your current location:首页 > news>[DPT] Farly Stop load: Does Potato Tick?)

[DPT] Farly Stop load: Does Potato Tick?)

2024-12-12 09:27:36|Myriagame |source:minecraft skins

Overview

This module is a branch of DOES It Tick. It rewritten it and cuts some of its poorly optimized optimization and retains the core function.

MC 1.16.5 and 1.18.2, the module version 3.4.0+, this module requires Observable as the front (excluding 1.19.2, because the Observable in this version did not rewrite this method, but used an invasiveness more.Small redirection).DPT and Observable have rewritten a method of MC at the same time, but DPT has higher execution priority, so the rewriting of Observable has not taken effect.This may cause some functional failures/abnormalities of Observable, and even crash.Therefore, now Observable's modification of that method is included in DPT to determine that it can work normally.

MC 1.16.5, module version 3.5.0. After adjustment, Observable is no longer hard -needed, but linkage.

It is best to install this module at the same time on the client and server to avoid the emergence of some confusing messages (such as "doespotato.warn.1/2".

Function

If an entity is too far from the player, it will not tick again;

If the fluid is too far away from the player, it will not tick again (this function is deleted in 3.6.0, because its principle inevitably destroys things such as stone brushing machines or caves water);

The tick speed of the dropped object is limited. In players, they will look a little bit stuck, but the visual stuck is the improvement of performance.Essence

Configuration file

entity

An entity whitlist, if you write the registration name of the entity, the physical tick restrictions will not take effect on this class;

You can also set the big distance of the entity to limit the effectiveness of effectiveness;

A module ID list can take effect on all the entities of a specific module. If you fill in the ID of a module here, all the entities of this module will not stop Tick;

A functional switch that removes Tick abnormal entities.If you turn on it, the game will not collapse when the entity is abnormal, but removes this entity.More specifically instructions can be viewed in the description of the configuration file (this feature is only MC 1.16.5, 1.18.2);

See this by default entity list (only forge);

During the attack, it supports the disaster villagers (the disaster villagers added by the module should also include), troubled ghosts, witch stopping Tick, and more entities can add a whitelist by themselves.

Flow (only before version 3.6.0)

Fluid Tick limits the maximum effective distance of effective effect;

Flow module ID whitelin, if you fill in a modid here, any fluid of this module will not stop tick.

Object entity

A list of items (item list), if you write the registered name of the item, the physical TICK limit will not take effect on the entity of this type of item;

If you do not enable Slow down items in the world, this item list will not make any sense.

Solution

There are serious problems in the natural generation optimization of the original DIT (#4), and this module has been deleted;

The original DIT configuration file also has the problem of not effective (#6), and this module has completely rewritten it.

compatibility

This module linkages FTB Chunks. If the player declares a certain block, the above features will not take effect.

This module is compatible with Roadrunner and is not compatible with adaptive performance adjustment.

license

The original DIT License is quite chaotic. The module V2.0.0 jar file is the WTFPL in the standard.

So for the sake of insurance, the license of this module is LGPL-3.0.