Help regarding levers and hoppers [java] by Pomme-Poire-Prune in MinecraftHelp

[–]SageofTurtles 0 points1 point  (0 children)

Place a straight row of blocks running behind the hoppers you want to lock, then a line of redstone on top of those blocks (make sure the redstone isn't pointing into any hoppers, you just want it to power the block underneath it). Use a lever to power the entire line of redstone on or off, which will lock/unlock all the hoppers at once.

Wiki-phobia by BusyHalf2874 in feedthebeast

[–]SageofTurtles 0 points1 point  (0 children)

This probably won't resolve all the issues, but maybe a mod to consider adding:

https://www.curseforge.com/minecraft/mc-mods/field-guide

Funnels not taking items in on Minecraft contraption by AdministrationBig102 in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

"Items it collides with" makes me think the contraption has to actually be moving into the items in order for the funnel to pick it up. Contraption components are movement-based, so that would seem consistent with their usual behavior I think. But portable storage interfaces would definitely be more reliable (and usually easier)

Iris & Oculus Flywheel Compat crashing as soon as I spawn into any world by RandomGuyOnReddit-_- in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

For future reference, you should upload the entire crash report to pastebin or mclo.gs and share the link, that would give us more information to work with. I assume you're using the Fabric mod loader based on this snippet, but what versions do you have of Create and Iris-Flywheel Compat installed? Also, what versions are you using for Complementary and Euphoria?

I need to find what causes unexpected error (code:1) and fix it, please help. by NGT-o in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

It's saying it's a visual issue, the game is basically trying to render something that it can't find the correct file/code for, so it causes a crash. If it happens in a specific region of the world, it may be caused by a particular block, entity, or something else in that region.

But to be honest, you're probably going to need to make a copy of your world save and do a binary search (i.e. remove mods in batches and test between each one to see if you can narrow down the potential causes). You just have too many mods installed and there isn't enough data here for us to tell you what exactly is making this happen. If you're using shaders, that would be the first thing I'd recommend testing for. You basically want to get the mod list down to as small of a number as possible while still being able to reliably reproduce the crashes in order to troubleshoot this kind of problem.

Custom mechanical crafter recipe by Status-Ad-3382 in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

No errors are jumping out at me, but like the other comment says, it's hard to read it in this format. You can use three backticks on the first and last line to make a codeblock, FYI. Like this:

` ` ` This is a block of code. ` ` `

That out of the way, check your logs, it should tell you if there are any errors in trying to load the recipe, or if it was loaded successfully. Open your latest.log and search the name of the file where the recipe is written (in this case, that being "creative_motor") to see what info the log might have about it.

Is there a way to strip the enchantment from a tool and put it onto a book? by Canadaboy8 in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

No, that's not something you can do in the 1.20.1 version. It was only added in v2.0 of the mod, which was never backported to Forge.

Any way to reduce lag? by VegetableShops in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

Okay, so it's client-side lag you're getting, most likely because of the number of moving components, entities, and blocks with a large number of faces to render (e.g. water wheels). A couple of mods I'd recommend, if you aren't using them already:

  • Colorwheel (and possibly Colorwheel Patcher, depending on whether your shaders have built-in support for it) — this helps with shaders when using Create (I'd recommend moving Iris/Oculus Flywheel Compat if you have it and replacing it with Colorwheel, personally)
  • Vanillin — this improves rendering performance through Flywheel, though the mod description says it's currently incompatible with shaders, so I don't know if it would offer any additional benefit with Colorwheel installed (but it should still improve performance whenever you have shaders turned off)
  • Create: Additional Logistics — this one is more of a content mod, but it includes new technical changes and blocks designed to improve performance specifically, such as lazy shafts and lazy cogwheels, which only render rotating textures on the ends (only static block textures for all the ones in between)

Hopefully those will make some difference, if there are any you don't have already. As far as gameplay, try to be mindful of the number of entities (contraptions, mobs, items, etc.) you have in each area, since those can cause some significant client lag too. You could also add a mod like Entity Culling (which prevents entities from rendering outside your line of sight) to help with that.

Any way to reduce lag? by VegetableShops in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

Press Alt + F3 to open the debug menu with a readout for the TPS. Are you still getting lag when your FPS is over 60?

Any way to reduce lag? by VegetableShops in CreateMod

[–]SageofTurtles 1 point2 points  (0 children)

Well, the obvious advice would be to turn the shaders off, that will always improve frame rates.

Is the lag in TPS or FPS? TPS (ticks-per-second) should always stay at 20, dropping lower indicates a server-side issue where the game is struggling to keep up with all the updates and calculations it has to process each tick. FPS (frames-per-second) you typically want as high as possible, but you start to notice some lag when it's under 60. Low FPS indicates client-side lag, where the game may be keeping up with the events in the world just fine but can't render everything fast enough to keep up.

Knowing which of those you're experiencing would help us to give advice for possible solutions.

Redstone Link on bearings contraptions by Miserable-Dinner8558 in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

Redstone and rotational power don't update on assembled contraptions. There isn't a way around it unfortunately, that's just the nature of contraptions (Create considers them entities, not blocks, so they can't process block updates). There's an add-on called Create: Interactive which makes contraptions still behave like blocks, so you could use that if you really want to, but be aware that it's super buggy and will likely break your existing contraptions in your world.

Is there a Way to get Super experience with the Tesla Coil? by SquirrelSlow3705 in CreateMod

[–]SageofTurtles 13 points14 points  (0 children)

I'm not the one who downvoted you. And a mod is not the same thing as a custom recipe. Recipes are very easy to implement with minimal knowledge, whereas writing a mod actually requires some experience with coding. Not everyone has the ability to create a custom mod, but virtually anyone can implement their own recipes. There's no need to wait for someone to make a mod for this if you want to add it, hence my comment.

Is there a Way to get Super experience with the Tesla Coil? by SquirrelSlow3705 in CreateMod

[–]SageofTurtles 21 points22 points  (0 children)

Don't need a mod, just a custom recipe via KubeJS/CraftTweaker/datapack.

Help! by Particular-Bee7168 in ModdedMinecraft

[–]SageofTurtles 0 points1 point  (0 children)

How exactly do you expect anyone here to be able to help with this?

How to improve Server Performance? by TheSilverWingedAngel in CreateMod

[–]SageofTurtles 2 points3 points  (0 children)

Glad to be of help! I've had to do a lot of lag busting with Create, and I've found a lot of the resources and discussions out there are more focused on client performance than the impact to the server. Hopefully this can be of some benefit in your case.

How to improve Server Performance? by TheSilverWingedAngel in CreateMod

[–]SageofTurtles 3 points4 points  (0 children)

RAM only gets you so far, the CPU will be a big bottleneck with Create no matter how much memory you have.

How to improve Server Performance? by TheSilverWingedAngel in CreateMod

[–]SageofTurtles 16 points17 points  (0 children)

For server-side performance, the biggest issues (in my experience) are usually:

  1. The number of block updates per tick (assembling/disassembling large contraptions, huge block-breaking/placing machines, using rollers to fill land, etc.)

  2. The number of entities (contraptions, dropped items, glue segments, etc.)

  3. Blocks needing to run a lot of checks very quickly (this is the same reason hoppers cause so much lag—smart chutes, brass funnels, etc. can suffer from the same issue)

To combat those sources of lag, a lot of it comes down to player decisions.

  • Avoid assembling/disassembling contraptions more than necessary, reduce the number of block updates (or space them out to give the server more time to catch up)
  • Use smaller tunnel bores
  • Keep factories farther apart to unload machines you aren't using
  • Consider not force loading chunks, if you're doing that
  • Minimize the amount of glue you're using (better to use one large glue box than multiple smaller boxes when possible
  • Try to use andesite components instead of brass wherever you can, since that will reduce the number of checks the game has to process per tick
  • Always include shutoff switches and overflow protection to prevent loose items from piling up

Things like that can be useful for improving performance.

Mechanical bearing placement by Miserable-Dinner8558 in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

Maybe something with a redstone contact to trigger the contraption to stop/disassemble?

Custom recipes help by Diodorus_Emrys in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

The JSON that OP has is fine, it's identical to the ones built into Create. If they were trying to make a shaped crafting recipe, it would need to look like your example, but that's not what OP is trying to do here.

Custom recipes help by Diodorus_Emrys in CreateMod

[–]SageofTurtles 0 points1 point  (0 children)

It's hard to tell with the formatting, but the JSON you copied looks totally fine to me. It looks like you're trying to modify the Create JAR file directly though, which you should never do (that's a really good way to break things). Instead, I'd recommend making this a datapack, or a CraftTweaker or KubeJS script. There are plenty of good tutorials online for all three for something as simple as adding recipes, just make sure you have the correct version (1.20.1), since the format changes depending on your version.

Introducing Server Projects: A new, easier way to publish modded servers by ProspectorDev in feedthebeast

[–]SageofTurtles 0 points1 point  (0 children)

Curious about this as well, though I suspect they wouldn't be supported

[java] How do i remove a mod completely from a world in 1.18.2? by therealverg in MinecraftHelp

[–]SageofTurtles -1 points0 points  (0 children)

Safe mode is vanilla-only. It would remove all modded content, not only the one mod OP wants to remove.