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


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#321 Ashton

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Posted 05 August 2014 - 06:44 AM

View Posttheoriginalbit, on 05 August 2014 - 06:33 AM, said:

Minecraft 1.7 does not use Block IDs, it now uses a naming system. So using the IDs from the wiki will obviously cause a problem. You must instead use ComputerCraft:[block name]. I believe if you don't know the names pressing tab after filling out the Mod ID will cycle through all the available blocks.

No Item Type known by "ComputerCraft"

I'll see what I can dig up now that I know what to look for, sorry for being a n00b, didn't expect that big of a change... and now I'm just *hoping* this doesn't break my plugins to prevent crafting/etc!

Thanks!

#322 theoriginalbit

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Posted 05 August 2014 - 06:52 AM

View PostAshton, on 05 August 2014 - 06:44 AM, said:

I'll see what I can dig up now that I know what to look for, sorry for being a n00b, didn't expect that big of a change...
welcome to Minecraft 1.7

#323 Techokami

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Posted 11 August 2014 - 08:28 PM

So uh, I don't know when this happened, but one of the available configuration options seems to have vanished. I used to be able to set the screen size of computers in the config, because I feel that 80x25 is more comfortable and productive than whatever is used now. I THINK it was depreciated due to portable computers having their own size? But I think that this option should be reinstated, or at least make Advanced Computers have a bigger screen size than regular Computers.

#324 Lyqyd

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Posted 11 August 2014 - 08:52 PM

That's come up a few times since the 1.6 betas started coming out. My understanding is that that feature won't be making a reappearance.

#325 jeffro

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Posted 16 August 2014 - 10:53 PM

Thank you for the 'release'. I hope to make some valuable contibutions to the community. Hopefully i will have this installed this evening. Thanks again.

#326 JediKnyghte

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Posted 21 August 2014 - 02:17 AM

Has anyone else encountered a crash problem when a mining turtle hits a minecart? I haven't been able to reproduce it consistently enough to file a bug report, but I'm getting crashes where the crash log mentions carts and I when I reload the world, I can see where a turtle was about to hit a cart.

#327 Bomb Bloke

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Posted 21 August 2014 - 02:24 AM

So far there are these two reports.

#328 JediKnyghte

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Posted 21 August 2014 - 02:23 PM

View PostBomb Bloke, on 21 August 2014 - 02:24 AM, said:

So far there are these two reports.
Why I thought to search this thread and not the bug report thread, I'll never know. :wub: Thanks for finding those.

#329 SnappComputerCraft

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Posted 30 August 2014 - 12:53 AM

This is NOT a bug, so I have the right to post this here.

I am currently unable to download the mod as Safari will not allow me to access anything with the word "Mediafire" in the domain. I can, however, access Dropbox. Can someone port the download to Dropbox so I can download the mod and take a look at it?

#330 Cranium

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Posted 30 August 2014 - 05:13 AM

View PostSnappComputerCraft, on 30 August 2014 - 12:53 AM, said:

This is NOT a bug, so I have the right to post this here.

I am currently unable to download the mod as Safari will not allow me to access anything with the word "Mediafire" in the domain. I can, however, access Dropbox. Can someone port the download to Dropbox so I can download the mod and take a look at it?
You can always use a different browser. They're free...

#331 SnappComputerCraft

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Posted 30 August 2014 - 09:22 AM

I know but I will be getting rid of this computer soon so why bother?

*sigh* looks like i'm downloading something

#332 SnappComputerCraft

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Posted 03 September 2014 - 11:25 PM

Okay I got a new browser however now I'm on Windows 8 and it will not open up MediaFire again.

#333 Cranium

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Posted 04 September 2014 - 01:42 AM

Windows 8 doesn't block MediaFire. You likely have some sort of website filtering, or antivirus blocking MediaFire.

#334 Ashton

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Posted 11 September 2014 - 12:19 AM

Is there any way to fix the "computers shut down when chunk unloads" bug? I know "it will be fixed in PR5" but it's looking like PR5 will be long in coming, if it even comes, for 1.7.10... (tried redstone doesn't seem to work) and I'd rather not use persistent chunk loaders since I plan on using these in LOTS of locations... or will that even keep them from unloading?)

#335 Cranium

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Posted 11 September 2014 - 01:47 AM

View PostAshton, on 11 September 2014 - 12:19 AM, said:

Is there any way to fix the "computers shut down when chunk unloads" bug? I know "it will be fixed in PR5" but it's looking like PR5 will be long in coming, if it even comes, for 1.7.10... (tried redstone doesn't seem to work) and I'd rather not use persistent chunk loaders since I plan on using these in LOTS of locations... or will that even keep them from unloading?)
You mean computers resuming where they left off before unloading? Not a feature of this release as far as I'm aware. If you leave a computer on before it unloads, it should boot back up and run the startup script you have loaded though.

#336 Ashton

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Posted 11 September 2014 - 04:33 AM

View PostCranium, on 11 September 2014 - 01:47 AM, said:

You mean computers resuming where they left off before unloading? Not a feature of this release as far as I'm aware. If you leave a computer on before it unloads, it should boot back up and run the startup script you have loaded though.

Nope, chunk unloads, I walk back in and computer is off, has to be clicked to turn back on... completely destroys computerized locks and (in my case) computer-controlled dungeons...

#337 Bomb Bloke

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Posted 11 September 2014 - 04:46 AM

So you're talking about a bug where computers fail to turn back on automatically, yes?

#338 Dog

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Posted 11 September 2014 - 06:08 AM

View PostAshton, on 11 September 2014 - 04:33 AM, said:

Nope, chunk unloads, I walk back in and computer is off, has to be clicked to turn back on... completely destroys computerized locks and (in my case) computer-controlled dungeons...

I've seen that same problem on Cranium's 1.7.10 beta server. So far I've only been able to reliably replicate the problem on Cranium's beta server (not on my test server); so I've hesitated to file a bug report without more information to provide.

#339 Ashton

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Posted 11 September 2014 - 05:23 PM

View PostDog, on 11 September 2014 - 06:08 AM, said:

I've seen that same problem on Cranium's 1.7.10 beta server. So far I've only been able to reliably replicate the problem on Cranium's beta server (not on my test server); so I've hesitated to file a bug report without more information to provide.

my understanding is that it's a known error and will be fixed, but in the meantime I dont know how to handle it without using chunkloaders which will eat up a LOT of resources considering how many persistent chunks I'll be dealing with... I mean, yes, it will work, and if I have to I'll deal with it for now, but I was hoping there was another solution...

#340 Bomb Bloke

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Posted 12 September 2014 - 12:35 AM

The only tool available to you which might serve as a workaround of sorts is wired modems. Hook up as many computers as you can to a single system, then code that one to turn all the others on using their peripheral functions.

Catches include not being able to use this method to boot turtles which stopped at random locations.





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