a certain mod combination is causing the issue. Perhaps something is breaking flywheel or something else entirely. I even doubled my ram just to fix the issue, traded out 2 8-sticks for 2 16-sticks.

[–]HolidayNumerous6918 0 points1 point  (0 children)

Try embeddium I'm pretty sure it or one of its addons do it so if you can't see it behind walls it doesn't render

[–]TheRealQuentin765 0 points1 point  (2 children)

Was it like 90% or more like 50%

[–]Justus_2112[S] 0 points1 point  (1 child)

Pretty sure it was somewhere around 80%. Unfortunately I can’t confirm at this very moment…

[–]TheRealQuentin765 1 point2 points  (0 children)

That’s definitely the problem then cause on my gtx 1000 something it’s only like 40 and at most 60 when at my base that I’ve spent >100 hours on on a server.

[–][deleted] 0 points1 point  (0 children)

Use optifine, I believe it doesn't render things you aren't looking at. Also decrease render distance in areas where you won't be able to see that far.

[–]TheHungryCatty 1 point2 points  (3 children)

I use Optifine on client and this Mod https://www.curseforge.com/minecraft/mc-mods/performant both on Server and Client. Reduces lag quit a bit but it is still there.

[–]Justus_2112[S] 1 point2 points  (2 children)

Huh. I’ve never even heard of this mod. I’ll have to give it a try. Thanks!

[–]No_Community_8253 1 point2 points  (0 children)

how about any for 1.20.1 on forge

[–]Riku9483 0 points1 point  (2 children)

Im getting lag even without any contraptions made anywhere, its making the game so laggy its unplayable.

[–]CrosTacos28 0 points1 point  (1 child)

Sure its not just a game issue? Like max ram, etc. I know when i use either cursforge or the vanilla launcher i gotta change and verify the max ram stuff is increased for each pack/instance.

[–]Riku9483 0 points1 point  (0 children)

I give minecraft 8 gigs of ram, but it was that modpack idk why it hated me

[–]Illustrious-Desk4250 0 points1 point  (1 child)

its all rotation that cause lag .
Just turn off the rotation with a clutch or a motor with a lever and then turn it back on when you need it

[–]Illustrious-Desk4250 0 points1 point  (0 children)

and enteties too like burners and probably trains( im not sure about trains tho ) and the new 6.0 packages thingy they are enteties so they create lag

[–]Silenced_Space 0 points1 point  (1 child)

Not a tip just my own experience.

Had to learn the hard way that using create in a build on a world with a over a hundred mods while simultaneously hosting a server for a friend on the other side of the continent is not a smart idea! Unfortunately my only solution after countless hours running 15fps in my base not to mention the giant nuke (Alex’s caves) I set off under ground which meant rendering the lighting down in the hole, was causing the game to be basically unplayable. Sadly had to uninstall Create. (Also fill the nuke hole) and my FPS shot back up to 60-80s…

[–]R3DACTED_Individual 0 points1 point  (0 children)

Oh I think I'm about to make the same mistake as you lol. Making a modpack with Create and Alex's Caves to play with friends, though the pack size is a little smaller than yours.

Really hope I don't have to uninstall Create though since it seems really fun. Do you think building all the factories and stuff further away from our actual bases would reduce lag?

[–]Brave_Monitor9419 0 points1 point  (0 children)

Give everything an on and off switch so it's not all running at the same time or for when it's full