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    posted a message on Ivorius' Mods || Structures - Dungeons - Drugs - Statues - Flags - Boxes of Doom - & ++

    With Recurrent Complex, I've been trying to cause a structure to spawn on a cliff face (think Mount Rushmore or just a simple caveman cave) - I've tried using Match constraints to ensure the front is air and the second-from-the-front blocks are stone, but I've never gotten them to find a suitable spawn location, even in Amplified.


    Are there any example structures of this kind, or ideas how to accomplish it?

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Is there a problem with OC and Windows 10?


    Edit: a reinstall ("Reset") of Windows 10 made this problem go away. Yet another reason to fresh-install rather than upgrade, though the reset process was surprisingly painless and fast.


    ______________________________________


    I'm seeing a server lag spike of 3 to 15 seconds every 45s, with only OC installed. Spikes go away completely by removing OC and don't come back when loads of other mods are added. World has no computers in it. This is with 1.5.22, but I tried OC versions 1.4.5 and 1.5.8 too and both have the same problem, so I suspect it's something that wouldn't happen for most people (it makes the game unplayable).


    The symptom is a large period where the client continues to function normally but any server interaction does nothing for a period of seconds, with the log message like:

    [10:26:15] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4867ms behind, skipping 97 tick(s)


    I understand this is a common problem with minecraft, but this is on a beefy PC running singleplayer with no other mods and all other mods I've tried do not cause the problem (especially when none of their block even exist yet).


    Things I have tried:


    - Multiple OC versions (1.4.5, 1.5.8, 1.5.22)

    - Multiple worlds (eg. new world with nothing but a chest I open and close to know when the server is ignoring the client).

    - Multiple Minecraft versions (1.7.10, 1.8.9)

    - Multiple Forge versions (builds 1741, 1492, 1222)

    - Multiple Java versions (32bit and 64bit)

    - Native and LuaJ (though I'm not convinced this works - the native DLLs still seem to be in-use while running - can't be deleted)

    - Tested same gamedir on Windows 7 computer, works fine.

    - Tested with Multiplayer Server and same result (worse in fact since clients timeout and disconnect during the spike). Lag spike is visible even with no clients connected (Avg tick freezes for duration then jumps to 200+ms).


    I have even tried old worlds in old GameDirs and they too now show the problem even though their old logs show no such issue, but these worlds were last run before I upgraded to Windows 10 (from 7), hence my suspicion as to the cause. I also upgraded to an SSD at the time, but I'm not even running Minecraft off that.


    Any tips on things I should investigate to further track down the problem?

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    • Fixed: A few issues with drones moving through portals, in particular they won't power down after moving through one, anymore.

    Do drones need an Chunkloader upgrade to keep their chunk active?

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    In light of that, I'd like to take the chance to get some general feedback on the recipes, if you have a moment. Keep in mind, that this is about the default recipe set, not the hardmode one (this is addressing anyone who only looked at the mod once, ages ago :P).


    http://strawpoll.me/4149505


    All and none of the above so I didn't answer. Overall, the recipes work okay, both with and without other mods. However, the cost gap between Tier1 stuff and Tier2 stuff is too narrow making Tier1 pretty pointless, mostly because the gold requirements for CPU cores and Transistors are much the same in both. Just looking at material costs for items makes this fairly obvious, with Tier2 needing about 50% more gold (awkward to calculate since they round up to whole ingots). By comparison, the distance from Tier2 to Tier3 is huge (and that is a good thing). Maybe the Tier1 CPU should be just an ALU and Tier2 parts should need more whole gold ingots? When playing with other tech mods, the difference becomes even more extreme as gold is unused and so plentiful while iron becomes scarce, making Tier2 often easier than Tier1 (EA and IC2 hardly use gold).


    Most other mods I've played OC with, are reasonably balanced in themselves so they don't tend to harm OC too much - by the time you can spare the coal to make diamonds in IC2 you have a reasonable supply of diamonds anyway. I tend to play either primarily OC - so the other tech mods are there to provide power and ore duplication (which covers their cost) while OC does all the control and mining, or with OC as a purely control mod for the primary tech mod which also does the mining (eg. reactor control).


    I've played OC with ElecticalAge, IC2, Mekanism, Gregtech, Buildcraft, RotaryCraft, ThermalExpansion and probably a couple of others, and it felt at-home with all of them.

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    Hmmm, endstone is pretty much free, once you've been to the End. And don't even argue that you usually don't go there. If you don't, think of this as a good thing, now you have a reason to explore more of the content MC has to offer anyway!


    Yes, I went to The End. Once. Been there, done that. Great game it was too. But I start new worlds regularly - why go again? 'tis a silly place.


    It's a matter of progression. A robot can be built with the Tier1 case that will (with you manually supplying pickaxes) go off and mine enough gold for you to build a Tier2 case robot, which will go off and mine (and make its own pickaces) and find enough diamonds for you to build a Tier3 case. Resources are then plentiful.


    This progression doesn't exist for drones. One use for a drone would be to scout the world and find a stronghold, or even just some special biome (jungles for cocoa, for example, since you've already had to find deserts for circuit board cactus). But once you've been to the end, odds are you've already scouted enough of the world to not need a drone.


    As for training wheels, I'd like to know if anyone has written a robot miner since that change.


    This is not about my personal needs - I've just changed the excellent configs to my suit those - I'm more concerned that these two changes needlessly cut off functionality for most players; I'd love to hear a counter example of someone actually using drones and robot miners in a real survival game.

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    Can I suggest changing the Drone Case default recipe to use feathers and moving the end-stone (that requires about 20 ender pearls) into the "hard mode" config. This is what I've done, to finally look at finding an in-game purpose for drones (I hate creative mode, touching it ruins the game for me).


    At the very least, don't say "robots, but a little cheaper" in the documentation for them.


    Also, I had a brief session using OpenComputers with MC1.8 - it's now the most advanced tech mod available for 1.8, with Progressive Automation (a tech mod that focuses on simplicity to the point of being boring) the only other one I found with a miner of any kind. So I'll suggest again that crippling the mining abilities robot is a bad default.


    whingeMode=off


    I still think this is the best mod ever made for Minecraft.

    Posted in: Minecraft Mods
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    posted a message on Xaero's Minimap 1.16.3 Forge [Fabric | 1.15.2 | 1.14.4 | 1.12.2 | 1.8.9 | 1.7.10 | more]

    The download link seems to be an infinite series of malware infested rabbit holes. Can't you use something a little less abusive?

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    I've also though about having custom "activation levels", but to actually be useful there'd then also have to be a setting for whether it has to be the exact strength or not; which feels like it's getting a little too over-the-top, still on the fence wrt. to that.


    It would make for some nice blinkenlights panels!

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]

    3D printed objects can only emit Redstone levels 0 or full. If different levels were allowed, would the Multipart support allow printing 10 keypad buttons (in their appropriate positions), such that all 10 buttons could be interacted with?


    Also, can Adaptors interface with individual Multipart objects?


    I'm wondering just how sophisticated a machine might be created by composition of 3D parts backended by a computer (especially in creative mode).

    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»
    .. the dig program would in all likelihood continue to work as-is, because the robot could just move up again because it'd do so next to a wall.

    There are holes underground. It will not work. Even if it was changed to give up if a move was Invalid, it might survive a few simple cases, but it would soon get lost since it can easily be digging out blocks that made its progress to the current position valid, thus removing its ability to return.

    It takes more ender pearls than you would normally ever need just to get to The End (about 20), so doing that to farm them seems backwards. Besides, it's call "The End" for a reason - seems a bit odd to make step 1 of building a Drone be "finish the game".

    Again, it's your mod, I just fear you're holding too tightly to what certainly seems like a good idea (realism etc.), but in practice doesn't add anything and shatters what until now was a good learning curve for new-to-OC players. I'll butt out now and leave you in peace.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from InsanityPie»
    What type of compatibility does this have with ComputerCraft? I didn't see anything about it on the OP


    Specific compatibility is described in the docs:

    https://www.google.com.au/#q=computercraft site:ocdoc.cil.li

    Primarily the Adaptor: http://ocdoc.cil.li/block:adapter
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»
    @WarwickAllison: to be honest, I don't really see robots being competitive wrt. other mods' miners already (Turtles aren't either, really, a Quarry / Digital Miner is just vastly superior effort-wise). They can be made to be more efficient, but that'll need coding anyway. So there's that. One thing I am very strongly leaning towards is adding upgrades that allow increasing the height limit. This follows in the already more-or-less present vein of having the ability to just throw more hardware at it, if you don't want to code around it ;-)

    I think people set their own goals to a degree, rather than entirely min-max it. Robots are close enough now as to be well-balanced for a player who thinks "this mod looks cool, I'll be able to make a robot mine for me", but with this change the gentle learning curve for new players is gone.

    About the only think I can think of that would mitigate it while keeping those rules would be to have an easy way to track down lost robots (as this seems the likely consequence - it is with any work on mining scripts; they could engineer a wifi solution but that greatly increases costs and complexity more than height upgrades probably would) - eg. a siren with good range and flashing lights, so that at least players could initially fill in impassable holes for their robots while they learn how to deal with the rules. The default dig could activate this siren (and print a warning at startup if none exists).

    Of course, it's your mod, I'm just trying to explain how at least one player's learning curve as best I remember it.

    Edit: if you want people to use Drones, at least in real games, End Stone seems pretty extreme. I've only been to The End once - and only because my kids wanted to play the whole "game" through once.
    Posted in: Minecraft Mods
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    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»
    the intent was to make them require slightly more thought for moving around to emphasize the mobility of drones some more, without making them virtually useless. This movement logic should make them stay mobile enough for most existing use-cases.

    While a player could write a miner given these rules, I'm concerned they just won't bother. The current (1.4) system allows a gentle learning/development curve:

    1. The basic dig script will work if you manually provide new tools
    2. Adding auto tool-replacement code is a small change to the easy-to-understand dig code
    3. Once tool-replacement is implemented, you'll need to ensure the robot is charged before wandering off
    4. Adding power check and return and wait-until-charged code is a small change
    5. Once your robot is good at mining, it soon comes across obsidian
    6. Adding alternative-tool-for-hard-ores code is a small change
    I'm concerned that with these new rules, either the initial dig script will need to be too complicated, or people just won't bother to get to step 1 since their robots running "dig" will get lost in a deep dark pit full of water - they may not ever even understand why (certain patterns of digging across crevasses will make the robot unable to move in any direction).

    Most mods that OC can accept power from already have a miner of some kind, so if robot miners are too big a hurdle, players will just use the easier but less educational miners from the power mod that they've already installed.

    None of this is going to be an issue for experienced players (I'd probably enjoy adding code to shore up shafts, given I already have good miner code) but you can't just listen to our needs.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    The driver already shows its power level.

    Yes, the pain is toggling through 16 levels when only 4 are needed. Seems no redstone/button mod has anything like it, so I just thought it could be a perfect fit for Extended Redstone given the usefulness of a 4-value keypad to the Multi-drectional Clutch (or that I'd somehow missed some better way to do it).
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    [RotaryCraft and ExtendedRedstone]

    For providing redstone input to the Multi-drectional Clutch, the Signal Driver from Extended Redstone is kind-of useful, but what would seem nicer is a keypad of some kind that can output varied redstone levels. 4 would be sufficient (eg. 0, 13, 14, 15) as 2 of the 6 sides of the Multi-drectional Clutch are needed for the torque and rs inputs anyway, and using too lower levels would limit the useful range with vanilla redstone dust.

    Currently I'm just using a line of redstone over 4 cobblestones with switches to provide the 4 levels but it's a bit clumsy as of course the closer switches need to be turned off for the further ones to register.

    Awesome mods regardless!
    Posted in: Minecraft Mods
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