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LezChap

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  • Birthday 01/02/1984

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  1. First off, I didn't realize the wireless redstone problems were a known bug. I got around it (partially) by controlling everything by computer, wrapping the wireless receiver as a peripheral, and changing the frequency back and forth on the receiver before doing a rs.getInput(...). However, even if the frame remained still since the server boot, at some point (a couple hours usually) the server would crash due to Wireless Redstone. Removing the wireless receivers from the frame fixed the crashes. I'm not sure if this was due to them being on frames (even though the frames didn't move) or due to wrapping them as a peripheral or the constant frequency changes required to force them to update their state in case the frame moved. I reported the crash on Chickenbones's thread, not that it'll do much good. As for mrgreaper's problem with the computer resetting each time the frame moves...I thought I'd show how I fixed the problem by using a "save" file on the computer to store a variable between moves/resets. First, my startup program (pastebin): pastebin): fileName = "cycles" file = fs.open(fileName, "r") cycles = tonumber(file.readLine()) file.close() if cycles > 0 then shell.run("MinerControl2") sleep(3) os.reset() end This reads the file the variable is stored in, checks the value of the variable (how many cycles/moves left), and if there are moves left, executes the control program. Otherwise, it exits to prompt. Then my Control Program ( sleep(.5) --switch = peripheral.wrap("left") motor = peripheral.wrap("right") fileName = "cycles" args = {...} if args[1] ~= nil then --print("arg[1]"..args[1]) cycleTimes = tonumber(args[1]) else file = fs.open(fileName, "r") cycleTimes = tonumber(file.readLine()) file.close() end print("Cycles left: "..cycleTimes) switchOn = false function moveForward() motor.move(2, false, false) end function moveLogic() switchOn = false --print("moveLogic") --switch.setFreq(3111) --sleep(.1) --switch.setFreq(3110) --sleep(.1) --switchOn = rs.getInput("left") workDone = rs.getInput("back") if workDone == true then if cycleTimes > 0 then switchOn = true cycleTimes = cycleTimes - 1 file = fs.open(fileName, "w") file.write(cycleTimes) file.close() end if switchOn == true then sleep(2) moveForward() end end --workDone = rs.getInput("left") --if switchOn == true and workDone == true then -- sleep(1.5) -- moveForward() --end end while true do sleep(1.8) moveLogic() end This looks for an command argument after the program name (ie PROGRAM 5), and uses that as the variable for how many cycles remain. If no argument is given, it loads the value from file. It waits for a signal that the work from the mining wells is done (via redstone signal via Buildcraft Gate). When work is done, if there's 1 or more cycles left, it updates the value in the file (decreasing it by one), and then moves the frame (resetting the computer). Waiting for work to be done and everything following is run in a continuous loop for as long as the program is running. Basically, when you walk up to the mining platform the Control Computer will be at a command prompt. You type "MinerControl2 CYCLES" where cycles is how many times you want it to move forward. From there, it's all automatic. By storing the number of cycles you have remaining in a save file to be reloaded when the program opens, it solves any problem you have with the computer restoring it's previous position after rebooting. Simple solution.
  2. Then it's done! Thanks for the response. And testing, I still get "Null Receiver" twice every time it moves...
  3. Had something else happen...I've got a mining rig set up on a server, and I'm using Wireless Redstone (Chickenbones Edition) to turn it on and off...problem is I keep getting this popping in the server console every time the frame moves: 2013-11-13 10:38:48 [iNFO] [sTDOUT] Null Receiver 2013-11-13 10:38:48 [iNFO] [sTDOUT] Null Receiver 2013-11-13 10:38:49 [iNFO] [sTDERR] java.lang.NullPointerException 2013-11-13 10:38:49 [iNFO] [sTDERR] at JAKJ.RedstoneInMotion.MotiveSpectreEntity.Release(MotiveSpectreEntity.java:243) 2013-11-13 10:38:49 [iNFO] [sTDERR] at JAKJ.RedstoneInMotion.MotiveSpectreEntity.func_70316_g(MotiveSpectreEntity.java:69) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.world.World.func_72939_s(World.java:2209) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:550) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:668) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) 2013-11-13 10:38:49 [iNFO] [sTDERR] at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583) I don't know what's going on, but I figured I'd mention it. edit: Ack, I thought I read everything to see if this had been posted before...guess it's not a wireless redstone glitch but a buildcraft glitch...looking in the config for the option to turn it off. edit2: Are you saying turn the following config option to false to keep from being spammed, but BC stuff will still work? "Dirty Hacks" { B:"Attempt to hyper-reinitialize Buildcraft pipes after motion"=true }
  4. And honestly, I hope you get portal spawners working. (That is the one we're talking about here, right?). It'd make traveling to my frame machine so much easier after it's moved hundreds (thousands?) of blocks away. :)
  5. Eh, I didn't mean to start any developer vs developer animosity. Please don't let this become another Mdiyo vs Greg! ;)
  6. Just looked up the code for EnderIO...it appears that is indeed the case, and based on the comments on issues in the Github, he has no intention of fixing it any time soon. Damn. :(
  7. Another way I could accomplish creating the build I'm making without Power Boxes is using EnderIO Capacitor Banks...unfortunately they seem to lose all stored energy when the frame moves, and unless I'm mistaken (I'll test again, my memory is foggy from when I did this several days ago), they lose the ability to receive/store/transmit energy.
  8. Let's see...the crash appears to happen when the motion finishes...at least I can see the hitboxes of everything shift, and then the crash happens. I was able to reload the world once and the frame machine looked intact, though it was only loaded for a couple seconds before it crashed again (I set up a computer with one of your computer controlled motors and its programmed to move the frame every 10 seconds as long as it's got a redstone signal, and well, I used a lever :S...and well, the world's loaded even though I'm still on the loading screen for much of those 10 seconds due to my using an old old old computer). When I tried to log into the world after the second crash the world didn't load fast enough for me to see the frame before it crashed again. I'm probably going to have to go into MCEdit and delete a lever to get the computer to stop processing forward movement so I can get back into that world. I'll try to do that later and test moving different directions...the direction I was moving when it crashed was North. edit: and don't worry about ruining my world...this was one my test worlds where I mock up builds to make sure they work before making them for real...and it was the first thing I built in the world, so no loss
  9. Got the following crash combining Power Boxes on a Redstone in Motion frame...I was able to replicate the problem, and it occurred every time the frame moved. I don't know if this crash is on your end, or with Power Boxes, so I'm posting the crash report in both places. http://pastebin.com/kb7MjW4z
  10. My first guess is that there's an entity in a corrupted chunk...I know we had that issue, though I didn't get to see the logs themselves during that crashing incident to know how similar they are to yours...We had a lot of problems getting them fixed (including using MCEdit to delete and repopulate the corrupted chunks) and it seemed as soon as we'd get a handful fixed, another few would pop up...since the server was only a day or two old at this point, we decided to just reset the world...and haven't had a problem since.
  11. https://www.dropbox.com/enable_public_folder to enable the public folder on new accounts...I had to do it.
  12. I have a user of my mod pack having an out of permgen memory error. There used to be an option in the launcher to increase permgen size...however, I can't seem to find it anymore. Is it gone? Is there a back way of achieving a higher permgen size setting?
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