Server crash when player placed a storage unit, tier 1 next to a logistics chassis mk 2, with a provider and item sink (polymorphic). Looks like the storage unit and the logistics chassis went into an infinite loop and eventually caused a server stack overflow. Crash log located at https://bpaste.net/show/940b8d282b0a.
Server crash when player placed a storage unit, tier 1 next to a logistics chassis mk 2, with a provider and item sink (polymorphic). Looks like the storage unit and the logistics chassis went into an infinite loop and eventually caused a server stack overflow. Crash log located at https://bpaste.net/show/940b8d282b0a.
Fixed 1.2.0.10
not sure why that was called, that was the validate function for the tileentity, i did a update there i prolly should not have causing them to update each other, should be ok now
I haven't looked at this mod for a while, but I'm happy that I came back to it.
The new Barrels, the pipes, the chests, just awesome.
I have already ditched JABBA (hate the upgrades, much too complex for a simple bulk storage).
The chest with packager is perfect for dumping quarry output into, all the compressed cobble you can eat. Love it!
Most of the best bits of Factorization without the wierd stuff.
I think that the only other thing I ever used from that mod were the Wrath Lamps.
EDIT:- Slight issue with the latest version, items are not showing up in the NEI list or search, but creative tab is present and recipies are displayed by NEI.
Even the wrathlamps were very problematic. I discovered the floodlights from Greg's Lighting work far better. But yeah, I hear you ... I basically used the router and the barrels, and the solar steam turbine as a power source and just because it looked so cool, and the packager. And I had fun working out a minimal design for a dark-iron-making machine completely controlled and powered by a single RedPower sequencer. But then the barrel recipes went completely off the deep end, and then the router was deprecated, and Factorization turned into a programmable-servo mod ... that was it, I was out of there. I needed a new way to build my storage systems.
And then Tom came along and made a new, BETTER router. And without needing wrathfire or dark iron.
I haven't looked at this mod for a while, but I'm happy that I came back to it.
The new Barrels, the pipes, the chests, just awesome.
I have already ditched JABBA (hate the upgrades, much too complex for a simple bulk storage).
The chest with packager is perfect for dumping quarry output into, all the compressed cobble you can eat. Love it!
Most of the best bits of Factorization without the wierd stuff.
I think that the only other thing I ever used from that mod were the Wrath Lamps.
EDIT:- Slight issue with the latest version, items are not showing up in the NEI list or search, but creative tab is present and recipies are displayed by NEI.
Thank you
The issue with NEI im not sure about, when i search for "upgrade" or @RouterReborn they show fine for me
Even the wrathlamps were very problematic. I discovered the floodlights from Greg's Lighting work far better. But yeah, I hear you ... I basically used the router and the barrels, and the solar steam turbine as a power source and just because it looked so cool, and the packager. And I had fun working out a minimal design for a dark-iron-making machine completely controlled and powered by a single RedPower sequencer. But then the barrel recipes went completely off the deep end, and then the router was deprecated, and Factorization turned into a programmable-servo mod ... that was it, I was out of there. I needed a new way to build my storage systems.
And then Tom came along and made a new, BETTER router. And without needing wrathfire or dark iron.
@CaerMaster - I tried Greg's Lighting a while back, but had the problem that CC Turtles could not "dig" the air that was lit up by the flood light. The Wrath Lamp did not have the same problem for me. I will try again with Greg's.
Interesting. The historical problem with wrathlamps was that players couldn't break its light-air blocks either. There would just be places where you couldn't place blocks for no visible reason.
The GL floodlights don't scatter random blocks, they emit a straight beam of brightness-15 light-emitting air blocks for 64 blocks, and any solid object blocks that beam — so if you need turtles to be able to move around freely on your floor and place stuff, you can just place the lights to shine parallel to the floor, and no problem. On my 1.6.4 build, I had a total of six floodlights placed in the end wall lighting up my entire two-storey storeroom.
I'm aware of one slightly odd glitch in 1.7 — the Router Reborn inventory connector cables think that Greg's light-air blocks have an inventory, and will try to connect to them. (It's possible it's a GL error, and they do ...) Other than that glitch, though, they work much better than wrathlamps. And you can turn them on and off with redstone. In my 1.7 build, I have 24 floodlights wired together with framed red alloy wire that light the entire basement storage-and-workshop level of my manor, with pushbutton light switches in both stairwells triggering a toggle latch to switch them all on or off simultaneously. Click, FOOM, let there be light.
(It's a slight shame they don't look as brightly "on" as Project Red's lamps, though.)
That will stop it turning all the planks into crafting benches and all the gravel into gravel bricks instead of compressed gravel.
The speed upgrade is needed otherwise it will not keep up with a quarry, let alone any later game world eater contraption.
With the low cost and simple recipes, this mod makes an ideal way to deal with the output of early game quarries.
I am thinking I will go with:
Quarry -> Chest with packager -> Eject/Extract ores/gems -> Router or tubes/pipes/conduits -> Barrels
I may need to extract the single compressed cobble to another chest/packager to prevent the system clogging.
The advanced version will have options, speed for the packager im not totally sure about,it is already faster then most packager i know of, to much speed could start affect tickrate, at least if there is a lot of them. transfer rate i could bump a little, its not really ment to be used as the quarry input, but i can bump transfer rate some on extract + eject, at least the advanced version
Edit:
I may make the advanced version do more then 1 at the time in the packager
Edit
You always have the option to add more upgrades, up to 9 each side, thinking about it i may nerf that like quite a bit
That will stop it turning all the planks into crafting benches and all the gravel into gravel bricks instead of compressed gravel.
The speed upgrade is needed otherwise it will not keep up with a quarry, let alone any later game world eater contraption.
With the low cost and simple recipes, this mod makes an ideal way to deal with the output of early game quarries.
I am thinking I will go with:
Quarry -> Chest with packager -> Eject/Extract ores/gems -> Router or tubes/pipes/conduits -> Barrels
I may need to extract the single compressed cobble to another chest/packager to prevent the system clogging.
I don't see the packager option as something intended to process the full output stream of a quarry in realtime. I see it more as something you could use to take a byproduct stream of nuggets from some process and automatically package it into ingots, or combine tiny dust piles from IC2 ore processing into metal dusts that can be smelted into ingots, or making unattended large batches of stone bricks (or perhaps of crafting tables to feed to a Thaumcraft hungry node). If I wanted to package a quarry output stream in realtime at quarry speed, I would expect to have to spread it across multiple packagers in parallel.
That said, I do think the ability to choose between 2x2 and 3x3 packaging is probably important, though I'm not sure I can think offhand of a specific example of something that has both 2x2 and 3x3 options available.
The obvious option is to buffer the cobble in a barrel and then pipe it out to a packager and let it work at it's own rate, that way the system won't back up.
I still think that the packager upgrade would be better split into two separate upgrades 2x2 and 3x3 the current combined mode is no good with current mod packs.
I am using Resonant Rise 3 as the base for my general pack at the moment - RR3 most optionals, no bees, no IC2, no Blood Magic plus some extra dungeons and ruins and mobs.
There are so many 2x2 and 3x3 recipies from different kinds of material that I am getting bricks/road blocks instead of storage/compressed blocks with no way to control what I get. Some of the results are not reversible and so are a waste of materials.
It would not be so much of a problem in my hardcore custom pack, because that has fewer mods and customised/tweaked recipes and configs, that pack is more about surviving than decorative building, so there are fewer bricks/paths/roads etc.
i could change the basic and advanced to use 3x3 then 2x2 as default for next release, sounds like a good idea with so many 2x2 blocks
When updating to 1.2.0.16 Storage units with only 1 item in them will
loose that item, solution is to ether add a item, or take the 1 item
out before upgrading.
The way the storage is managed got a change to allow it to report correct amount of items to LP or AE2.
The problem with loosing 1 item is only on first run after updating and it will not continue to loose items.
1.2.0.16
Fixes 1 stack getting lost on update in 1.2.0.15
1.2.0.15
FIXES 1.2.0.14 LOOSING STACKS IN STORAGE UNITS ON SERVER RESTART (If
you updated to 1.2.0.14 do not start the server for a 2nd time, upgrade
to this and items should be safe)
1.2.0.14
Fix: Barrels now report correct itemcount to AE and LP or other machines
Fix: Crash when inserting a upgrade without opening the item gui first
Fix: router not respecting max inventory stacksize
Fix: crash on null pointer in barrel
Fix: packager discarding items (deleting) and would not eject (advanced version)
Increased speed to double (10 ticks) on extract and eject (advanced)
I am using Version 1.1.14. If this has been changed already I am sorry I did not see anything about it in the change log.
I tried using routers to setup a storage system with a bunch of Thermal Expansion Caches but it is giving me some trouble due to the order it travels to the next machine. The storage system itself is a 16x5x16 room with 3 of the walls covered in caches and one with a bunch of chests and other storage devices for items that caches are not efficient for.
The Routers expands its network in such a way that a machine 10 blocks away on the X axis (east-west) is closer than a machine 1 block away on the Y axis (up-down), and a machine 10 blocks away on the Y axis is closer than a machine 1 block away on the Z axis (north-south).
Would it be possible to add an upgrade that would switch the favored axis, or to make the router expand its network based on closeness.[/p]
I am using Version 1.1.14. If this has been changed already I am sorry I did not see anything about it in the change log.
I tried using routers to setup a storage system with a bunch of Thermal Expansion Caches but it is giving me some trouble due to the order it travels to the next machine. The storage system itself is a 16x5x16 room with 3 of the walls covered in caches and one with a bunch of chests and other storage devices for items that caches are not efficient for.
The Routers expands its network in such a way that a machine 10 blocks away on the X axis (east-west) is closer than a machine 1 block away on the Y axis (up-down), and a machine 10 blocks away on the Y axis is closer than a machine 1 block away on the Z axis (north-south).
Would it be possible to add an upgrade that would switch the favored axis, or to make the router expand its network based on closeness.
it continue its scan where it left off last tick, I can understand it might be a issue in some cases, but if you use barrels and lock them to a item type that will resolve the problem of it putting items in the wrong chest, changing the scan atm is not possible, i will take a note of it for when the router is due for the rewrite, Several things will change with it.
Rewritten 80% of the barrel code to correctly implement deep storage unit API, and should now correctly interact with AE2 and LP
Storage Units now keep 1 item to reserve a type.
Storage Units now always drop as a wrenched item unless it is empty
and unlocked to prevent servers dying from a accidental 4096 stack
barrel getting broken.
Some minor Render changes.
Upgrading from before 1.2.0.16 may have unpredictable outcomes on item count in barrels, some might double some might end up
empty.
* Thoroug now work as intended, will use inventory already containing the item first
* Speed upgrade effect thorough now.
* Multile selections avalible on Machine filter
* Router should be more easy on servers now
* Outputting to BC pipes not added yet.
* Order of machines should now be correct, (Closest machine first)
Update 1.2.0.21 (changes include changes done while in beta)
* Router code rewritten.
* Thoroug now work as intended, will use inventory already containing the item first
* Speed upgrade effect thorough now.
* Multile selections avalible on Machine filter
* Router should be more easy on servers now
* Outputting to BC pipes not supported anymore (for now).
* Fixed Storage units converting items it should not
* Fixed some mods extract unlimited amount of items from a locked barrel reserving 1 item
* Removed "All Machines" from machine list, for a whitelist of all, select black list and unselect all machines
* Fixed: router in extract mode not respecting item type doing convertions in some cases
* Fixed: Chest itemfilter crashes when a null item is passed
* Order of machines should now be correct, (Closest machine first)
There is a minor collision bug with the lights atm, i did not realize it until after the release, its so minor i did not push a release for just that, its a 1x1 pixel wide collision box, you may get hooked in it sometimes, its already fixed in sourcecode and will be included in next build.
Lamp work simular to what the old factorization wrath lamp did, it will light up the area below, the invisible blocks creating the light should not interact with any pipes, plants or machines like some of the area lights i tested do, not saying names but why have a invisible light block implement IInventory, i mean really ?
This lamp and light blocks has no tileentity, it does not tick, and there is no scan.
Slight lag just as the lamp is placed could happend as the light blocks are created depending on how large the are below is.
I tested it 200 blocks above ground and did not see any change in fps (thats a light beam 200 blocks long).
If any issues are detected let me know and ill will get it fixed.
Server crash when player placed a storage unit, tier 1 next to a logistics chassis mk 2, with a provider and item sink (polymorphic). Looks like the storage unit and the logistics chassis went into an infinite loop and eventually caused a server stack overflow. Crash log located at https://bpaste.net/show/940b8d282b0a.
Updated:
* Added: a really special chest
Added following chest upgrades:
* Eject
* Advanced Eject (allow sneaky mode + internal item filters)
* Extract
* Advanced Extract (allow sneaky + filters)
* Packager Basic (advanced comming later, current mode is 2x2 then 3x3 and can not be changed in the basic version)
Chest allows upgrades on each side, filters placed directly on the side will
work on all upgrades that dont have a filter inserted internal.
A filter inserted inside another upgrade will override a global filter.
Filters can be placed inside filters to allow more slots.
Global filter is only in effect on the side it is inserted to.
Advanced filters have GUI's and is opened by holding it in your hand and right clicking, same is for filters.
Gui for the upgrades on the chest can be opened by sneak + right click the side you want to access with a empty hand.
A book will be added later that will describe everything in more detail.
Up to 9 upgrades on each side.
And yes i know the shaded icons in the gui need a serious rework
Fixed 1.2.0.10
not sure why that was called, that was the validate function for the tileentity, i did a update there i prolly should not have causing them to update each other, should be ok now
Even the wrathlamps were very problematic. I discovered the floodlights from Greg's Lighting work far better. But yeah, I hear you ... I basically used the router and the barrels, and the solar steam turbine as a power source and just because it looked so cool, and the packager. And I had fun working out a minimal design for a dark-iron-making machine completely controlled and powered by a single RedPower sequencer. But then the barrel recipes went completely off the deep end, and then the router was deprecated, and Factorization turned into a programmable-servo mod ... that was it, I was out of there. I needed a new way to build my storage systems.
And then Tom came along and made a new, BETTER router. And without needing wrathfire or dark iron.
Thank you
The issue with NEI im not sure about, when i search for "upgrade" or @RouterReborn they show fine for me
I happy to hear you like it
Interesting. The historical problem with wrathlamps was that players couldn't break its light-air blocks either. There would just be places where you couldn't place blocks for no visible reason.
The GL floodlights don't scatter random blocks, they emit a straight beam of brightness-15 light-emitting air blocks for 64 blocks, and any solid object blocks that beam — so if you need turtles to be able to move around freely on your floor and place stuff, you can just place the lights to shine parallel to the floor, and no problem. On my 1.6.4 build, I had a total of six floodlights placed in the end wall lighting up my entire two-storey storeroom.
I'm aware of one slightly odd glitch in 1.7 — the Router Reborn inventory connector cables think that Greg's light-air blocks have an inventory, and will try to connect to them. (It's possible it's a GL error, and they do ...) Other than that glitch, though, they work much better than wrathlamps. And you can turn them on and off with redstone. In my 1.7 build, I have 24 floodlights wired together with framed red alloy wire that light the entire basement storage-and-workshop level of my manor, with pushbutton light switches in both stairwells triggering a toggle latch to switch them all on or off simultaneously. Click, FOOM, let there be light.
(It's a slight shame they don't look as brightly "on" as Project Red's lamps, though.)
The advanced version will have options, speed for the packager im not totally sure about,it is already faster then most packager i know of, to much speed could start affect tickrate, at least if there is a lot of them. transfer rate i could bump a little, its not really ment to be used as the quarry input, but i can bump transfer rate some on extract + eject, at least the advanced version
Edit:
I may make the advanced version do more then 1 at the time in the packager
Edit
You always have the option to add more upgrades, up to 9 each side, thinking about it i may nerf that like quite a bit
I don't see the packager option as something intended to process the full output stream of a quarry in realtime. I see it more as something you could use to take a byproduct stream of nuggets from some process and automatically package it into ingots, or combine tiny dust piles from IC2 ore processing into metal dusts that can be smelted into ingots, or making unattended large batches of stone bricks (or perhaps of crafting tables to feed to a Thaumcraft hungry node). If I wanted to package a quarry output stream in realtime at quarry speed, I would expect to have to spread it across multiple packagers in parallel.
That said, I do think the ability to choose between 2x2 and 3x3 packaging is probably important, though I'm not sure I can think offhand of a specific example of something that has both 2x2 and 3x3 options available.
* Added: Advanced packager, support grid select, filters, and eject.
* Improved tick time used by around 84% (625% gain on speed) for the packager in test.
* Changed chest to be a sided inventory making filters apply to external machines or pipes trying to eject or extract.
* Fixed: Recipe conflict on packager upgrade
i could change the basic and advanced to use 3x3 then 2x2 as default for next release, sounds like a good idea with so many 2x2 blocks
Update:
When updating to 1.2.0.16 Storage units with only 1 item in them will
loose that item, solution is to ether add a item, or take the 1 item
out before upgrading.
The way the storage is managed got a change to allow it to report correct amount of items to LP or AE2.
The problem with loosing 1 item is only on first run after updating and it will not continue to loose items.
1.2.0.16
Fixes 1 stack getting lost on update in 1.2.0.151.2.0.15
FIXES 1.2.0.14 LOOSING STACKS IN STORAGE UNITS ON SERVER RESTART (If
you updated to 1.2.0.14 do not start the server for a 2nd time, upgrade
to this and items should be safe)
1.2.0.14
Fix: Barrels now report correct itemcount to AE and LP or other machines
Fix: router not respecting max inventory stacksizeFix: Crash when inserting a upgrade without opening the item gui first
Fix: crash on null pointer in barrel
Fix: packager discarding items (deleting) and would not eject (advanced version)
Increased speed to double (10 ticks) on extract and eject (advanced)
I tried using routers to setup a storage system with a bunch of Thermal Expansion Caches but it is giving me some trouble due to the order it travels to the next machine. The storage system itself is a 16x5x16 room with 3 of the walls covered in caches and one with a bunch of chests and other storage devices for items that caches are not efficient for.
The Routers expands its network in such a way that a machine 10 blocks away on the X axis (east-west) is closer than a machine 1 block away on the Y axis (up-down), and a machine 10 blocks away on the Y axis is closer than a machine 1 block away on the Z axis (north-south).
Would it be possible to add an upgrade that would switch the favored axis, or to make the router expand its network based on closeness.[/p]
it continue its scan where it left off last tick, I can understand it might be a issue in some cases, but if you use barrels and lock them to a item type that will resolve the problem of it putting items in the wrong chest, changing the scan atm is not possible, i will take a note of it for when the router is due for the rewrite, Several things will change with it.
Updated:
Fixed: serious duplication bug with chests
Rewritten 80% of the barrel code to correctly implement deep storage unit API, and should now correctly interact with AE2 and LP
Storage Units now keep 1 item to reserve a type.
Storage Units now always drop as a wrenched item unless it is empty
and unlocked to prevent servers dying from a accidental 4096 stack
barrel getting broken.
Some minor Render changes.
Upgrading from before 1.2.0.16 may have unpredictable outcomes on item count in barrels, some might double some might end up
empty.
Backup your world!
Update.
1.2.0.20-BETA-1
* Router code rewritten.
* Thoroug now work as intended, will use inventory already containing the item first
* Speed upgrade effect thorough now.
* Multile selections avalible on Machine filter
* Router should be more easy on servers now
* Outputting to BC pipes not added yet.
* Order of machines should now be correct, (Closest machine first)
Please report any problems on the issue tracker at https://bitbucket.org/zyberwax/main/issues?status=new&status=open
* You do not need to register to post a issue.
Updated 1.2.0.20-BETA-3
* Fixed: Server->Client sync on router
* Fixed Camouflage not rendering
* Fixed Storage units converting items it should not
* Fixed some mods extract unlimited amount of items from a locked barrel reserving 1 item
* Removed "All Machines" from machine list, for a whitelist of all, select black list and unselect all machines
Update 1.2.0.21 (changes include changes done while in beta)
* Router code rewritten.
* Thoroug now work as intended, will use inventory already containing the item first
* Speed upgrade effect thorough now.
* Multile selections avalible on Machine filter
* Router should be more easy on servers now
* Outputting to BC pipes not supported anymore (for now).
* Fixed Storage units converting items it should not
* Fixed some mods extract unlimited amount of items from a locked barrel reserving 1 item
* Removed "All Machines" from machine list, for a whitelist of all, select black list and unselect all machines
* Fixed: router in extract mode not respecting item type doing convertions in some cases
* Fixed: Chest itemfilter crashes when a null item is passed
* Order of machines should now be correct, (Closest machine first)
Update 1.2.0.24
Fixed: Router not detecting new blocks placed, called a placeholder i put in while writing the new code, totally forgot i had not implemented it yet.
Note to self: Placeholders dont really do anything
update 1.2.0.30
* Added flood light.
There is a minor collision bug with the lights atm, i did not realize it until after the release, its so minor i did not push a release for just that, its a 1x1 pixel wide collision box, you may get hooked in it sometimes, its already fixed in sourcecode and will be included in next build.
Lamp work simular to what the old factorization wrath lamp did, it will light up the area below, the invisible blocks creating the light should not interact with any pipes, plants or machines like some of the area lights i tested do, not saying names but why have a invisible light block implement IInventory, i mean really ?
This lamp and light blocks has no tileentity, it does not tick, and there is no scan.
Slight lag just as the lamp is placed could happend as the light blocks are created depending on how large the are below is.
I tested it 200 blocks above ground and did not see any change in fps (thats a light beam 200 blocks long).
If any issues are detected let me know and ill will get it fixed.