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ComputerCraft Beta Versions - Download and Discussion (1.74pr37, released June 22nd)


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#21 Wojbie

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Posted 29 January 2014 - 06:16 PM

Not sure if bug or simplay way its coded so i need someone to test it too - try run "fg multishell" on advanced computer and then run "fg multishell" in shell created that way - rinse repeat- I got "too long without yelding" in 8 repeats ;p

On sidenote Portable Computer screen is 26x20 - thats interesting size to work with ;D

#22 AmandaC

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Posted 29 January 2014 - 07:13 PM

Will the 1.6 version have the buzzers for the portable computers as well? That would be rather cool if they do. ( People seem to be under the impression they might get added, since you tweeted "Good idea!" to someone who suggested them. )

#23 ElvishJerricco

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Posted 30 January 2014 - 05:18 AM

I'm not sure why message uniqueness was included in the new rednet if the unique ID is just going to be an unsafe random. The benefits of uniqueness aren't that great so why allow even a slight chance of failure in favor of it? Otherwise I love the new changes.

Edited by ElvishJerricco, 30 January 2014 - 05:19 AM.


#24 theoriginalbit

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Posted 30 January 2014 - 05:23 AM

View PostElvishJerricco, on 30 January 2014 - 05:18 AM, said:

I'm not sure why message uniqueness was included in the new rednet if the unique ID is just going to be an unsafe random. The benefits of uniqueness aren't that great so why allow even a slight chance of failure in favor of it? Otherwise I love the new changes.
the IDs are only preserved for 30 seconds, there is little to no chance of getting conflicting randoms... the message uniqueness is so that message propagation is not a thing, if computers know about a message they've already sent they won't send it again, as such messages need a "UUID"

#25 ElvishJerricco

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Posted 30 January 2014 - 06:08 AM

View Posttheoriginalbit, on 30 January 2014 - 05:23 AM, said:

View PostElvishJerricco, on 30 January 2014 - 05:18 AM, said:

I'm not sure why message uniqueness was included in the new rednet if the unique ID is just going to be an unsafe random. The benefits of uniqueness aren't that great so why allow even a slight chance of failure in favor of it? Otherwise I love the new changes.
the IDs are only preserved for 30 seconds, there is little to no chance of getting conflicting randoms... the message uniqueness is so that message propagation is not a thing, if computers know about a message they've already sent they won't send it again, as such messages need a "UUID"

Ah. Must've misread the code. Didn't see the propagation stuff.

#26 Xfel

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Posted 30 January 2014 - 06:10 AM

What happened to the IHostedPeripheral class? Turtle peripherals can still do the same as before, it's just a bit more complicated, but peripherals which are created for third party tiles can't save state or get updates any more.

#27 dan200

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Posted 30 January 2014 - 07:40 AM

View PostElvishJerricco, on 30 January 2014 - 05:18 AM, said:

I'm not sure why message uniqueness was included in the new rednet if the unique ID is just going to be an unsafe random. The benefits of uniqueness aren't that great so why allow even a slight chance of failure in favor of it? Otherwise I love the new changes.

The chance of a collision is one in 2 billion. Should I also add code to protect against an asteroid hitting the earth and destroying your PC? the odds are comparable.

#28 theoriginalbit

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Posted 30 January 2014 - 08:29 AM

View Postdan200, on 30 January 2014 - 07:40 AM, said:

Should I also add code to protect against an asteroid hitting the earth and destroying your PC?
Oooh yes please! :P

#29 GravityScore

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Posted 30 January 2014 - 09:44 AM

Just want to say that I love the new window API! A very elegant and flexible way of managing buffers. Not a fan of the chat program - why bother with a server?

#30 mr_taito

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Posted 30 January 2014 - 11:44 AM

I have a question. Why have the Bundled Cable from Project Red no connections to the computer????

#31 Lyqyd

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Posted 30 January 2014 - 12:24 PM

MFR's rednet cables are the currently supported bundled cable system.

#32 mr_taito

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Posted 30 January 2014 - 12:36 PM

ok... can you gave me a picture how i must do it with MFR's rednetcables?

and why gave dan200 not the mod Project Red the connection for the computers? Project Red Builds on the original mod RedPower. I wish he gave the connection for the Bundled Cable from the mod Project Red

#33 Lyqyd

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Posted 30 January 2014 - 01:23 PM

Last I had heard on the subject, dan was waiting on either project red or red logic to come out on top, if I recall correctly. Before either of them was mature enough to use, MFR's bundled cables were around, so dan used them. As far as I'm aware, anyway.

#34 mr_taito

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Posted 30 January 2014 - 01:33 PM

hm ok thy for help

#35 mr_taito

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Posted 30 January 2014 - 02:34 PM

on server: 2014-01-30 20:43:34 [SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: net.minecraft.world.IBlockAccess.func_72800_K()I
at dan200.computercraft.shared.util.RedstoneUtil.getBlock(RedstoneUtil.java:19)
at dan200.computercraft.shared.util.RedstoneUtil.getRedstoneOutput(RedstoneUtil.java:30)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.updateInput(TileComputerBase.java:217)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.getServerComputer(TileComputerBase.java:286)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.updateInput(TileComputerBase.java:207)
at dan200.computercraft.shared.computer.blocks.BlockComputerBase.updateInput(BlockComputerBase.java:96)
at dan200.computercraft.shared.computer.blocks.BlockComputerBase.func_71861_g(BlockComputerBase.java:32)
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:758)
at net.minecraft.world.World.func_72832_d(World.java:559)
at net.minecraft.item.ItemBlock.placeBlockAt(ItemBlock.java:241)
at dan200.computercraft.shared.computer.items.ItemComputer.placeBlockAt(ItemComputer.java:66)
at net.minecraft.item.ItemBlock.func_77648_a(ItemBlock.java:119)
at net.minecraft.item.ItemStack.func_77943_a(ItemStack.java:153)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:434)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:556)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

#36 Devon The Novice

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Posted 31 January 2014 - 11:16 PM

First of all, I am in love with the new version. Anyway, a few things I noticed about rednet, not really bugs, but worth noting. For the repeat program (for rednet repeaters) would it be possible to add in bouncing messages. As in, I have a repeater with 2 modems on it. A wired and wireless. And I have 2 computers connected using wireless. say both wireless computers are in range of the repeater, but not each other. I know there are ways to work around this and for the most part, it would kind of be rare for this, but seeing as it is an easy to add feature, would it be possible to set up a way so that it you could get the message from one directly to the other via the repeater? is it already added or being added?

Basically remove this line

if sModem ~= sOtherModem then
peripheral.call( sOtherModem, "transmit", rednet.CHANNEL_REPEAT, nReplyChannel, tMessage )
peripheral.call( sOtherModem, "transmit", tMessage.nRecipient, nReplyChannel, tMessage )
end

--and replace it with

peripheral.call( sOtherModem, "transmit", rednet.CHANNEL_REPEAT, nReplyChannel, tMessage )
peripheral.call( sOtherModem, "transmit", tMessage.nRecipient, nReplyChannel, tMessage )

I don't know what your plans are, but that is my long suggestion.

My short suggestion is why not just use a time, day, sender stamp on messages to determine duplicates. I am guessing there is a reason, but I would just like to know!

Edit: Sorry if the post looks bad... Editor is lagging out, not recognising all key strokes, and the code option seems to not work opens fine, but clicking ok does nothing.

Edited by Devon The Novice, 31 January 2014 - 11:21 PM.


#37 NeverCast

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Posted 01 February 2014 - 02:19 AM

View Postmr_taito, on 30 January 2014 - 02:34 PM, said:

on server: 2014-01-30 20:43:34 [SEVERE] Encountered an unexpected exception NoSuchMethodError
java.lang.NoSuchMethodError: net.minecraft.world.IBlockAccess.func_72800_K()I
at dan200.computercraft.shared.util.RedstoneUtil.getBlock(RedstoneUtil.java:19)
at dan200.computercraft.shared.util.RedstoneUtil.getRedstoneOutput(RedstoneUtil.java:30)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.updateInput(TileComputerBase.java:217)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.getServerComputer(TileComputerBase.java:286)
at dan200.computercraft.shared.computer.blocks.TileComputerBase.updateInput(TileComputerBase.java:207)
at dan200.computercraft.shared.computer.blocks.BlockComputerBase.updateInput(BlockComputerBase.java:96)
at dan200.computercraft.shared.computer.blocks.BlockComputerBase.func_71861_g(BlockComputerBase.java:32)
at net.minecraft.world.chunk.Chunk.func_76592_a(Chunk.java:758)
at net.minecraft.world.World.func_72832_d(World.java:559)
at net.minecraft.item.ItemBlock.placeBlockAt(ItemBlock.java:241)
at dan200.computercraft.shared.computer.items.ItemComputer.placeBlockAt(ItemComputer.java:66)
at net.minecraft.item.ItemBlock.func_77648_a(ItemBlock.java:119)
at net.minecraft.item.ItemStack.func_77943_a(ItemStack.java:153)
at net.minecraft.item.ItemInWorldManager.func_73078_a(ItemInWorldManager.java:434)
at net.minecraft.network.NetServerHandler.func_72472_a(NetServerHandler.java:556)
at net.minecraft.network.packet.Packet15Place.func_73279_a(SourceFile:58)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:462)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:276)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)

I got this too, my guess is that something that was unnamed or differently named in forge before, is now changed. So it's a forge version issue, that's my guess anyway. If only running a Forge server was just downloading a Jar like it used to be, these days it's a pain. I'll let you know when I've got a working forge version and will edit this post.


Update: This method is the getHeight method, still looking for changes recently.

Edited by NeverCast, 01 February 2014 - 02:23 AM.


#38 oeed

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Posted 01 February 2014 - 02:42 AM

View PostAmandaC, on 29 January 2014 - 07:13 PM, said:

Will the 1.6 version have the buzzers for the portable computers as well? That would be rather cool if they do. ( People seem to be under the impression they might get added, since you tweeted "Good idea!" to someone who suggested them. )

I'd love buzzers!

#39 Final Approach

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Posted 01 February 2014 - 06:00 AM

Seems awesome... Happy Chinese New year!

Wow. OneClickVPN is quick! (Yes, Im from HK and Im using HK VPN)

Btw I hope to finally participate after spring 2013

#40 awsmazinggenius

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Posted 01 February 2014 - 10:00 AM

Small idea: pop a Pocket Computer in a disk drive (sort of like connecting your phone to your PC to transfer data), and you can access it's data through your filesystem. (in a folder called pc, pc1, pc2, etc.) Unless we get modems (or this might be more "balanced" instead, though CC seems to focus on easy-to-craft-and-use stuff), this might be a good way to transfer data.





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