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This will give java a lot more memory to play with and it won't have to swap things around so much. Now change "-Xmx1G" to either "-Xmx1500M" or "-Xmx2G". See the "JVM Arguments" checkbox at the bottom? Check it. Big improvement, but it doesn't quite look the same.ģ) Give your Minecraft java more memory. Leaves in "Fast" graphics mode are rendered only on the visible side. Leaves in "Fancy" graphics mode are rendered on all four sides whether they are visible or not. OreSpawn has been updated in V11 to use this feature for tree leaves. You will be too.Ģ) Change your Graphics Mode to "Fast". This is a beast!!! I was surprised by just how much CPU the lighting algorithms take. Here are the three most significant things you can do:ġ) Turn off Smooth Lighting. Until they fix chunk generation to operate in its own separate thread and pre-generate in the direction of travel, there is nothing else I can do.Įxcessive lag and slowness can be caused by many things. I've optimized as much as I can, including making my own special setBlock() that strips out lighting. That's the way the chunk generator works. General Slowness/Lag: A little lag can be expected while generating brand new chunks. You can change the BaseBiomeID field to anything from around 50 to 250.ĪLL IDS CAN BE FOUND UNDER the "orespawnids" section of the OreSpawn.cfg file. OreSpawn used biomeIDs from about 120 to125. You can change the BaseDimensionID field to anything from around 10 to 250.īiomeID conflicts: Again, edit the OreSpawn.cfg file. OreSpawn uses dimensionIDs from around 80 to 85 by default. You can change the BaseItemID field to anything from about 3000 to 31500.ĭimensionID conflicts: Again, edit the OreSpawn.cfg file. You can change the BaseItemID field to help remove conflicts between mods. minecraft/config/OreSpawn.cfg file with your favorite text editor. You can change the BaseBlockID value from about 600 to 1800, or 2500 to 3600. You can change the BaseBlockID field to help remove blockID conflicts.
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