Jouster27 wrote:I tried creating a new world to see if this mod caused certain problems I had noticed when I upgraded an existing world. Unfortunately, it did. It slowed-down the game to the point where I experienced a serious lag everytime I moved into a new chunk but I could almost deal with that. The deal-breaker for me was that when I put materials into a furnace, it wouldn't work until I moved out of the chunk and then came back in. Even then, the furnace would only process one block of material and then freeze again. It's possible that my computer just isn't fast-enough to keep-up with this mod and the others I like to run or it may be a conflict with my other mods. Guess I'll have to give-up on pretty seas... Oh well. At least I got to see some pretty eye-candy.
Thanks for the feedback!
I'm not educated in computers and programming. From trail and error I think this is caused by two or three things.
GraphicsI have poor computer graphic settings (128 MB video memory (software rendered/virtual box)) for minetest. When the sea flourishes I experience a slow down, the same amount I have in jungles and with more trees and the same on servers near crowded spawn areas. Not nice, but acceptable.
When trying out nodeboxes for seaplants I got the idea that when it was full with other drawtype nodes than normal my fps run towards 0.
I could diminish the amount of coral and seaplants (a bit), but don't want to 'empty the sea'.
CodeI didn't try out the furnaces. I'll need to find out if I get the same problems. I use a lot of ABM's for the Sea-modpack. Maybe because my computer's processor and RAM are more than enough I don't experience problems with them. Even the calculation of hundreds of lines for the seaplants nodeboxes didn't seem problematic.
Only sometimes the sea stays empty and then suddenly or after returning to that area it get's filled (which looks like the furnace 'bug' you mentioned).
By the way, slow/frozen furnaces are familiar to me from the redcrab and landrush servers.
Perhaps there's a solution for this, made available by leetelate:
https://forum.minetest.net/viewtopic.php?pid=110486#p110486I'll also think about the possibilities to replace some ABM's with on generate.
Some other news. The aliasing is almost ready. I'll reintroduce a (for now) simpler version of the clams mod. I don't seem able to alias entities (perhaps that's why I always see posts about clearing objects :-) )
I'll soon upload it (I need to improve some textures).