Leaf 'n' Logistics bug reports and balance tuning

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Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Wed Oct 22, 2014 4:38 pm

[edited the music hype for visibility]

As for the modpack : it feels really really REALLY REALLY overloaded to me.

  • My computer's memory (8Go) gets loaded pretty fast.
  • There is a LOT of errors that occurs in the loading and then when playing
  • a LOT of objects that require calculations (cpu usage super high)
  • sometimes hangs and gets my cpu and memory usage to 90-99% until I kill the process


Those are my 1srt negative observations on the pack.
It still looks magnificent

I'd suggest we play with the pack for a week, then we make a vote for each mod to see if we keep them or not.
for the mod count, i'd say around 100 more or less ? needs testing



Here's the spreadsheet


Last edited by Mailleweaver on Thu Oct 30, 2014 7:20 pm; edited 2 times in total (Reason for editing : Link to spreadsheet)

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Wed Oct 22, 2014 5:59 pm

So, should we have a specific mod to focus on each week? I think so. Just not sure what mod we should be starting with.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Coffeetailor on Wed Oct 22, 2014 6:41 pm

Yeah, a mod a week would help us focus and have a chance to explore it properly.

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Wed Oct 22, 2014 7:21 pm

It is overloaded. But that's what we get for everyone wanting different things. Now that you guys see it all together, maybe you'll decide it's not needed and let me get rid of some stuff. It works fine for me with fastcraft installed, render distance turned down to 9 chunks, and things like v-sync and mipmaps turned off. I still leave fancy graphics on, too. And I have a 6 or 7 year old computer with only 4 gigs of memory.

The lot of errors that show up during boot up are mostly texture errors that are present for each mod by themselves. That's what we get for using development versions. It's nothing to do with the number of mods in the pack.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by xkea on Wed Oct 22, 2014 8:13 pm

so why do we have WAILA and WAWLA aren't they like the same thing scratch
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Wed Oct 22, 2014 9:50 pm

WAWLA is an extension of WAILA http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2169830-wawla-what-are-we-looking-at

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by xkea on Thu Oct 23, 2014 6:32 pm

oo ok maybe I should have looked it up before asking thanks anyways though
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Thu Oct 23, 2014 9:23 pm

So, do we have an idea of which mod we should start focusing on? Cuz I am going to need to be told cuz otherwise nothing will get done except flying around and whatnot.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Thu Oct 23, 2014 10:49 pm

*shrugs* Mekanism?
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Thu Oct 23, 2014 11:55 pm

Let's disable Butterfly Mania right to start with. That was something I wanted, and getting rid of it improves things quite a bit. An added benefit of getting rid of it seems to be a lot more zombies spawning, too. Smile
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Fri Oct 24, 2014 7:26 am

I'll do a mod listing based on categories later today, hosted on Google spreadsheets so we can vote and comment for each mods
For butterflies, you get them with forestry anyway


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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Fri Oct 24, 2014 9:57 am

Here's the spreadsheet

I'll sort the mods progressively in each sections (storage, magic, technic, worldgen) to have an overview of the possibilities


Last edited by grillo126 on Fri Oct 24, 2014 6:08 pm; edited 1 time in total

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Fri Oct 24, 2014 6:07 pm

You're going to need to edit the permissions for your spreadsheet to share and or edit to everyone with a link.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Fri Oct 24, 2014 6:08 pm

I edited the sharing options, it should be good for everyone

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Fri Oct 24, 2014 7:19 pm

Spreadsheet still opens as "View only."
And what is your "reviewed" column for? If someone votes, they've obviously reviewed it. And if they reviewed it and didn't vote, then it's the same as a "no opinion" vote.

I'm considering getting rid of Better Storage since Copy Girl isn't going to maintain it any more. No sense in getting attached to something that won't be updated.

I'd like to keep Doggy Talents because I think Aria would like it, but it's not really necessary.

I put Ender Utilities in mostly for the mob harnesses (MFR safari nets will do most of the same thing), ender lasso, and re-usable ender pearls. We can take it out if you guys don't want it.

Fossils & Archeology is only in because Althing wanted it.
Same for Glenn's Gasses, though we still don't have permissions. If we still don't by the end of our beta, it won't go in the final 1.0 pack for our real server map.

Gravestone causes a lot of lag when it generates stuff, so I've already turned off the random graves spread around the world. (Still generates monuments, though... for collection purposes. Wink)

I doubt that Greg's Stargate Craft will get used much since there are so many other teleportation options available.

HexWool is just a kind of cool thingamy that I doubt will cause any trouble.

Factorization is only in for Althing to play with sculptures. I doubt we'll use it for much else unless someone likes its barrels more than JABBA barrels. I'd personally like to get rid of it.

I'm considering adding MapWriter -- or Opis, which seems to include MapWriter and does other useful things for troubleshooting -- for a minimap. It would be a good alternative to the laggy JourneyMap.

People are saying Millenaire is just as unstable as always, so we may want to get rid of it even if it is cool.

MrCrayfish's Furniture is just for cute decorations. We can get rid of it if you don't want it.

MusicCraft is just for Althing. I won't use it.

Photoreal just for Althing.

Buildcraft just for Althing. (And QuarryPlus just because Buildcraft is there. There are several quarry options in the other mods.) There are also tons of other pipes, tubes, ducts, wires, and minions in the other mods for moving items around.

Roguelike Dungeons is for fun challenges and spawners to collect.

Secret Rooms just for Althing. Seems kind of pointless to me with WAILA.

Soul Shards Reborn may be too OP. Up to you guys.

Statues just for Althing... I think?

Translocators is just another way to move items around. Not really necessary. I doubt I'll use it much.

Balcon's Weaponmod. I dunno. Someone requested it.

Wild Caves. Environmental bling. We can get rid of it if you don't care about it.

Backpacks! Brad16840. Althing. There are lots of other backpacks and pouches in other mods. Even death-safe ones, though that doesn't matter much with Gravestone saving everything in graves.

Archimedes Ships. People seem to like the idea of it, and I think cool things could be done with bases turning on and off based on the presence of the core of the tree.

That's all that stands out to me. The rest of the mods are mostly either useful tech/magic stuff or harmless knick-knacks.
I hope Reika's mods update to V2 before long. That's supposed to have a lot of bug fixes in it.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Sat Oct 25, 2014 12:43 pm

Alright now it should finally work. I've deleted the review row, since as you pointed out it was redundant
I've started to review the mods you mentioned

Statue : it's a really good mod but it crashes when you try to paint the statues. Anyone can confirm ? If confirmed i'll vote to remove it

Soul shards : only if we remove MFR

Factorization : usefull for routers, but I highly suspect this function is already present in other mods. If Althing's okay with that i'd vote for removal

Musicraft : i vote for removal (adds worldgen  Neutral , in-game music already really good)

Wild caves : i'm conflicted about it. In one side it adds worldgen and on the other side the improvements are really good...No opinion

For now i'm going to focus on the mods that adds worldgen, then i'll review by section (magic, technic...)

edit : reika updated to v2

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Sun Oct 26, 2014 12:22 am

Oh, V2b I meant. We already have V2.

Ender IO has round robin item insertion and mob spawners.

I have the same problem when trying to paint statues.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Sun Oct 26, 2014 10:33 pm

Wow.. busy week. I haven't been able to do much with the pack yet.

But for the sake of improving performance I can drop some of my requests.

Mods to give up:
• Glenns gases can go, it's not worth the ongoing hassle of attaining permission.
• The stargate mod while interesting, can go too, The Enhanced portals mod (i think that's the name) has some similar functionality.
• Factorization can go, I'll miss the sculptures, they have a lot of decoration possibilities. But if it can relieve pressure on the server it's best it goes.
• Millenaire can go… too bad it could have been really cool. Ancient tree spirit protecting a growing village…
• Buildcraft can go… if there are other means of sorting and moving items in other mods that can replace it, then I'll learn the new system..
• Statues can go, I think I may have looked at the mod only briefly.
• Backpacks! Brad16840. Can go, I just wanted to make sure we had some sort of extra portable storage options.
Especially means to remotely drop off items.
• Carpenters blocks should probably go. I've yet to test it myself, but I've read that Archimedes ships doesn't know what to to with the Carpenters metadata and can crash the server if a ship is built using them.
And personally I like Archimedes ships better. (alternatively we can just be careful. Once a ship is made dismounting it won't make it connect to the world anymore, unless specifically told to, so you can modify the ship. So accidents don't need to happen)

Mods to defend:
• Musicraft: Not sure why we would have to dump it.
The in-game music may be good, but making your own music is a creative outlet, and can be a fun break from laying down root or digging tunnels.
(Difference between a cd player and owning an instrument)

• Secret Rooms: Yes for hiding your base, WAILA breaks the mod. But for making doors and windows out of logs then the mod is useful for decoration. It also makes redstone and switches a cleaner part of your tree.

• Photoreal: I still think it could be interesting. But IF the mod improves the server with it's removal, you can take it away.

• Doggy Talents: Millenaire was going to make more interesting AI villagers. We should at least have interesting pet companions. Otherwise we're left with dogs who walk into fire and vanilla villagers who play chicken with zombies…

• Fossils & Archeology: Althing still wants it. Jungle trees + Dinosaur park. What could go wrong?

Sad to see Natura up fro removal, it adds trees. I think it's responsible for a Dark wood tree (can't remember it's exact name now) that Aiko_Niigata wanted to choose.


Oh and Mystcraft updated btw.

-

Also, I may have missed a conversation at one point, but is the current plan to whittle the list down a bit using SSP and then testing the pack on the server later? I was curious if the pack would be gentler on our computers if the server took some of the load off.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Mon Oct 27, 2014 8:30 am

You didn't miss any conversations. It's just that stuff at work and at home have worn me down and put me out of the mood of working on the pack lately. Especially with the possibility of removing mods right away. I'm not going to just abandon it, though; I've put an enormous amount of time and effort into getting it to the point it is now. Even just keeping things organized and documented has taken a lot more effort than I expected.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Althing on Mon Oct 27, 2014 8:40 am

Oh! Okay I had suspected something like that May gave been the case, which is why I didn't mention it before.
My curiosity finally broke through though Very Happy

But don't feel pressured to work on it too soon.
We all appreciate the effort you have put in, and we'll wait patiently for the day we can play online with you and each other in the new world.

So take your time and deal with RL first before stressing over what is ultimately just a game Smile
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Mon Oct 27, 2014 9:07 am

Althing, did you reviewed carpenter's blocks ? It's amazing for creativity
I just did a crash test by adding carpenter's block slopes to an Archimedes airship, here are the results after a 2~3min flight to a slime island (no crash)

before :


after :

I've read that it's caused by the archimedes mod that doesn't handle carpenter's blocks rotation data when you turn right/left

For natura, I put it up for removal because it lacked compatibility back when i reviewed it in unleashed. But after testing now it seems to have updated that aspect so I'm changing my vote -> keep

For photoreal, the pictures you take fades away after 3sec so I don't really see the point ?

For musicraft, it's the world gen that I'm not too happy about, but I didn't really reviewed it yet so I'll trust you on this one -> keep

For secret tooms : the functionality you speak about is already in carpenter's blocks. you can even modify it so that it will behave like an iron door !

All of those are doors ! The 2nd one have been modified with a chisel
tip : aim 45°low for applying the bark texture, aim normally for the grain texture.

for magical crops : same endgoal as bees (ressource generator), but made much easier. I'm voting for removal, as there is not real mean to balance it out

Now, here are the mods inside the modpack that provides an efficient way to move items around (maybe there are more ? needs confirmation):

  • Applied energistics
  • Extra utilities
  • Tubes
  • Buildcraft
  • Thermal expansion
  • translocators

And this is why i put tubes, translocators and builcraft up for removal.

for MFR : i really like the rednet feature, maybe we can keep that and config out the rest ? or just keep it that way, up to you guys.

for liquid exp : the only interesting thing about it is the block that forces mobs to drop exp. Useless when paired with MFR(mob essence, enchanter) and/or Openblocks(exp drain/shower, autoanvil/autoenchanting table) -> removal

for gendustry : it's a huge shortcut for bees. You don't need alvearies anymore, and gendusty's apiaries are so easy to make I consider it as OP. -> removal

for mariculture : to do anything in this mod you need to explore oceans in quest of natural gaz. Other than this it's all good -> keep

for hats/hats stands : the hype quickly goes down after the 1rst 10min and the huge hats on wildlife feels wrong more than fun -> removal

for magic clover : it needs so much work on the config file to be balanced that i doubt we should keep it. It seems some loot also crashes the server -> removal

for Reactorcraft : radiations causes a crash immediately on v2. On other servers they just advise anyone to void the waste trough a trash bin (radiation is caused by trowing waste directly from the hand to the ground)

I also realized that the list i used for making the spreadsheet was incomplete so I'm going to make a 2nd row of mods with the ones i've forgotten (sorry !)

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Blazinfox555 on Mon Oct 27, 2014 2:20 pm

Wow, in comparison I've done nothing. I don't even know how to go about testing these or to try crashing stuff. Razz Glad there are more savvy people in our group. Most I've managed to do is derp around until my game closes, possibly from the memory being filled. Going through the list of stuff now to place my votes. Probably won't finish until later tonight.

I'm not sure I understand the concept of one of the mods that generates a certain type of plant life where the seeds are planted only if they touch the ground. I'd be okay with the rest of (Pneumaticraft?) if we could get rid of the automatic generation of those plant types. I've gone through the spreadsheet as much as I'm willing to really. I've put most of my votes in for the things I do want, though most ppl want them anyways.

With Mariculture I am not sure if we'll need the reeds and algae bit of Better Foliage?
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by grillo126 on Mon Oct 27, 2014 7:38 pm

Better foliage is client side (does not add any blocks/items, it's only graphical improvements)
If you don't like the reeds/algae but want to keep the mod you can tone it down (or suppress it) in the config

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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Mon Oct 27, 2014 11:28 pm

There's a full mod list in the changelog.
Ender IO has excellent item, fluid, and power transport.

We can tweak official configs as we go. That's the beauty of having our own pack.
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Re: Leaf 'n' Logistics bug reports and balance tuning

Post by Mailleweaver on Wed Oct 29, 2014 6:16 pm

Why don't you guys like penumaticcraft? It looks really cool to me.
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Re: Leaf 'n' Logistics bug reports and balance tuning

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