Is it possible to have mods made with MCreator in your modpack and still get good performance? I’ve seen that MCreator has a bit of a bad reputation, and I’m curious about it
Is it possible to have mods made with MCreator in your modpack and still get good performance? I’ve seen that MCreator has a bit of a bad reputation, and I’m curious about it
No, or at least not if you don’t manually fix their code with Java.
francescomagn02 on
It’s not THAT bad of a situation but you could genuinely install a mod that runs some fuckass function every tick for no reason other than the mod maker not knowing how to implement something properly and lagging the whole game out in an environent with more than just that mod.
yamitamiko on
there are a few decent ones, mostly from the odd person who uses MC but then actually goes through and fixes things. especially for simpler mods
granted home-coding isn’t a guarantee there’s not going to be a leak or such, it’s just so much more likely in a mod made by someone who can’t proofread because they don’t know the language
in general it’s a good idea to look through the code and scripts of a MC mod to see how broken it is, and in general to install mods in batches or do occasional testing in batches so if something tanks performance it’s easier to figure out which one
Maleficent_Mud_7819 on
It is totally possible, the system itself doesn’t break stuff, the issues mostly come from people who don’t coding principles using the node system poorly.
If you know java you can check, if you don’t then you are in a similar boat to them and should just test it out in your pack to see how it feels, if nothing glaring then just keep it.
In general though, the fewer mechanics it adds the safer you are, less opportunity for a mistake.
Thakaris_Vader on
Not sure if anyone here knows the *More Critters* mod. I think it’s actually a really good mod, but I’m unsure whether it’s worth using considering the performance impact
Excellent-Berry-2331 on
It’s like alcohol, okay if you take a bit, not okay if you take too much, and you don’t always know when ‘too much’ is.
OctupleCompressedCAT on
Probably if its really simple. But at that point you could use kubeJS instead
7 Comments
No, or at least not if you don’t manually fix their code with Java.
It’s not THAT bad of a situation but you could genuinely install a mod that runs some fuckass function every tick for no reason other than the mod maker not knowing how to implement something properly and lagging the whole game out in an environent with more than just that mod.
there are a few decent ones, mostly from the odd person who uses MC but then actually goes through and fixes things. especially for simpler mods
granted home-coding isn’t a guarantee there’s not going to be a leak or such, it’s just so much more likely in a mod made by someone who can’t proofread because they don’t know the language
in general it’s a good idea to look through the code and scripts of a MC mod to see how broken it is, and in general to install mods in batches or do occasional testing in batches so if something tanks performance it’s easier to figure out which one
It is totally possible, the system itself doesn’t break stuff, the issues mostly come from people who don’t coding principles using the node system poorly.
If you know java you can check, if you don’t then you are in a similar boat to them and should just test it out in your pack to see how it feels, if nothing glaring then just keep it.
In general though, the fewer mechanics it adds the safer you are, less opportunity for a mistake.
Not sure if anyone here knows the *More Critters* mod. I think it’s actually a really good mod, but I’m unsure whether it’s worth using considering the performance impact
It’s like alcohol, okay if you take a bit, not okay if you take too much, and you don’t always know when ‘too much’ is.
Probably if its really simple. But at that point you could use kubeJS instead