[128x/64x/32x] Tinkers' Construct [MC1.5.2 - 1.12]

Post a new thread here if you've made a BDcraft styled complete patch to fully support a Minecraft mod.
Post Reply
User avatar
BDcraft Web Admin
6102 Posts
 x 273

Post 14 Feb 2014, 16:08

It's not even a debate. Your log SAYS you're out of RAM.
If you like a post give it a diamond! :arrow_heading_up:
User avatar
45 Posts
 x 0

Post 14 Feb 2014, 20:02

Rockawill wrote:Rob, as HanFox stated , you are going to need more than 2GB.
I have 160 mods 128x and have to dedicate at least 8GB
I have my launcher set to allocate 1.5G from my 8G of physical RAM for all packs. My main custom pack reports 135 mods installed. I use 64x texture packs for most packs and the zip of the pack for my custom modpack is well over 80G. Everything works fine. However, the java process shows that it is using upwards of 4G of RAM. Piggy, piggy, hehe. :)
User avatar
231 Posts
 x 0

Post 14 Feb 2014, 21:22

Yes that is another thing, Java has more than one RAM allocation for Minecraft and you can see this in task manager when you are running it. You may allocate more than you have sometimes!
Rockawill-Textures like a 4 year old on paint
User avatar
BDcraft Web Admin
6102 Posts
 x 273

Post 16 Feb 2014, 00:26

*slinks in again*

I've flipped all the excavators and shovels over on the vertical so they're like every other shovel in BDcraft ^.^;;

http://hanfox.co.uk/other-mc/Tinkers_Flip.zip
If you like a post give it a diamond! :arrow_heading_up:
User avatar
10 Posts
 x 0

Post 16 Feb 2014, 13:42

Alright, I bumped it up to 3GB. Same problem.
It can't take a whole GB for one mod.
User avatar
BDcraft Web Admin
6102 Posts
 x 273

Post 16 Feb 2014, 13:43

rossb654 wrote:Alright, I bumped it up to 3GB. Same problem.
It can't take a whole GB for one mod.
You can believe whatever you like, but if your log still says you're out of memory, then you're out of memory.

Just in case you missed it: Tinkers' adds nearly 4000 files, so it could quite easily take 1GB.
If you like a post give it a diamond! :arrow_heading_up:
User avatar
10 Posts
 x 0

Post 16 Feb 2014, 15:22

Eugh. I'm actually getting more RAM next week, so I guess I'll find out then if it works.
I still find it ridiculous how one mod can take up 1GB, though.
User avatar
Patch Creator
1437 Posts
 x 117

Post 16 Feb 2014, 19:35

Updated with Han's flipped shovel and excavator textures.

Han you realize I'm now going to have to flip all the Extra Tic stuff now. :-x Grrrr. Glad I'm off shift for a couple of days.
User avatar
Former Staff
1132 Posts
 x 0

Post 16 Feb 2014, 22:22

rossb654 wrote:Eugh. I'm actually getting more RAM next week, so I guess I'll find out then if it works.
I still find it ridiculous how one mod can take up 1GB, though.
To be honest, it's absolutely unnecessary to have an image for each and every configuration. It would have been more efficient to simply create transparent overlay images and then programmatically colorize the model. I've seen other mods do this, so I know it's possible.
User avatar
BDcraft Web Admin
6102 Posts
 x 273

Post 16 Feb 2014, 23:11

Novamanga wrote:Updated with Han's flipped shovel and excavator textures.

Han you realize I'm now going to have to flip all the Extra Tic stuff now. :-x Grrrr. Glad I'm off shift for a couple of days.
Hehe, sorry 8D

It wasn't a particularly hard thing if you have PhotoShop (evil, evil PhotoShop).

Basically just make an action to flip the image horizontally, copy the file structure for the things you need to flip and Batch the action over the top folder.

I can do it for you if you like.
If you like a post give it a diamond! :arrow_heading_up:
Post Reply