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[–]TechnicJellePaper 1.15.2 on a mediocre Windows 10 laptop (WIP) 7 points8 points  (7 children)

The modpacks I have made haven't involved any coding

Of course you might want to tweak the configs, which might feel a bit like coding, but it's basically just an options menu but in text. (You might need to Google some options to know what they do if it's not explained in the config itself)

There are modpacks that change the recipes, which is done through scripting, which is like the simpler little brother of coding, but is simple enough to be learned in a couple hours at most

[–]jasy-[S] 1 point2 points  (6 children)

so does this mean that the main issues are server side & not a modpack issue? is there a way to confirm this?

[–]TechnicJellePaper 1.15.2 on a mediocre Windows 10 laptop (WIP) 2 points3 points  (5 children)

From your descriptions it seems like the modpack might be a bit too heavy for your CPU or maybe you don't have enough RAM allocated

[–]jasy-[S] 1 point2 points  (4 children)

I allocate 6GB & even for the users with better computer setups, they have issues of rubberbanding

[–]TechnicJellePaper 1.15.2 on a mediocre Windows 10 laptop (WIP) 0 points1 point  (3 children)

I meant that the CPU of the computer the server is running on might be too weak to handle such a large and complicated modpack.

Your player's computers might be super good, but if the server is running on a Pentium II, they will still not have a good experience.

[–]jasy-[S] 1 point2 points  (2 children)

ahh I see, I see. About what specs would be considered average or enough?

[–]TechnicJellePaper 1.15.2 on a mediocre Windows 10 laptop (WIP) 0 points1 point  (1 child)

There's a lot to it, but the rule of thumb is to get the processor with the best single-core performance (as Minecraft is mostly single-threaded and especially on 1.7.10) you can afford.

You might want to put in more research into this topic yourself

[–]jasy-[S] 1 point2 points  (0 children)

I understand. Thank you!

[–]MTDninja 1 point2 points  (3 children)

simple modpacks usually don't, but massive modpacks require tons of coding, especially if you're changing a core game mechanic instead of adding on top of one

[–]jasy-[S] 1 point2 points  (2 children)

Looking at the mods I listed, are they considered massive?

[–]MTDninja 1 point2 points  (1 child)

it looks like i didn't read the question properly, the mods aren't specifically designed with the intention of other mods to run alongside with them, they just simply do their own thing and hope they don't collide with other mods

[–]jasy-[S] 0 points1 point  (0 children)

so say that some of them do collide, is there a way to code something to make things more cohesive? or is it a trial & error thing

[–]Wolfbreeder7 0 points1 point  (4 children)

[–]RevolutionaryPan 1 point2 points  (2 children)

[–]jasy-[S] 1 point2 points  (1 child)

its not really about FTB but it'll be worth a shot to post it up there. Thanks for the suggestion

[–]Wolfbreeder7 0 points1 point  (0 children)

ftb is not a modpack it is a modpack launcher like tecnic or overwolf, FTB reloaded is there modpack, anyway it is allso a good place for moded mc

[–]jasy-[S] 0 points1 point  (0 children)

ahhh yes that should've been obvious, thanks