• 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    What can cause transformers to explode?

    I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.

    All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.
    Posted in: Minecraft Mods
  • 1

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar»

    • Batteries: yeah, they're kinda hard to get "right". In particular when combined with other mods, where tools may have a lot more durability. I'll run some numbers again when I have more time, lowering the built-in energy capacity may indeed be necessary. As for the inventory, you run out of space before you run out of energy even with four inventory upgrades? After filtering out common stuff like stone? I've yet to code a "proper" quarrying program, so I had no "real world" use case to test against, so I'm curious.


    Tools are the limiting factor, and since they don't stack, and since a continuous small supply of materials is better than infrequent large supplies, I've never even considered multiple inventory upgrades - returning to base is only a brief interlude from minng. All I've added to the dig script is dual tools (switch to diamond pickaxe if fail), tool durability monitoring and resupply at base, and initial navigation ("forward 5, down 10, turn left, then dig", wait politely for other robots rather that pickaxing them), and wait-until-charged, but it makes for total op mining. Robot returns with about 80% charge (iron or ic2 bronze pickaxe, never tried stone). I'm not really complaining - once I've manually mined enough gold (the limiting factor - damn those transistors and CPU core clocks), I'm happy to stick to the surface and play 1980s programmer slash robot wrangler.
    Posted in: Minecraft Mods
  • 0

    posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51
    Quote from ElectricalAge
    Electrical age to Industrial Craft 2 / RF energy converter


    How do we use this conversion? I'm trying to power OpenComputers (which can take RF) with ElectricalAge power.

    It's looking great - good looking machines and realistic power!
    Posted in: Minecraft Mods
  • 2

    posted a message on OpenComputers [v1.5.21]
    There are a few parts I never use. Maybe they need balancing, or maybe I'm missing a use for them.

    • Tier2 Redstone Card - it's cheaper to make a redstone block plus it doesn't use a case card slot.
      • Block should probably use a Tier2 in recipe

    • Redstone cards in robots - It's simpler to just have them operate levers and saves a slot/complexity.
      • They're useful in normal computers though

    • Navigation Upgrade for robots - it's just as easy to keep track of the relative position in code (as the dig script does, for example).
      • If it had some extra functionality it might be useful - but what?

    • Power Upgrades for robots - they're very small and the 50K default is plenty - a robot will wear out its tool or fill its inventory before it uses all its power.
      • The default should be lowered (but then need to balance slots available in robots - Tier1 probably useless)
      • 10K default would be about right, I think

    • Generator Upgrade for robots - they're too inefficient, a mining robot uses about half the coal it finds.
      • Could have efficiency tiers
      • Would be more useful it default power was lower

    • Solar Upgrade - it's Tier3 so chews up too much complexity (so the 50K default is plenty)
      • Useful if 50K default lowered

    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    I've mentioned before that to figure this out algorithmically it'd require to actually create the component instances, which can have side effects. Which is bad. Which is why it's not a thing already. ;)


    Perhaps, since there is already somehow a "complexity" number that the items have, the other way to do this would be to remove the component count limit entirely for robots (since they can't connect to external stuff anyway). I've added issue 522 in case this has any merit. (personally, I've worked it out now - I'm more likely to accidentally forget a vital component entirely than to over-build).
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    Everything listed by `components` except file systems count toward the limit. The exception for file systems is in place because they would be very hard to balance using the limit, since 'utility file systems' are also a thing (e.g. the internet card mounts a file system with a library and some programs).

    I've mentioned before that it's pretty unfair that the Robot Assembler will happily build a robot that has too many components to boot, making the robot useless. If the *player* can work out how many components, by rules such as this, surely the robot assembler can too.
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from 1jakef

    Can you make it for 1.7.2 please?


    Playing with OC changes the game a LOT, so it's worth just making a new Minecraft profile in the Launcher using 1.7.10. I install just a small set of mods all centered on their utility with OC:


    • OpenComputers
    • IC2 experimental (for power and fun)
    • OpenComponents (for IC2 reactor control)
    • BetterStorage (to store all the massive wealth the robots dig up)
    • NEI (for the recipes - sorry Sangar, OC has the least memorable recipes of any mod!)
    • RedLogic (for bundled cable and redstone that doesn't suck)
    • ExtraUtilities (for pipes, buildcraft is painful)

    Obviously you can add more.
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from TorakWolf


    Hum, how can I put things organized like that? subcharacter granularity means that until reaching the full character ( space ) they are semi-spaces?

    Can I have a look at the code?


    It's still a fixed-width font. The Unicode characters U2588-U258F are partially-filled boxes, with a fixed width:

    █ ▉ ▊ ▋ ▌ ▍ ▎ ▏

    Sorry, no idea what's going on with the code tag here, but:
    function wgui.progressBar(x,y,w,h,value,label,color_on,color_off,color_on_fg,color_off_fg)
     label = text.padRight(label or "",w)
     local fg = gpu.getForeground()
     local bg = gpu.getBackground()
     if not color_on then
     color_on = fg
     end
     if not color_off then
     color_off = bg
     end
     if not color_on_fg then
     color_on_fg = color_off
     end
     if not color_off_fg then
     color_off_fg = color_on
     end
     local v,r = math.modf(w * value)
     if v < 0 then
     v = 0
     elseif v > w then
     v = w
     end
     gpu.setForeground(color_on_fg)
     gpu.setBackground(color_on)
     gpu.set(x,y+h/2,label:sub(1,v))
     if label:sub(v+1,v+1) == " " then
     gpu.setForeground(color_on)
     gpu.setBackground(color_off)
     gpu.set(x+v,y+h/2,unicode.char(0x258f-math.floor(r*8)))
     v=v+1
     end
     gpu.setForeground(color_off_fg)
     gpu.setBackground(color_off)
     gpu.set(x+v,y+h/2,label:sub(v+1))
     gpu.setForeground(fg)
     gpu.setBackground(bg)
    end
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from anicet74

    I think you can program something that would act as a simple browser but this is not at all the point of this mod

    Hehe.... maybe you don't use it for that....

    Writing a browser like lynx would be quite fun. Using OpenComputers reminds me of early PC and UNIX days. Here's my IC2 nuclear reactor interface:



    I'm nerdily proud of using the unicode U2588-U258F for subcharacter granularity on the progress bars (see the green sliver on the "1%" bars).
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from JOHNHOGANUKE
    I've been using OpenComputers for a while now, and I notice ONE MAJOR downfall to this mod vs. CC, The documentation is terrible!

    I think the documentation is great, but it could certainly be better. I guess that's more on us the users - we should expand on the docs with examples etc. in the wiki; we really only need Sangar to document the base facts. Which parts of the docs would you wish to be expanded upon first?
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    The wiki says:

    As of OC 1.3 screens of tier 2 and 3 have a 16 color palette. For tier two this palette contains all colors the screen can possibly display, and is initialized to the standard Minecraft colors.... For tier three, the palette is initialized to grayscale values and the remaining 240 colors are stored as truncated RGB values as was the case in older versions of OpenComputers.


    I'm confused though. It says both have a 16 color palette but then talked about "the remaining 240", implying that Tier 3 have a 256 color palette (16 set to grayscales, the others set to truncated RGBs).
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Amusing result of robotic mining today: the bottom of my mine is completely infested with Silverfish. Seems they multiply out of control: I suspect the robot busts an egg, two come out, but seeing no player, they soon burrow back into rocks as TWO new eggs. I killed a few hundred before being overwhelmed.

    It's good to have some nasty consequences!
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    [coloured cable is] something on the ToDo list, the FMP support just makes it non-trivial, so I haven't had time to finish it yet.


    In the spirit of TCP, OC-over-BundledRedstone would be more awesome. Would it be any easier, or harder? (I'm not suggesting *actually* sending protocol over bundled redstone, just to use that to determine connectedness).
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    It's essentially unlimited (for now at least), but keep in mind that all chunks containing the cables must be loaded for them to be connected.

    Ouch. I suspect this is why my (poorly-designed, unstable, computer-dependent) IC2 reactor exploded while I was away. Is it equivalent to cutting the cable? I guess there is no solution except to prevent the player creating systems that crosses chunk boundaries.
    Posted in: Minecraft Mods
  • 0

    posted a message on OpenComputers [v1.5.21]
    Quote from Sangar

    Shift right-click the screen or remove the keyboard [to allow direct touch]

    Any way to do this programatically? A typical use case would be to turn off keyboard when touch-only program starts, then turn it back on before exiting.
    Posted in: Minecraft Mods
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