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Shade25

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Everything posted by Shade25

  1. Using computers or turtles with wireless modems it would be a fairly simple matter to have the computer (assuming using the computercraft controller) on the elevator always listen for specific rednet messages, then have a computer "call button" (or could even just be a regular button that sends a signal to a hidden computer that when it receives that signal sends the call message). Assuming the elevator shaft was constructed properly without obstructions, the computer on the elevator could remember the last floor it was called too so which one it is on and what height that floor is at, and when it receives a call signal to a different floor, can make a comparison between that height and the height of the floor it was asked to go to, and move exactly how many places up or down needed to get there. I coded a similar setup for one of the other people I play with who had a bedrock level lava operation, a ground castle and a sky fortress (granted wireless range on modems for the communication involved is rather short unless using modified config values or having sky-level wireless computer with message relay software, which I wrote a long while ago and was using for this instance). Of course that isn't interactive in terms of getting it to stop in-transit and may have nothing to do with what you said, I apologize for the ramble.
  2. If you use Applied Energetics as Jyzarc said, the ME cable is both power and instant item transport, also all ME blocks 'connect' to eachother when adjacent so you have a cable going to one block then all blocks that are adjacent to that block by any other ME block are connected as well. And Applied Energetics has its own block breaker called the transition plane, so if you place a 'wall' of those in whatever direction you wish to quarry, then a ME cable to one of them, all of them are connected to the network both power wise and any item they 'break' will instantly be added to the network they are connected to.
  3. Another question to check if I may, do you run computercraft as a zipped file (normal download) or as an extracted folder (for direct access to the rom folder for adding/editing api's or programs there from notepad/other editor on your computer)? I ask because I was having a similar problem while coding a mobile quarry, where the computer on the quarry attached to the computercraft carriage would give a file not found/other fail to start issue at random times while moving it, sometimes only after a couple moves. Edit: Though it did perhaps seem like the quicker the frame was trying to be moved the quicker there would be a computer start issue, prior to the the fix below. After some research I found there were others having similar problems that tracked down to using the mod as an extracted folder (which is way the author has that people can run that mod) for the easier direct access to the rom, when using computercraft as the normal zip in mods it would not have the issue. After i re-downloaded the original zip of the mod and ran that, and used the slightly more work method of using pastebin to get my API code onto a computer and using os.loadAPI, I haven't had any issues with computers starting while moving frames since. Just my two cents that solved a similar issue for me.
  4. Thank you for for that, I may ask them about it later as I think it would be very handy to have them be able to be on frequencies like that, but that gave me an idea for a workaround that works well in the meantime. In case anyone might be interested, the idea of frequencies made me think of the inventory connector logistics pipe which uses frequency cards, a ME interface with a provider pipe on it to a inventory connector pipe to the ender chest, then another chest somewhere else that doesn't move with another inventory connector on it with a matching frequency card, the remote order pipe on that to another ender chest. Fair bit more materials/work to setup, but it works just as well and doesn't care if the inventory connector pipe moves.
  5. Hello, and my apologies if this isn't the right thread I'll talk to Logistics pipes if it is not. I think I may have found a bug related to frames moving the remote orderer pipe in Logistics pipes, particularly that after the pipe is moved it looses its "link" with the remote orderer item so you cannot see what items are in the system until right-clicking on the pipe with the remote orderer to re-link it. A picture of the setup would be https://dl.dropboxusercontent.com/u/45914214/logistics.jpg the issue is with the ender chest area on the left, an ME interface with a provider pipe, going to the remote orderer pipe then to an ender chest. This is using the latest recommended build of logistics pipes as of today (595 from http://ci.thezorro266.com/job/LogisticsPipes-Dev/) and the latest hotfix version from the forums here with the AE fixes (which work wonderfully, thank you, I was also having the conflicting controller issues after it was moved with the computercraft carriage engine). The area is a large mobile self-contained structure with an AE setup for storage, theres an AE crafting computer behind me from that picture, one ender chest setup so that anything put in one ender pouch is pulled into the system, and the other where the remote order from logisitics pipes can see what is in the system and request something from anywhere and have it go to the other ender pouch. Sorry for the ramble as well, but I believe the pertinent bits are the frames are structure frames, the engine moving them is a computercraft carriage engine, and the only block affected is the remote orderer pipe from logistics pipes which as mentioned looses it's link with the remote orderer item itself after the frames move. Edit: Fixed the bit about chests/pouches so it makes sense.
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