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King Lemming

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Posts posted by King Lemming

  1. Well, I have no idea about the particular complexity of your multiblock structure, but plenty of them move around just fine (even CJ's, and he hates them being moved especially).

    You have to support some way of clearing out the cache when a block is broken, though. Can you not take the code that runs when a block is broken and run it also when invalidation happens? There wouldn't be any risk of staleness, because when it's put back down, the full "I just got loaded from disk" routine runs on the blocks, and they are all in place (even with their tile entities) before any of your code gets a chance to run. All of the notifyBlockChange and what-not happens after everything is in its new position.

    Actually we already properly clear our cache and clean up after ourselves, I just went back through the code and verified. We can't even find the line number referred to in that crash log - that's an older beta it seems. But even in our old ones, we were fine.

    I'll see what the cause of this is, but if your frames work as elegantly as you claim, this actually shouldn't happen, despite the enormous and unjustifiable computational strain.

    Conduits are getting a complete rewrite for FMP, so we'll see how they behave after that.

  2. Well, according to where in the code that happened, all of the stuff in the world already got put back in its spots, so you (should) have lost no data. Which also makes the crash silly, because as I say, everything already got put back in the world.

    That word "cache" in the TE code, though: What an awful word when it comes to this mod. On its own, not so bad: *IF* the other programmer has done his job and properly manages the cache on validate()/invalidate(). Quite a few times, though, that doesn't happen: Blocks aren't *supposed* to move around, after all, and modding is a giant hackjob anyway, so a good few modders make assumptions that are fine for vanilla code but not after I finish screwing around with their stuff.

    At a wild guess, it's making assumptions about how the cache is structured, and it crashes or doesn't based on what just so happened to be in what spots before and after, and also in which direction it moved, meaning that sometimes, after motion, accidentally its cache is still semi-valid (or at least, has the right slots open even if the slots contain old stuff). Smells like a situation where the cache is updated on block break instead of on invalidate. A pity.

    This is going to have to go on my list of "will fix if can, but don't hold your breath" because it's really the paradox of "he did it wrong because he doesn't properly clean up" and "he didn't do it wrong because vanilla doesn't cause him to have to properly clean up".

    Actually, there's more to it than validate/invalidate - it's not a simple matter of "cleaning up." Conduits are ridiculously, absurdly complex multiblock structures and they shouldn't be moved. Period. I'm not sure if there's a fix or not, but I'm not inclined to find one due to the performance hit that constantly moving a multiblock structure is going to result in.

  3. On the topic of MOAR Mj generation, have you considered Advanced Power Systems (APS)? It's got a fusion reactor that puts out 500 MJ/t when heated up all the way. Here's the wiki. It's also got a solar power system if that's your thing. Does it's own MJ storage as well. It's not updated for 1.5 yet but I figured it'd be worth considering in the meantime.

    Problem with that generator is that it requires water. That's it. Just water. The balancing point was that it took TWO pumps and golden pipes to fill it (oh noes!)

    So there's a post somewhere in that forum where people are calling TE overpowered because you can supply the 500 MJ/t effectively Creative-mode generator with a single liquiduct. It was apparently completely lost on them that 500 MJ/t for WATER is maybe stupid.

  4. RichardG is a hack that broke multiblock structures in other mods with his whole "heat trail" feature, that places invisible blocks around the player as they move about in his own mod. Hell, it broke vanilla nether portals. Saying that RichardG is helping develop IC2 really does not boost any confidence in a usable build being produced ever. :V

    You're thinking of "CovertJaguar" there, chief.

  5. Im not sure why or whos choice it is to remove IC2 but that was really really stupid. Why would you remove a mod that is probably one of the best out there? It had all the machines and equipement necessary to make MineCraft awesome... but now we have to half ass shit till some one gets the head out of their.... and puts it back in. As far as I can see there are ways to do what IC2 did but you make it ass backwards and so f.cuking complex. Look im not trying to be an ass or anything but I want a logical answer as to why. Other than that one fact.. this new version of Tekkit is amazing. But with out IC2 its a complete waste of time.

    The only other problem is that there is a random 50x500 endless pit that seems to glitch... i have no idea what caused it but i have never had that problem before.

    You. You're going places.

    Ideally one of those places is the wiki so you can read about the mods actually in the pack and see why you're an idiot.

  6. Thermal expansion engines only break if they have nowhere to output, true. However, using even one single conduit between the engine and wherever your destination is, will prevent this from happening - conduits have an energy loss margin even when you only use one. This is enough to dissipate energy from the engine so that it never locks up.

    While this is true, a single conduit doesn't actually let you send energy anywhere. At least not right now.

  7. Hrm, I would imagine that it's actually 160k.

    However, this is about par for the course - Forestry's ethanol is 200k per bucket, regular fuel is 600k, and in a RailCraft (should you add it) boiler, multiply by 1.4 or so.

    It's really not that absurd given that lava is virtually free.

  8. The connection is that requiring regular maintenance on everything eventually precludes building large systems: They're a waste of time to build, because you can't leave them alone and expect them to continue to function. Maybe you don't see moving to a new pool of lava every so often as a grind, but that doesn't make the complaint illegitimate. Other people who play the game differently may find it a much larger burden than you do.

    If you are interpreting maintenance to mean "breaks/stops randomly no matter what," I agree with you on large systems. But then you're factoring out MFR biofuel, or other forms of process-based renewability, and those are all fine. The issue is a single block which is place and forget forever.

    Which, I'll be adding one of those - a creative mode only energy cell. So if you really see it as a sandbox, then that'll work for you.

  9. I disagree, strongly. This is a large part of why players have such negative impressions of BuildCraft engines, and are annoyed with the TE engines 'locking up', even if it's nondestructive. They want to be able to set up reliable power and then *not* have to revisit it over and over and over. The lengths to which players went to obtain solar power in IC2, even though it was a very low return on materials and the crafting was a time-intensive process, should tell you something about how important that is.

    CanVox pretty much nailed it. I don't mind if something requires automation to run, but I want that automation to extend beyond "Step 1: Build Turtle, Step 2: Done." Look at MFR biofuel - that is perfectly reasonable. It is not "place and forget", yet it is still reliable permanent generation.

    A solar panel (or any generator really) that just produces power while requiring no other infrastructure beyond transmission is incredibly boring and it does a disservice to the pack to include such a thing.

    EDIT: Also, TE engines only lock if NOT attached to conduit. The only part of the game where they can really jam up is when you have like 3 of them and NO transmission. That is exactly when you are supposed to be babysitting. As soon as you hook them to conduit, they will NEVER JAM EVER.

  10. Problem with solar panels in every mod is that they don't require any extra effort once set up. And if you make them weak, then people are just going to spam them.

    Hence why the solar panel needs to go. A solar array, instead, should be a multiblock structure which is a significant investment - you either go big or go home. Also needs maintenance of some sort; automatic maintenance acceptable if it's something a turtle can't directly do.

    I may have been thinking about this. ;)

  11. I believe that MPS is getting tweaked a bit so this won't always happen.

    On my end, I'm adding batteries meant for this and may change the functionality of the Cell so that MPS doesn't see it as a valid item for draining.

  12. Ah, good point. I should probably see about making a bootstrapping guide as well to help people figure out the 'best' way to get into the tech tree in early game.

    Might be useful. I'll still look into adding an early game conduit, or perhaps a way to get conduit just a bit earlier, but I think a lot of the perception that conduit is hard to get is just a lack of familiarity with the tech tree as it were.

  13. We just started to learn about relativity near the speed of light in my physics class. Needless to say, my perception of time has drastically changed and is still changing. Just goes to show you how easy it is for your perception of anything to be vastly different then the guy right next to you and both of you still being 100% (Or at least close to) right.

    Well relativistic speeds is a different matter entirely - spacetime itself is malleable. I'm just talking about the fact that as a general rule, we do not have an accurate internal chronometer.

  14. It would be nice if there was something like the IC2 recycler so I would have something to do with alot of the gear I've collected and now no longer have a use for. I'm coming down with Gold Swords from Pigmen but I'm never going to use them. It's actually a same we couldn't melt them down or disassemble them into their component parts (obviously at a loss).

    It's something I considered for the Induction Smelter honestly. Probably give back a couple of nuggets with a very tiny chance of Rich Slag. Now that TE actually adds nuggets for most things, it's doable.

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