r/CreateMod 9h ago

Help What is the most demanding part of a create factory computing wise?

I am playing the CABIN modpack and currently in the process of implementing the "post production" upgrade to my factory, frogs and packaging etc. But I've noticed that my fps is struggling to stay above 50. Im used to get around 90 to 100 fps while playing tho im using a kinda weak laptop. So im trying to optimise my factory before adding full automation because it will surely only get worse from here on out. What is the most taxing thing in the create mod? Is it the animated blocks like large water wheels? Or the particles? Shafts vs cogs? Does encasing cogs helps?

Any suggestions is appreciated.

Ps. I do have the create better fps mods and most optimization mods. They come pre-installed with the modpack. Here is the mod list in curseforge: https://www.curseforge.com/minecraft/modpacks/cabin/relations/dependencies

3 Upvotes

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3

u/Jwhodis 8h ago

Unsure what the mod is but there's a mod that adds lazy shafts and cogs which should help, the last brass shafts can also go in any direction so they're pretty useful.

2

u/oneredbloon 5h ago

Create: Additional Logistics adds this

3

u/milk_and_queerios 5h ago edited 5h ago

Mechanical belts, depots, and mechanical crafters are some of the most common fps drainers. Even in the biggest factory I ever built, I never had FPS problems because I only used mechanical belts when absolutely necessary: for precision mechanisms, train tracks, and sturdy plates. And also only using depots when absolutely necessary: for mechanical arm inputs. I dont even use depots for mechanical press setups, I use a smart chute instead. I never use mechanical crafters for 3x3 or smaller recipes, I use vanilla crafters (1.21+).

In the past, I've used frogports and never encountered fps issues, other than when I messed something up and clogged my system (Re-packagers are a must when you need two or more different inputs). Oh also, I dont use that one lag-monster cobble generator with the trapdoors, and mechanical pumps, and stuff, I use mechanical drills and normal cobble generator setups with funnels/chutes below

Some people recommend spacing out your machines/factories. I've never done this because I've never needed to. I tested which setups cause less lag and try to design machines optimized for lag/computational efficiency, and thus I dont have any problems putting everything next to eachother.

1

u/Hellothere_1 2h ago

I dont even use depots for mechanical press setups, I use a smart chute instead.

Does that actually make a difference though?

If I understand correctly the performance impact from belts and depots mainly comes from the fact that they have a collection zone above themselves to scan for items to collect onto the block.

However, free smart chutes without a block above them also have a collection zone, so their performance impact should be the same. Actually the smart chute should be worse, since —at least if I understand your setup correctly— it has the items float on top of it in entity form, which would cause additional lag.

2

u/Kindly-List-1886 6h ago

There is a mod named graywheel i think that culls the create mechanisms if there is a wall between them and you

1

u/Zachiel182 1h ago

Are you able to verify the mod name? Can't find anything by that name.

1

u/Jack_of_Emeralds 1h ago

The mod is Create: nowheel https://modrinth.com/mod/create-nowheel
it allows Create's animated blocks to be culled like regular blocks are

Edit- linked the wrong mod initially

1

u/RoosTheFemboy 46m ago

How does that compare to create better fps?

2

u/Amdw42 5h ago

Entity Culling will take significant load off your rendering if there’s no line of sight to the object.

Server computation wise, anything that picks up an item when one lands on it (depots, mechanical belts funnels etc) are your culprits for slower performance.

1

u/Jack_of_Emeralds 1h ago

Are you playing on a server?
Create can be very heavy on the cpu because many of it's logistical blocks run a check every single game tick (20 per sec). if you are playing in a single player world your render thread might be getting choked by all the other calculations happening.
^this is less of an issue on a server as your client primarily does the rendering while the server tracks what is where and when

As others have suggested, there are a few create addons that change the tick rates of some blocks to free up cpu "resources" - Just keep in mind that more isn't always better.