Mods / Fix Handbook Clutter

Category: #QoL #Tweak
Author: Craluminum
Side: Server
Created: Jan 16th at 1:51 AM
Last modified: Jul 7th at 5:11 PM
Downloads: 4020
Follow Unfollow 65

Groups billions of items and blocks in the handbook into their own groups.

For modders

groupBy is case-sensitive

Group a certain item:

"attributes": {
"handbook": { "groupBy": ["fruitpress-*"] }
}

Group separately, use for variantgroups from the most below example:

"groupBy": ["table-*-{type}"]

Group a few items from different mods:

"groupBy": ["table-*-{type}", "vanvar:table-*-{type}"]

variantgroups example:

{ "code": "material", "states": ["aged"], "loadFromProperties": "block/wood" },
{ "code": "type", "states": [ "normal", "whitemarble", "redmarble", "greenmarble" ] }

Discord

Version For Game version Downloads Release date Changelog Download
v1.0.5 882 Jul 7th at 5:11 PM Show FixHandbookClutter-v1.0.5.zip
v1.0.4 1331 Apr 2nd at 9:39 PM Show FixHandbookClutter-v1.0.4.zip
v1.0.3 222 Mar 26th at 5:11 PM Show FixHandbookClutter-v1.0.3.zip
v1.0.2 618 Feb 16th at 8:48 PM Show FixHandbookClutter-v1.0.2.zip
v1.0.1 593 Jan 25th at 2:12 PM Show FixHandbookClutter-v1.0.1.zip
v1.0.0 374 Jan 16th at 1:51 AM Show FixHandbookClutter-v1.0.0.zip

9 Comments (oldest first | newest first)

💬 Neuroschmancer, Aug 29th at 4:21 PM

Yes, that is why I said it was being conflated. My comment was in regards to actuallyasriel mistaking Alchemy's problem with IDs in some way being related to overrides.

EDIT:

The remark about the overrides was that they have to be loaded from disk, parsed, and then processed to replace the original value. This I stated to be so insignificant as to not cause any performance hit, and only doing so for the initial load.

💬 Craluminum, Aug 29th at 3:49 PM

Neuroschmancer "Overrides" don't increase memory use, while too many IDs are. Although Tyron knows more about it

💬 Neuroschmancer, Aug 29th at 3:44 PM

I think Alchemy's problem with having too many IDs which causes increased memory use is being conflated with the use of overrides. However, I do not see anything in Expanded Food's comment history or git repo that indicates anything like this.

EDIT:

It should be noted that the memory footprint of an override is the same as the original. It simply replaces the value that is stored in memory. Perhaps it will require more loading and processing time to grab and replace the value on initial load, but that should be so insignificant as to not cause any performance hit.

💬 l33tmaan, Aug 13th at 2:43 PM

Yeah, this is the first time I'm hearing anything about that.

💬 Craluminum, Aug 13th at 7:52 AM

What overrides? I can't find any mentions in those mods about fixing such issue

💬 actuallyasriel, Aug 13th at 7:50 AM

> FPS drops are caused by the game itself, the mod has no code (read as no new features/mechanics) to cause that, it uses only what the game offers.

Overzealous use of overrides is a major cause of FPS drops, even in a pure content mod. See Expanded Foods and Alchemy's recent updates fixing that exact issue.

💬 Craluminum, Aug 11th at 9:14 PM

Also, what crashes are you getting? Sedition1917

💬 Craluminum, Aug 11th at 9:12 PM

FPS drops are caused by the game itself, the mod has no code (read as no new features/mechanics) to cause that, it uses only what the game offers.

💬 Sedition1917, Aug 11th at 8:34 PM

This mod was causing FPS drops to 0 and CTD when looking at certain handbook recipes. Possibly conflicting with Primitive SUrvival, but couldn't say for sure. Disabling this mod fixed both issues.

(edit comment delete)