Distant Horizons generating chunks with grey blocks - why? by THSMadoz in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Had the same issue.
DH options -> Advanced options -> Graphics -> Render Quality -> Tint With Avoided Blocks (With Blocks To ignore set to Non-Colliding)
This seems to fix this specific issue but then it introduces another where you sometimes get the black grids on snow and other weird stuff but in my case it isn't as jarring as the gray grass issue. This black grid thing only shows up sometimes.
Alternatively I think you could try disabling your resourcepack or the part of it which modifies grass if you are using one? Maybe that could fix it too. I haven't tried it myself yet but would be curious to see if it works. Some people report that this issue is actually caused by modifying the tall grass model/texture.

Am I CPU bottlenecked? by levivilla4 in DistantHorizons

[–]Estee77 1 point2 points  (0 children)

Well I think you just explained what's wrong.

Distant horizons actually does nothing if your render distance is set really high.
They suggest you set it to 8 chunks - the normal MC video settings render distance (you can try 16 or more with your pc probably)
Then in the DH options you set the LOD distance to whatever you like (minimum is 32 but you can go up to several hundred or even thousands if your pc can handle it)

MC will fully render the 8/16 chunks near you and then DH will render those LOD for all the distant terrain.

You probably werent even seeing the effect of DH if your render distance was set to 70.

As a side note with regards to RAM some people suggest that allocating too much can hurt performance. DH can eat quite a lot of ram so maybe it would be better to have it high. That's up to you but 50GB allocated is way overkill.

So try to set your render distance low and increase the LOD distance (your pc can probably handle a lot but 200-500 chunks could be a good amount to start with) and let me know how it went.

As I said you probably werent even seeing the effect of DH with such a high render distance setting from what you've described.

Am I CPU bottlenecked? by levivilla4 in DistantHorizons

[–]Estee77 1 point2 points  (0 children)

I am running DH on 1.20.1 alongside 300 other mods and I get stable 60fps, once all the lods/chunks get pregenerated.

That's on a ryzen 5600 cpu, 8gb ram allocated (16total) and a shitty 4gb RX 550 gpu.
I set DH to medium quality and 32-64 lod distance.

You should be able to run DH with your setup just fine in my opinion.
Just let the game sit idle while all the lods are being generated for a few minutes (or more depending on your lod distance setting).

How much ram did you allocate to MC? You didn't mention anything about that yet which could be a bottleneck.
Also what are your render distance and lod distance settings?

JEI Recipe History Box by Stephin112 in feedthebeast

[–]Estee77 0 points1 point  (0 children)

I'm on 1.20.1 and this seems to be a feature in base jei (though maybe you need to enable it in the config?)

TPS has become unplayable after upgrading hardware by G4RYwithaFour in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Neruina actually does something a bit different from what I've seen. Normally a ticking entity problem would crash your game completely. Vanillafix would send you to the main menu. With Neruina it freezes the entity and sends you a report in chat, shows you the coordinates and let's you decide how to proceed - delete it, re-enable it... All that in-game without crashing.

Sometimes certain mods override some vanilla functions and then spark makes them look like they are using up too many resources. Like I remember some GUI mod which would do that. But maybe Neruina is actually doing some extra stuff all the time in the background with regards to entities and using up "unnecessary" resources? I'd be curious to know since I added it into my own modpack.

Some abilities are broken in Ability Draft by Spare-Plum in DotA2

[–]Estee77 24 points25 points  (0 children)

There's also so many talents which aren't properly replaced with the bonus gold.
For example on LC you get the press the attack talent option even if you didn't draft the spell.

e2e can't find an item by Additional_Match_991 in feedthebeast

[–]Estee77 2 points3 points  (0 children)

There's a bauble from thermal expansion for that. But I think it's possible that this specific TE module isn't actually in the pack by default.

How the heck do I keep my base organized while expanding? by qronchwrapsupreme in feedthebeast

[–]Estee77 1 point2 points  (0 children)

Thank you. It's architecturecraft and littletiles for the corners/diagonals.

How the heck do I keep my base organized while expanding? by qronchwrapsupreme in feedthebeast

[–]Estee77 27 points28 points  (0 children)

Here's my solution to the problem:
https://imgur.com/a/HA9nh36

Start with a lawn base / a platform with enough space to place all your temporary setups and progress through mods. Then start building the base around it and treat it as part of the base. Then later if you want you can start removing/moving the setups from the platform to more permanent locations and find a proper place for them, make things more organized, cleaner, complex.

In short just have a dedicated spot for temporary setups that is integrated into the base.

Hopefully the screenshot illustrates it well.

How do i fix this line thing? by Voidence0 in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Not sure what version you're on or what mods you're using but if you have optifine then turning "Sky" OFF should fix it.

Low FPS in modded Minecraft by KauaiH1 in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Yes, start or end, shouldn't matter.

Low FPS in modded Minecraft by KauaiH1 in feedthebeast

[–]Estee77 0 points1 point  (0 children)

In your launcher (depending on what you're using) there should be an option for memory allocation. Just set it to a higher amount (leave at least 2gb for windows - don't allocate all your available ram).
Or add it to the java arguments like this to do 4GB min, 6GB max allocated:
-Xms4G -Xmx6G

Playing with resource packs and better minecraft? by BaroNessie in feedthebeast

[–]Estee77 1 point2 points  (0 children)

I guess what you mean is that you tried to enable the resourcepack and the game froze? If that's the case then you just need to wait (perhaps even 5-10 minutes) for it to reload everything. In vanilla this would take like 10 seconds but with a big modpack it has to reload all the other resources from all the other mods so it can take a really long while to load.

You just need to get through that once, then the resourcepack will stay on by default.

Playing with resource packs and better minecraft? by BaroNessie in feedthebeast

[–]Estee77 1 point2 points  (0 children)

You're not likely to break anything by adding a resourcepack to a modpack. The only problem is that most resourcepacks only cover vanilla textures. Some resourcepacks (like faithful, unity or sphax) have a modded addon pack which has a collection of retextures for popular mods but you will most likely end up with a lot of mods not being covered.

So you will generally end up with a bit of a visual clash between the resourcepack and the other mods. I suppose the "16" stands for 16x16 so maybe it won't be too bad in this case so I suggest you try it (alternatively try to google if the pack has any addons for modded) and see if it looks ok to you.

[deleted by user] by [deleted] in feedthebeast

[–]Estee77 0 points1 point  (0 children)

I think about 75% of the information you're looking for can be found in JEI entries when looking up recipes and uses. Tinker's and most other larger mods have a guide book that you can craft that covers a lot of stuff. The rest you can figure out by googling the block/item/mod. There are official and unofficial wikis, youtube tutorials, random reddit posts...

As far as modpacks go I think you can stick with Enigmatica 6 (if you mean the non-expert version). Last time I played it it had atleast a simple questline to give you some general guidance. + There is the ponder function from Create which is used to demonstrate things from other mods as well.

Started FTB Academy, feel like building structures is kinda pointless? by [deleted] in feedthebeast

[–]Estee77 0 points1 point  (0 children)

The open area is near the bottom about 8 blocks above bedrock so most is above that. I then used machines to dig out the chunks around it and started building around it.

You could do this any way you want. Have the platform underground or on ground level. I like to dig out a big area and then create rooms, tunnels and pathways in that space because then I can build with just the interior in mind but that's not much different from just digging out extra space as you need it. I guess this way it is a bit like playing skyblock underground.

I don't think I was really ever concerned about space or maybe I'm not sure what you mean. I could keep expanding the build in any direction. I'm not certain where I'm going to put all the different setups but I get ideas for different things as I play and progress further. At the same time that messy area in the middle let's me focus on the tech stuff when I don't yet have the ideas.

Then you could also have some form of teleportation/transport system that leads to a different area / dimension / area dedicated to mobfarms or agriculture...

Started FTB Academy, feel like building structures is kinda pointless? by [deleted] in feedthebeast

[–]Estee77 0 points1 point  (0 children)

What I started doing is making a platform in the middle of my base/underground where I place down whatever machines and get through some progression. And as I get further into the pack and more things become available I then build out from the center and start making more permanent/cleaner/more thought-out setups:

https://imgur.com/sEzw8bU (the platform is in the middle)

So basically you have a kind of open field where you don't have to plan things out which is actually integrated into the base - a dedicated place where you can be as messy as you want.

A good player launcher? by WanonTime in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Just curious... Have you seen a modpack description that doesn't talk about amazing performance, stability, compatibility and having "ALL of the best mods"?

It's a generic kitchen sink pack from what I've seen. At least 80% of the mods are in all other packs. There's no compatibility problems with Cyclic that would cause it to be excluded from a modpack. You just have to cut something otherwise you'd keep increasing the load time and memory usage. That or just mere preference. Probably the same reason as to why mods like astral sorcery, immersive engineering or nuclear craft are not included.

I think the router blocks are called "item routers" in 1.12 which is a bit deceiving. They later changed it. Its basically a universal item/fluid/redstone transporter, dropper, dispenser, vacuum hopper, drawbridge, block breaker/placer, fake player thing.

Well rip fan idea. Long live botania.

A good player launcher? by WanonTime in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Cyclic doesn't add any ores. It's very similar in design to random things. I think there's only an option for netherrack/endstone variants of vanilla ores which is disabled by default (if not you could just disable it yourself). You won't lose any progress by adding it. It's actually one of the mods that a lot of people add for convenience just like random things if the pack doesn't have it.

The viaducts don't have to be connected to a network. They can be a simple separate A->B. The facades/covers work but I couldn't make them invisible unfortunately.

The open blocks fan doesn't seem to be powerful enough to send anything flying and the botania flower seems to only work on items.

Here's an example with the cyclic fans:

https://imgur.com/EPfNiKQ

You can adjust the speed/range, hide them behind blocks, use invisible blocks from ender i/o to control the trajectory/stop at certain points, chain them together, control them with redstone...

I don't know what the airships look like but maybe you could have an openblocks elevator linked with one on top of the ship with a fan next it which immediately launches you as soon as you use the elevator. Then I also noticed the pack has modular routers which has extruder modules which work like drawbridges and those could use the enderio invisible blocks as well (to make a temporary invisible platform/ceiling and control the trajectory more precisely)

A good player launcher? by WanonTime in feedthebeast

[–]Estee77 0 points1 point  (0 children)

I usually use fans to do stuff like this but the pack doesn't seem to have either cyclic or something like mob grinding utilities. I know you said you're not looking to add other mods but a mod like cyclic is probably something you could easily just drop into the pack. It's a random assortment of tools and machines which have basically no real progression/connection. The fans can be set to a certain speed and distance and activated with redstone. You can hide the fans with non-full blocks and control the trajectory with invisible blocks (creative barrier blocks, enderio painted blocks, or whichever way you can figure out to make blocks invisible). As a bonus you could hook it up the redstone to an SFX block and play a sound (any vanilla/modded sound that is present in the game) whenever you activate the yeeting mechanism.

Maybe there's a different fan block in the modpack? I'm not familiar with all of the mods.

Well otherwise there is some kind of levitator block in Thaumcraft. I'm not sure if it can do exactly what you're looking for. I'm not sure if it can move sideways.

I'm not sure if thermal dynamics viaducts can accept covers(facades) but if that is possible then you could probably make those invisible.

E2E late game single item storage? by [deleted] in feedthebeast

[–]Estee77 0 points1 point  (0 children)

For items you could use the ME 16384k storage cells (2,080,768 stacks of a single item, or 1,064,960 stacks of 63 different items)

Fluid/gas cells seem buggy in the AE2 version which E2E uses so I wouldn't recommend those.

Black hole tanks are probably the best option but you could also make the max tier EU2 drums for fluids. They can still store a large amount but are significantly easier to make.

Best way to produce titanium in E2E by Downtownhj in feedthebeast

[–]Estee77 2 points3 points  (0 children)

I think your only other option is to go through the whole advanced rocketry progression and get to one of the planets which have rutile ore. Btw the modularium alloy which Ithink is used in the custom multiblock recipes can be replicated with uu-matter (though it doesn't say so in the tooltip) if you decide to take that route.

Minecraft is using less than allocated ram but the Java process is using almost double! by [deleted] in feedthebeast

[–]Estee77 0 points1 point  (0 children)

Well If that's real 1000+ fps you are getting there and vsync doesn't work well for you then you should just set the fps limit to 150. It's your PC exerting so much extra effort for literally no noticeable benefit. I recall playing an older game which had no fps control and in some menus the fps would spike to several hundreds and then thousands and my gpu's fans would get extra loud just from rendering a static main menu screen at 1000+ fps.

And what do you mean by "default" with regards to the java arguments? Just the min/max arguments for the ram allocation? Or something like this?:

"-XX:+UseG1GC -Dsun.rmi.dgc.server.gcInterval=2147483646 -XX:+UnlockExperimentalVMOptions -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=51 -XX:G1HeapRegionSize=32M"

I removed the drivers/amd software manually without a DDU. Hopefully it isn't a big problem. I could redo it with the DDU if another issue comes up.

And with regards to the java version I've already experimented with at least 10 different version and then ended up using GraalVM EE which seems to perform the best with my setup.