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Author Topic: Minecraft - Mods Thread  (Read 976389 times)

Girlinhat

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Re: Minecraft - Mods Thread
« Reply #2250 on: August 15, 2012, 06:01:57 pm »

I can't seem to find that version anywhere.  Forge has, I think, the worst update system I've ever seen.  It has very long numbers, like 3.3.8.164 AND it has short numbers, like #164, and no one ever seems to list both of these numbers together, they always show one number or the other.  Plus then, the website/forums is muddled, because 3.3.8.164 isn't listed in the releases and their crazy-ass Jenkins system is apparently down.

Peewee

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Re: Minecraft - Mods Thread
« Reply #2251 on: August 15, 2012, 08:32:38 pm »

The short number is the build number, which is tacked on to the end of the longer version number. It's fairly typical, if hard to follow.

Girlinhat

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Re: Minecraft - Mods Thread
« Reply #2252 on: August 16, 2012, 08:19:25 am »

Regardless, I just went with Technic for now.  Once everything updates to 1.3 then I'll just pick and choose individual mods, but running 1.2.5 right now with Technic - turns out that Computercraft is up to date, though the website shows it as an older version, it's actually newer in-game.  So whatever.

Getting some experience with turtles at least, turns out that they're remarkably cheap, only costing 1 redstones and 7 iron, along with some stone and wood.  I've never used Lua before, but it turns out it's very much like C++ in that it's all structured and stupidly straightforward.  I just keep trying to put curlies on everything and semicolons, and the turtles don't appreciate that.

The turtles are also a bit slow.  Everything the turtles do, I could do with pipes or quarries much faster.

forsaken1111

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Re: Minecraft - Mods Thread
« Reply #2253 on: August 16, 2012, 08:25:44 am »

Everything the turtles do, I could do with pipes or quarries much faster.
Yes... but!

When you have a swarm of 45-50 turtles all working at the same time, it can go very quick indeed. I remember a turtleswarm program someone wrote which would let you input coordinates and would assign each turtle an x/z coordinate to dig. The turtle would then fly out there, dig to bedrock in its assigned square, and return the materials to a factory which would (in this case) build more turtles with the materials.
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mattie2009

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Re: Minecraft - Mods Thread
« Reply #2254 on: August 16, 2012, 09:03:54 am »

Everything the turtles do, I could do with pipes or quarries much faster.
Yes... but!

When you have a swarm of 45-50 turtles all working at the same time, it can go very quick indeed. I remember a turtleswarm program someone wrote which would let you input coordinates and would assign each turtle an x/z coordinate to dig. The turtle would then fly out there, dig to bedrock in its assigned square, and return the materials to a factory which would (in this case) build more turtles with the materials.
Yes, the grey goo turtleswarm. Completely deadly to the environment, and lethal to you if you misstep and fall into a hole.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #2255 on: August 16, 2012, 09:13:48 am »

Its complicated to get it all coordinated though. Each turtle needs good enough pathfinding to not get hung up on other turtles in the swarm, which was a problem with the code I remember. It would probably be better if each turtle were assigned a random coordinate in the target area, rather than assigning each tile in sequential order, to spread the traffic out.

Each turtle also needs to keep track of its coordinates. There is (was?) no way to get the turtle's current coordinates so it has to remember and update as it goes.
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Girlinhat

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Re: Minecraft - Mods Thread
« Reply #2256 on: August 16, 2012, 09:21:26 am »

Coincidentally, that's the first thing I programmed into mine.  Once I figured out how to line up the code, I wrote functions for movement and turning.  The turtle remembers the direction its facing, and every movement it will record what direction it moves in and keep track.  It later uses this for a "return home" function, which apparently refuses to work right now, but I'm tweaking things.

head

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Re: Minecraft - Mods Thread
« Reply #2257 on: August 16, 2012, 09:35:13 am »

Its complicated to get it all coordinated though. Each turtle needs good enough pathfinding to not get hung up on other turtles in the swarm, which was a problem with the code I remember. It would probably be better if each turtle were assigned a random coordinate in the target area, rather than assigning each tile in sequential order, to spread the traffic out.

Each turtle also needs to keep track of its coordinates. There is (was?) no way to get the turtle's current coordinates so it has to remember and update as it goes.

http://computercraft.info/wiki/index.php?title=Gps_(API)

EDIT: there was a message here but it got eaten,so cba.
« Last Edit: August 16, 2012, 09:37:13 am by head »
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #2258 on: August 16, 2012, 09:40:26 am »

Ah, that's handy
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Girlinhat

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Re: Minecraft - Mods Thread
« Reply #2259 on: August 16, 2012, 10:33:02 am »

Just keep in mind, that when you attach a modem to a computer, it occupies the block next to it, and not the computer's block.

Also keep in mind that a computer can have multiple modems installed, so it should be easily possible to make a GPS system off only one terminal by attaching four or more modems to a single machine.

Now, changing subject a bit.  Anyone know how to get a turtle to load a program from a disk without manually telling it?  Like, I want one turtle manning an area, and for a modem to tell it to load different programs, depending on if it needs to repair a section of wall or if it needs to tend a tree farm.

Also, where are programs stored on the computer?  The terminal window is a bit cramped, even when I adjusted the size, and I'd like to just grab a .txt and edit it in windows.

alway

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Re: Minecraft - Mods Thread
« Reply #2260 on: August 16, 2012, 10:58:03 am »

It's fairly simple (assuming it hasn't changed since the version I'm familiar with).
1. Navigate to the mods folder
2. Computercraft should have a folder (unzipped).
3. ComputerCraft->lua->rom->apis
4. create a new file with the name you want for your API (no .extension, just the name)
5. create your code in 'function <functionname>(<parameters>)' style (create things as functions that is) with 'end' denoting the function end
6. save the program
7. my memory is a bit hazy here, but I think you just need to type in: "<APIname>.<functionname>(<params>)"
Similarly, you can invoke those functions within other functions

So if I were to create an api file called "alway" and a function named "DoStuff()" it would just be "alway.DoStuff()"

As for getting the modem to tell it, I haven't played with the particulars there, but you could probably create a while loop function on your turtles that says 'while(true), receiveRednetMessage(), switch(message) {case 0: myAPI.repairWall(); break; case 1: myAPI.treeFarm(); break;}'
 just adding a case when you add new functionality.

IIRC, programs loaded in computercraft remain the same when you edit the API, so you would then need to reboot the program with the switch statement executing other functions when you updoot that function with new functionality. So you can instead export the while loop functionality to a separate, unchanging function which simply says
"while(true) myAPI.processCommand()"
which I'm pretty sure will cause it to use the updated version of the switch statement function every time
« Last Edit: August 16, 2012, 11:04:12 am by alway »
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Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #2261 on: August 16, 2012, 05:42:11 pm »

 I keep having issues with trying to make a compact self-enclosed geothermal system involving the vulcanite amulet, a pump and pipes into geothermals. I get the feeling that the wire to collect the energy from the geothermals doesn't act well when attached to both the electric engine to power the pump and an output transformer. Can't be a power generation issue because I had a previous prototype with fewer geothermals that filled their MFE's faster than I know the engine takes up. I see the geothermal internal tanks filling with lava so that's fine.

 The thought occurs that I could just have separate lava harvesting and geothermal systems but screw that gotta have my tower of power.
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Duke 2.0

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Re: Minecraft - Mods Thread
« Reply #2262 on: August 17, 2012, 01:48:54 am »

So, here is the setup.

Spoiler (click to show/hide)

Pump up there outputs to waterproof pipes that feed into the geothermals. Cables on the sides go 4 down into a transformer, which feeds gold cables into an MFE. There is some redstone under the right half but it shouldn't be affecting the transformer and there is none near the left half. Cable at the top feeds to an electric engine powering the pump.

 The geothermals are not burning through their lava nor are they producing energy. The MFE is empty and should be drawing power from them. I have similar setups testing around there and the only large difference is the weird shared cable to the electric engine and stacked geothermals. Can anyone point out an obvious flaw that is ruining this?
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Mephisto

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Re: Minecraft - Mods Thread
« Reply #2263 on: August 17, 2012, 02:12:19 am »

So, here is the setup.

Spoiler (click to show/hide)

Pump up there outputs to waterproof pipes that feed into the geothermals. Cables on the sides go 4 down into a transformer, which feeds gold cables into an MFE. There is some redstone under the right half but it shouldn't be affecting the transformer and there is none near the left half. Cable at the top feeds to an electric engine powering the pump.

 The geothermals are not burning through their lava nor are they producing energy. The MFE is empty and should be drawing power from them. I have similar setups testing around there and the only large difference is the weird shared cable to the electric engine and stacked geothermals. Can anyone point out an obvious flaw that is ruining this?

What function do the transformers serve? If you can safely transfer some amount of EU through copper cables, it's pretty safe to say that said power isn't going to blow the MFE.

In any case, is there a redstone current into either of the transformers? I see the lever, but I can't tell what it goes to. If you plonk down a LV Transformer, it transforms medium voltage into low voltage and outputs on the one-dot side. What you want is to have it accepting voltage from that side and outputting power on the three-dot side by applying current.
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forsaken1111

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Re: Minecraft - Mods Thread
« Reply #2264 on: August 17, 2012, 04:23:58 am »

The transformers currently seem to serve no purpose at all. Why are they there? Geothermal generators output energy in 20eu packets, which is not enough to overload the cables or MFE. If the intent is to up-convert the packets to MV, you need to apply a redstone signal to each transformer to have it work in reverse. Normally they are used to down-convert.
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