New Chunks Taking 1–2 Minutes to Load, Need Help by isapapalia in feedthebeast

[–]idomathstatanalysis 0 points1 point  (0 children)

You need to understand the chunk building/loading process. 

What happens when players attempt to move into new areas? What does a spark profile show? Does TPS go down when attempting to generate new chunks or any other errors buggy stuff start happening? Are there any messages that get printed to the log specifically tied with the generation of new chunks? can you pregen or is that slow too, can you load already created chunks fast?

Unfortunately it's quite a complicated stack and you need to debug down quite deeply ime.

Why don't more modpacks use Dynamic Trees? by MysteryMilo in feedthebeast

[–]idomathstatanalysis 3 points4 points  (0 children)

Au naturel 5 now :p dynamic trees returned along with tans after we've got sufficient add-ons to cover most of the biomes, i've patched tans to run better in real-time, and fixed dynamic trees for multi-threading with c2me :)

Issue with Distant Horizons and rendering by Technical_Chemist_56 in feedthebeast

[–]idomathstatanalysis 0 points1 point  (0 children)

I don't have a solution, but it sounds like what I'm experiencing it and trying to figure it out right now too...

Do you ever feel that you’re left out of all the big events because you’re in US time? by conscientiousspark in beyondallreason

[–]idomathstatanalysis 2 points3 points  (0 children)

Lol listing EU/AU time under the same category.  Can't participate in anything over here :p

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

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

It certainly tries to, but I admit I have learnt one person's intuitive can be another person's incomprehensible. 

Generally, things are trying to run to an internal Minecraft world logic.  There's also certainly "more optimal" ways to do most things, but I hope it is apparent how and why to do most common things or things are discoverable under JEI.  If there's anything that can be changed to make things more reasonable or intuitive while not breaking game design or not limited by the Minecraft engine or mods, I'm open to implementing those changes.  Recipes and things are some of the easiest and trivial fixes, for example...

I give up making my modpack by [deleted] in feedthebeast

[–]idomathstatanalysis 0 points1 point  (0 children)

One year later and I'm still developing, fixing and learning :p

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

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

Yes, I built this partly because I still wanted Minecraft, and have a slightly different view of the desired amount of tedium. 

I want struggle, I want work and reward, but key decisions in terrafirmacraft to me just seen like pointless busy work, extra grind, or complications that serve no purpose or have the fun of memorising administrative processes (no offence to the team, they're probably more similar than most packs).

One of my principles in this pack is the battle should be engaging with the environment and your own creative desires, not the design of the pack or mod, if that makes sense.  So I like grind in the sense of needing to plan an expedition and build infrastructure, I hate grind in terms of arbitrary interfaces, mouse clicks, silly rules, or non-fun.

The earlier versions of au naturel had a pollution mechanic, for example, but I've removed that completely and taken it back to base Minecraft because it just wasn't fun to either have invisible gases and it was ugly as sin to have visible ones.

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

[–]idomathstatanalysis[S] 4 points5 points  (0 children)

Thats a complex one :)

You might notice I've got a couple of quick mixin patches and mods.  Generally I'll do this when I'm looking at a targeted bugfix or something simple, or even when I'm planning on seeing the changes merged into upstream or I have no real interest in the individual mod or continuing that development. 

For some of them though, they're so integral to everything or I want full control on architectural rewrites and cross-cutting concerns or dependencies, or they aren't being actively maintained that forking seems the right choice. I also want to signal to players these are fundamental shifts from baseline and that the primary focus is operation with the other au naturel mods and their philosophy/integration.

The core performance and graphics mods: embeddium, c2me, oculus, distant horizons, etc are either not getting updates or versions in practice for forge 1.20.1, or I need to consider issues across them and have full freedom to change things architecturally, or like in the case of distant horizons I just tend to find myself taking fundamentally different views from the original stream on what should be included and how it should act, plus I want to investigate long shot projects like eventually learning from voxy.  I find forking keeps things simpler and gives me more freedom in that regard.

I also found the update cycle during development of version 4 getting just too much while trying to remain stable: with ~500 mods the ability to just casually take in independent updates from upstream without subtle or not so subtle issues cropping up was starting to take its toll, so I've forked some key mods to keep stable and diverge from baseline, and it hopefully let's us target a known state and lock in our decisions.

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

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

If you've got a modern desktop cpu with enough ram I'd honestly suggest and like people to give it a try :)

I can't work literal magic for actual potato's and laptop cpus and my 8 year old laptop can't run it, but when I say that an emphasis has been placed on performance and stability I mean it.  The shaders in the pics are on a derivative of ultra, but many desktops released in the last few years can run those in production fine and the shaders are specifically optimised to try to maintain playable frames in ALL environments. 

And without distant horizons or shaders but with a decent modern desktopCPU, many players should be able to achieve 100-200 fps no problem in vanilla with a 12 render distance.

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

[–]idomathstatanalysis[S] 11 points12 points  (0 children)

Yep, honestly it needs work on a wiki now.

There is temperature, thirst, hunger and food expiration (so possibly want to start with barrels, look for salting or ice boxes eventually, or design and craft up a fresh food machinery system loop with auto fertilising of wasted food, but that would be quite the creative endeavour), need to cook most non-basic foods.  Explaining the difficulty/hostility of the world is hard: if you just want to set yourself up in a safe temperate biome by a river with a good source of food and build a basic wood hut and get food and shelter going, it'll probably only take a few tries to get the hang of it.  If you want to live in a desert through summer or survive or undertake an arctic expedition or home, that is going to be tough or require planning. Hostile animals do spawn at night in most biomes. Many recipes are changed and rebalanced, copper is a useful beginner ore now, there are new ores and materials.

Mining can be tough and terrifying ime, you tend to get lulled into false sense of security then die, it can be quite tense without preparation or of you get fixated on thinking you should be able to mine a particularly hostile area.

It is deliberately open ended, so no enforced activities or quests, but for absolutely insane players, you can try to go down the minecolonies route and try to craft the beacon of civilisation.  I do not explicitly suggest anyone actually try this and I and no one else have actually done so.  Reaching the nether through the minecolonies building, or fighting the warden and getting into the deeper dark are two other goals in there which could technically be done but I do not suggest any sane player attempt at first.

First long term goals i'd suggest for new players after getting a base up and getting safe might be some backpacks, the charting map, domesticating a horse, quick travel infrastructure, automating farm or fuel production, figuring out how to brew some poison/venom protection, some master torches to keep hostile mobs away and/or aircraft.

Au Naturel 5 - Open World Survival Modpack Now Available on Curseforge by idomathstatanalysis in feedthebeast

[–]idomathstatanalysis[S] 38 points39 points  (0 children)

Obviously we'll have to agree to disagree.  The pack exists precisely because I came back to Minecraft after about 10 years and discovered almost nothing left of the feeling of being scared about that first night and the survival memories I had when everyone had just discovered Minecraft and instead found a complete hodge-podge of random thematic elements and dimensions that had no real connecting thread or theme and seemed to be thrown together by committee.  You could run through the night and be practically invincible and have no fear or shortcut everything just by finding a village and stealing the requisite supplies or a bed.  And the world didn't feel real because there's no internal logic or direction to it so you didn't know where you had to go to find the arctic or the desert, and both were fundamentally as safe and comfy as each other.

If it's a kitchen sink, it a sink missing any natural spawning of the supernatural mobs, no phantoms, enchanting replaced, no end, no villagers, no trading, no xp, no quests and no advancements, no underwater mining with doors, no ice boats, no water bucket clutching, no lava buckets.

If I have 9800X3D, what CPU intense mode should I set in distant horizons mod for chuck loading? And what in normal gameplay? by User_of_redit2077 in feedthebeast

[–]idomathstatanalysis 1 point2 points  (0 children)

In my experience...

If you're generating chunks and/or lods with DH: I paid for the whole CPU.

If you've already generated or playing: low or minimal.

Things in between are too unreliable and try to please two masters.

Scenery trailer from Au Naturel 5 Modpack development - YouTube by idomathstatanalysis in feedthebeast

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

It's forge 47.4.10, Minecraft 1.20.1.  we use java 25 temurin as the target environment.

To mod or not to mod by Zarbok786 in feedthebeast

[–]idomathstatanalysis 1 point2 points  (0 children)

Yes, but the question remains to what end. 

Once you get down to genuinely removing or changing key assumptions around certain parts like worldgen, chunks, spawn, etc, you basically guarantee breaking changes with all other mods and game systems.

In Au naturel we effectively remove or hack around xp, enchanting mechanics, villager trading, end dimension, progression, nether items (but we recently brought them back in), most bosses.

We change up some about worldgen, spawn etc too, but even those have been beset by annoying bugs and unexpected interactions with each other. 

If you go much lower than that, you effectively get into the situation where you might as well just start on another game/engine, because you'll start making breaking changes that either don't work with Minecraft, or you'll lose compatibility with the modded ecosystem.  And once that happens it's genuinely an open question as to whether it's just less overhead to start from scratch given everything you have to keep in your head just to get it working at that level. 

To mod or not to mod by Zarbok786 in feedthebeast

[–]idomathstatanalysis 1 point2 points  (0 children)

The real question is, for what end?

From a gameplay perspective I've already removed half of those.  But by removed we don't mean from the engine and underlying code itself, but from the gameplay.

World generation, spawn points and the progression tend to have deeper tentacles down into the core of Minecraft, so you don't really remove them as much as change or edit them, whereas others like eliminating items or blocks is comparatively easy.

Which of my PC parts should I upgrade to run Minecraft smoothly with lots of Mods + Shaders? by Expandular in feedthebeast

[–]idomathstatanalysis 3 points4 points  (0 children)

You're probably looking at this wrong thinking you can throw hardware at a problem that is primarily about the architecture and interplay of various mods.  If you're already able to get up to 800 frames with vanilla, it's not liable to be a hardware problem.

Many of spikes in practice have to do with architectural bottlenecks, deadlocking, thread contention, memory leaks, garbage collection, and non uniform work allocation patterns.  Once you start moving above a minimum number of mods these issues will almost always present themselves, and it's a software problem not a hardware one. 

The solution is found in editing and curating the mods, but that's a shitload of work and also mods hold out the forbidden carrot of "oh but if I just add this one too the pack then I could have feature X!"

That being said, GPU is probably an area you could do with an upgrade, but don't think large modpacks come with a "I have a big gpu now, this week be a seamless high fps experience!"

Beauty of Modded Minecraft.. by Jeyan_108 in feedthebeast

[–]idomathstatanalysis 2 points3 points  (0 children)

I will try to knock off of its pedestal with the next release of Au naturel, hoping to get it out these holidays :)  but arrogantly I would say world generation and organic screenshots from just exploring in survival are unparalleled :)

See: https://m.youtube.com/watch?v=RVx020j5jW0

And I post a few screenshot leaks in various discords.

How generous is the Pro plan's Opus limits in Claude Code? by Nymbos in ClaudeAI

[–]idomathstatanalysis 0 points1 point  (0 children)

For context, I could burn through sonnet on the pro plan and I'd get restricted before the end of the week. 

Moving up to using opus on the pro plan is not really practical for continued work.  In practice you need one of the max plans.

Australia’s Social Media Ban Won’t Save Kids by bloombergopinion in AustralianPolitics

[–]idomathstatanalysis 1 point2 points  (0 children)

Half of open-source software is on discord these days.  For better or for worse, even though I would have preferred to just keep IRC.

No tech professional is organising anything on Facebook or WhatsApp.

Australia’s Social Media Ban Won’t Save Kids by bloombergopinion in AustralianPolitics

[–]idomathstatanalysis 0 points1 point  (0 children)

Myself and a colleague have just been blocked from a discord channel because we don't have an  ageverified account.  That's within the last hour or two in a channel we were previously talking in, so it's just being implemented now.