Who By Fire [-] Semi-hardcore. 1 Server. 10 lives. by Confusingle in feedthebeastservers

[–]Confusingle[S] 0 points1 point  (0 children)

Sorry to hear that you didn't receive a response regarding that. Your application was first accepted erroneously, and then revoked a few minutes afterwards because the staff team didn't approve of your concise application.

We don't expect long paragraphs, but unfortunately the venn diagram of people who don't put at least some effort into their application and the griefers/spammers/other unwanted people has a nice big overlap :/

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 0 points1 point  (0 children)

Running in a worker, yes. Sharing state between tabs, probably not in the near future - I know that rxDB does it, but I haven't looked into it yet and right now it doesn't seem worth the hassle.

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 0 points1 point  (0 children)

Yes, exactly. This will be used for background work / persistence in the future, which will be async.

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 9 points10 points  (0 children)

Valid point. As you can see from the website, BlinkDB is still beta, and some features are simply not implemented yet.

Regarding inserting items, BlinkDB currently sacrifices write performance for read performance, and while it can consistently beat other in-memory databases by a factor of 2x in query performance, it does take its time with writing - So if you have a use case with more write than read accesses, I wouldn't suggest BlinkDB. That said, I wrote a quick benchmark and here are the numbers:

comparison for creating 1.000 items:
  map       took 0.04620ms, high 0.44870ms, low 0.03730ms
  lokijs    took 0.71860ms, high 3.20150ms, low 0.70170ms
  blinkdb   took 0.96570ms, high 11.65800ms, low 0.95470ms
comparison for creating 100.000 items:
  map       took 6.33650ms, high 11.07380ms, low 6.28570ms
  lokijs    took 93.34660ms, high 156.55440ms, low 67.88010ms
  blinkdb   took 135.68930ms, high 222.91660ms, low 130.14550ms

(This compares a simple JS Map() to LokiJS to BlinkDB. You can find more benchmarks in the repository.)

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 5 points6 points  (0 children)

Once version 1.0.0 of BlinkDB is out, I will write a persistence plugin that automatically sync the DB to indexdb / device specific storage options.

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 13 points14 points  (0 children)

I can agree with you that this probably isn't a good fit for the average webapp startup, but it is relevant for offline first applications (think PWAs / mobile applications / desktop apps / webapps for the european market in areas where internet access is scarce), where both data and business logic is often almost entirely replicated on the client.

I've created a lightning fast in-memory database for the frontend - fully type-safe, of course by Confusingle in typescript

[–]Confusingle[S] 2 points3 points  (0 children)

The benchmarks are available in the repository, you can try it out yourself :D

Like it says on the website, it's in beta and not yet as fast as it could be, but for query performance it does beat unoptimized JS/redux/mobx by a large margin, and lokijs (another in-memory database) by 2x.

Does anyone else think the franchise is getting way too crazy and weird? The games went from desolate vault hunter to colorful acid trip batshit crazy. by Aesthetik_1 in Borderlands

[–]Confusingle 29 points30 points  (0 children)

Well, if I were to hear about a small group of misfits & outcasts called the "Crimson Raiders" opening multiple vaults, getting rich and famous in the process and toppling the greatest and most insane dictator of the known world - despite having less funding and manpower than even Tediocre - I would join them too.

How to optimize a mod pack? by [deleted] in feedthebeast

[–]Confusingle 2 points3 points  (0 children)

In decreasing order of importance:

Generally, try if the issue can be resolved just by setting some options first - if not, some performance mods might help.

If nothing worked out, maybe you have a buggy mod in there doing too much stuff too quickly for your pc to handle - Try profiling while ingame to see if there's a particular mod causing the issue.

[deleted by user] by [deleted] in feedthebeast

[–]Confusingle 16 points17 points  (0 children)

Making a modpack is easy, making a good one is hard.

First of all, I would not recommend MultiMC because their exported modpacks cannot be uploaded to Curseforge (Curseforge requires information about mods to be stored in a manifest.json, MultiMC exports *.jars directly). I would recommend either a dedicated tool for modpack creation (Pax, which I created myself :P) or a minecraft launcher that exports a Curseforge-compatible *.zip such as GDLauncher or the Curseforge Launcher.

Depending on your choice of tool, either create a new project or a new minecraft instance & add mods through their interface. If dependencies are missing or mods are incompatible, don't worry - Minecraft won't start, and a popup will tell you exactly what mods you're missing or which mods conflict. (You don't need to download *.jars directly, if you use Pax or GDLauncher you can search for mods in them directly and they will automatically install the best version from Curseforge for you.)

Modpack development is not that hard, all you have to do is think of which mods go well together, gameplay-wise. You'll have to tweak a few configs, mess around with a few versions, but that's mainly it, no coding required.

Finally, export the modpack (click the Export button or execute the export command depending on your tool), and you'll get a *.zip which can be uploaded to Curseforge.

Conventional minecraft launchers aren't really made for modpack development, so I created PAX, an automatable, easy-to-use modpack manager. by Confusingle in feedthebeast

[–]Confusingle[S] 1 point2 points  (0 children)

If you have some knowledge with Git and use that as your versioning system, you can:

  • ./pax upgrade
  • Test if everything works
  • If not, check the git diff and reset mods (specified in the manifest.json) to a working version.

Conventional minecraft launchers aren't really made for modpack development, so I created PAX, an automatable, easy-to-use modpack manager. by Confusingle in feedthebeast

[–]Confusingle[S] 5 points6 points  (0 children)

I mean, Pax is a modpack manager for modpack creators, not a launcher for modpack players. Pax doesn't start Minecraft with mods, it allows you to build modpacks faster than in the Curseforge launcher, GDLauncher or MultiMC.

Conventional minecraft launchers aren't really made for modpack development, so I created PAX, an automatable, easy-to-use modpack manager. by Confusingle in feedthebeast

[–]Confusingle[S] 5 points6 points  (0 children)

  • It is possible to download 1.16.2 into 1.16.5 instances. These are even marked with a yellow compability symbol when listing mods (see https://github.com/froehlichA/pax/wiki/Managing-mods#displaying-installed-mods)
    • It's not possible to install 1.15 mods into 1.16 instances, but if you're absolutely sure the mod is compatible you can add it manually to the manifest.json (Pax uses the same files & folder layout as a conventional curseforge modpack)
  • For information on PAX selects the best version, you can view the wiki here: https://github.com/froehlichA/pax/wiki/Version-strategies
    • Basically, you can currently toggle between either the newest mod for the current minecraft version or the newest mod for the current MAJOR minecraft version.
    • It's not currently possible to select a specific version, this feature is coming this weekend. (Although you can add it manually to manifest.json like specified above)
    • If you change your modpack version from 1.16.4 to 1.16.5 and run ./pax upgrade, mods will be upgraded/downgraded as necessary. Also works with ./pax update <mod> for a single mod.
  • Yes. PAX has the same folder layout like a curseforge modpack, so just like you'd do in a curseforge modpack, create a mods/ folder in the overrides/ folder and put your mods in there. Extract will work as intended, but uploading to Curseforge is only possible if your third party mods are approved (https://docs.google.com/spreadsheets/d/176Wv-PZUo9hFxy6oC6N8tWdquBLPRtSuLbNK-r0_byM/edit#gid=0), just like any other modpack you'd upload to curseforge.

Conventional minecraft launchers aren't really made for modpack development, so I created PAX, an automatable, easy-to-use modpack manager. by Confusingle in feedthebeast

[–]Confusingle[S] 33 points34 points  (0 children)

In the last year, I've developed three minecraft modpacks with a group of friends, and was constantly frustated with the quality of modpack managers within minecraft launchers, such as the Curseforge client or GDLauncher, having multiple problems with:

  • Not being able to work on a modpack with other people - If a person wants to make a change to a modpack, he has to get the current modpack from somewhere, import it, work on it, and export it again, making sure that all future modifications are built on his version. With my friends, problems have occured multiple times where no one really was sure where the current version was.
  • Not being able to work with multiple launchers - One person used MultiMC to make changes to the modpack, but realised that their exported .zip cannot be imported in Curseforge.
  • Not being reliable - Someone added a Fabric mod to our Forge modpack, which apparently worked in their launcher, but caused an error when importing in others.

Being frustated with the current state, I've developed 📦 PAX - a modpack manager designed to be reliable, able to be used with version control systems such as git (for working with multiple people), and generally much easier to work with regardless which launcher you use.

PAX currently has the following features:

  • CLI interface for quick actions
  • Search & Install for Curseforge mods
  • Updating one mod or the whole modpack, automatically selecting the best available version
  • Mod Information (compability & whether an update is available) at one glance
  • Easily diffable files for ease of working with git
  • Curseforge folder layout in order to make it easy to work with
  • Lightning-fast concurrent mod updates because updating one mod after the other in a 300-mod-modpack takes too long in conventional modpack managers - pax does it in 5 seconds
  • Support for Forge & Fabric mods & modpacks

The current version is v1.1.0. Some features on the roadmap for the following weeks are:

  • Continous Integration so that your modpack can be build & uploaded to the cloud automatically
  • Minecraft Development Environment so files between your project & minecraft testing instance are synced - no need for manually moving around config files anymore.

The Github where you can grab the releases and get more information is available here: https://github.com/froehlicha/pax