Procedures are slow,

Started by Derpy101 on

Topic category: Help with MCreator software

Joined Apr 2019
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Procedures are slow,

Hey there, not sure if anyone has a fix for this but it would be SO helpful. When I say their slow I don't mean that in game is slown down by them. Game works really well. its the procedure editor thats slow. Add more than like 500 blocks and it starts to go down hill. Seeing as my custom crafting block has 4000. Its REALLY slow. To the point where it is almost un-usable. If someone can show me a plugin or something that can run it better that would be great. I also can add more ram to it if needed. I just would like to know how to fix this. Thanks!

Joined Apr 2019
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Im using 2021.3 btw, my mod…
Sun, 06/12/2022 - 12:55

Im using 2021.3 btw, my mod is for 1.16.5

Joined Aug 2018
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Screenshot?
Sun, 06/12/2022 - 14:08

Screenshot?

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Collapse the blocks of areas…
Mon, 06/13/2022 - 22:35

Collapse the blocks of areas that you aren't working on so the editor is only rendering a much more manageable number of blocks.

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I do collapse the blocks its…
Tue, 06/14/2022 - 17:31

I do collapse the blocks its still REALLY laggy, Im trying to work out a new crafting system that should reduce about half of the lag

 

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Try to make use of loops to…
Tue, 06/14/2022 - 18:53

Try to make use of loops to reduce repetitive code blocks.  I have a procedure for a machine block that can take dozens of inputs and has several types of output.  I was able to reduce my code blocks by 75% by setting up a system that stores the inputs and outputs into variables and then uses a loop to iterate through each possibility.  Once the current input is found it moves to the single process code section to finish the procedure.  In addition to making the editor run much better, adding additional inputs is a breeze.  I just have to define the inputs and outputs and increase the loop count by 1.

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Yeah I just finished a…
Tue, 06/14/2022 - 20:37

Yeah I just finished a system that gives each item a Id number and then just adds them to get a crafting Id So that it no longer needs to test it more than once

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still laggy though  
Tue, 06/14/2022 - 20:43

still laggy though

 

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I faced the same problem…
Wed, 06/15/2022 - 01:56

I faced the same problem once just shut the whole workspace and restart again also use seperate procedures that you can call to prevent it from getting overcrowded

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https://www.dropbox.com/s…
Wed, 06/15/2022 - 14:51

https://www.dropbox.com/s/adnmpc0bix3qx1e/Smithing%20Anvil%20Crafting%2…;

 

This is the most up to date version I have, Its from yesterday. It is the newest and improved version from the old one that I had, It cuts lag about in half but its still a bit more laggy then I would like. Feel free to make suggestions on how I could make it more efficient!

Explanation: Every Item I have In my mod that I use for crafting has a crafting ID, To get the recipe ID I use the first block that takes all the item ID's from all the items in the crafting table and adds them together, The output number is the items crafting ID. If the crafting ID it made matches a preset crafting ID then it will craft the item attached to the recipe ID. Thats pretty much it OH and it uses nbt for the ID number.

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For large list-type…
Mon, 06/27/2022 - 05:36

For large list-type/assignment procedures, you can create multiple and link them together using procedure calls at the end of each subsequent procedure - just create each one to a point just before the lag starts.

Another great thing for lists is to use the FileManager plugin which works for 2022.1 - it has its learning curve but I would recommend it instead of assigning long lists with IDs.