AnOpenSauceDev
AnOpenSauceDev
Faster Random dev here. The old Faster Random on Curseforge doesn't cause this crash. Faster Random 3.0.0+ (only on github/modrinth) crashes because this is likely using a headless JDK, which...
#497 and #73 cover this (TL:DR: there will be support eventually) Modrinth "works" with ARM64, if you build from source, but iirc it currently assumes that all Linux is x86_64...
Back when I compiled for ARM, I used the command `nix shell --accept-flake-config github:getchoo/nix-exprs#modrinth-app` on the nix flake with a Raspberry PI. I don't know if anything has changed though....
I haven't checked recently, and I really don't want to recompile on something with 1GB of ram. Either way, if it's not a tauri issue it probably won't be hard...
Just stumbled upon this issue, all of this has been fixed as of 3.0.0 (2.x was broken). This time, the results from the random generator is almost identical to vanilla...
I might quickly rewrite the mod to allow users to toggle some of the random optimizations I did work on earlier. In the meantime, 1.21.3 should 'just work' anyways (unless...
If you compile the 6.0.0 version (only on github), it will work on 1.21.3, and _might_ work on 1.21.4 if it doesn't change anything around random, which usually is reserved...
Particle rendering on thousands of particles can take up a few milliseconds every frame even on my PC, and I assume the time penalty from all the unnecessary rendering would...
On a slower laptop I have (AMD 7530U), a somewhat empty Hypixel Skyblock lobby in the End at 2 Render Distance takes about 1.5ms (lowest was 0.8ms, highest was 2.1ms)...
The worst-case scenario is that after joining a LAN server hosted on my home PC, the particles I'm spawning with a command block still render at over 100 blocks outside...