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  • 05:29 (UTC -05:00)
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<blockstate> == {
"forge_marker": 1,
"defaults": <variant>, // optional, added to all variants
"variants": {
"<property>": {
"<value>": <variant> // variant definition for the specified value of this property; variants for multiple values can be specified.
},
"<variant name>": <variant>, // variant definition for the full variant string
"<variant name>": [<variant1>, ...], // array of definitions for the full variant - result will be the random variant
}
task copyMiccore(type: Copy) {
from '/submodule/MicdoodleCore/src/main'
into 'src/main'
}
task subModule(type:Exec) {
commandLine 'git', 'submodule', 'add', '-b', '1.12' 'https://github.com/micdoodle8/MicdoodleCore', 'submodule/MicdoodleCore'
}

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===========================================================
GalactiCraft Conquest 1.5.0 --> GalactiCraft Conquest 2.0.0
===========================================================
Added:
- FTB Backups
- GunpowderLib
- JourneyMap Defaults
- Pack Crash Info
- SteveKunG's Lib
v2.0.2
@ROMVoid95
ROMVoid95 / java.txt
Last active January 26, 2020 03:17
My Semi-Technical Explanation of Why Too Much Ram Is Bad for Java
I see this a lot. People assume that giving the game more leeway in terms of memory (RAM) usage makes it run better. This is
actually not true, especially the common conception that “more ram = better fps”. So let me give you a somewhat technical
explanation of why this is the case. I’m no expert in the matter either, but I believe I know enough to pass the knowledge around,
so feel free to correct me if I mess something up.
Ok, so let’s start by talking about the Java Virtual Machine, and the concept of instance. The Java Virtual Machine, as you might
know is what’s responsible for running java applications, which obviously includes minecraft, when you load it up, it needs to know
how much memory it can work with, this is what you change when you allocate more memory to the game, how much space it has to fill
with anything the application needs to use. Next off is an instance, in object-oriented programming, which Java falls under, an
instance is, on very simple terms, an object, something that exists and h
package net.minecraft.client.gui.inventory;
import com.google.common.collect.Lists;
import java.io.IOException;
import java.util.List;
import java.util.Locale;
import java.util.Map;
import javax.annotation.Nullable;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
OUTDATED - PLEASE UPDATE
OUTDATED - PLEASE UPDATE

People assume that giving the game more leeway in terms of memory (RAM) usage makes it run better. This is actually not true, especially the common conception that “more ram = better fps”. So let me give you a somewhat technical explanation of why this is the case. I’m no expert in the matter either, but I believe I know enough to pass the knowledge around, so feel free to correct me if I mess something up.

Ok, so let’s start by talking about the Java Virtual Machine, and the concept of instance. The Java Virtual Machine, as you might know is what’s responsible for running java applications, which obviously includes minecraft, when you load it up, it needs to know how much memory it can work with, this is what you change when you allocate more memory to the game, how much space it has to fill with anything the application needs to use. Next off is an instance, in object-oriented programming, which Java falls under, an instance is, on very simple terms, an object, something that exists and has values. For exa