Yet another shared files suggestion?
#21
Posted 09 December 2014 - 03:46 PM
I see what you mean about unloaded chunks though, I'm not sure there's any way to get around a basic game mechanic - and should we? The game unloads chunks for a reason - our computers cannot handle it if they didn't. Have you ever been on a server where several players operate chunkloading devices? It'll start out nice, then as more and more people chunkload, the server slows down. Eventually, chunkloaders are banned or limitied to one per player.
#22
Posted 09 December 2014 - 04:20 PM
I'll keep you all posted on my progress.
Edited by infinitebrainspace, 09 December 2014 - 04:31 PM.
#23
Posted 09 December 2014 - 04:32 PM
We have exactly what you need to build what you're doing, and in a much more realistic way. If you are worried about chunks being unloaded, and destroying a repeater network, you can always increase the modem range. Remeber, chunks near spawn never unload, so that's a great place to put any networks.
#24
Posted 09 December 2014 - 07:55 PM
#25
Posted 09 December 2014 - 10:15 PM
Cranium, on 09 December 2014 - 04:32 PM, said:
So the existing wireless system does not use Quantum linking, it really uses a wireless transmission to talk to another computer. there are no files in the ROM folder that multiple computers share during this non-quantum wireless communication. The only difference between what I'm suggesting and what is currently happening, is that I don't have read/write access to the ROM folder, and I'm OK with that. as long as we agree that its ok for the developer to use quantum connections, but not me. I also agree that it is totally possible to accomplish this using chunkloaders. Its just not practical, and it kills the server. I'm not suggesting that we lowly users have open access to the ROM folder, It was just a suggestion that maybe something could be done to allow transmission through unloaded chunks. As long as a repeater was placed within range of another, it could transmit (however that is done at the ROM quantum level) across unloaded chunks. The devices must still have been placed, and if removed, the signal would be interrupted. also it would require both the sender and receiver to be in loaded chunks. at least this would limit the number of chunkloaders needed. Are you saying that because the users know the chunks are unloaded, it becomes a quantum connection? or just because I happen to be quantum linking at a visible level instead of doing it behind the scenes? My choices are a) use as many chunkloaders as it takes and kill my server. b)try to convince the developers to implement a device that resolves this issue without negating the wireless range limitation, or c)hack a solution on my own. Choice a is not going to happen because I want my server to be up more than it's down. I'm currently working on b, but it seems like I'm spinning my wheels, so it looks like c is going to win this one. Maybe if I develop something (visibly quantum) that works within the wireless range limitation, and still transmits across Unloaded chunks BETWEEN the sender and receiver, it may get implemented at the developers invisible quantum level. Probably not, but one can hope. I better get started on my requirements specification.
#26
Posted 09 December 2014 - 10:29 PM
infinitebrainspace, on 09 December 2014 - 10:15 PM, said:
ROM is similar to buying a computer with software installed. While it may be same as another computer if edited the changes are not made to every computer. By modifying the ROM you are in a way changing the software that comes on the computer (not linking them).
In game no one has access to the ROM, whether it be dan or some new person who is just using the mod for the first time. With that said anyone can add programs to the ROM through resourcepacks (yes you can install resources packs to a server). The solution to the problem you are trying to face is the exact same irl and in the game. You need to write a script that will synchronize files between a number of computers, this script will likely implement the modemn api. Your range problem is the exact same as in the real world, except for the fact that areas of the mc world can be unloaded. A way around this would be to just increase the rednet range in the config.
Solution: Increase rednet range so all computers are within range of each other, and write a script that will sync files.
On a server putting up relay systems become impractical, and the only way for rednet use to be practical is to increase rednet range.
Everything needed to do this is already in the game, so support is very unlikely to be added.
Edited by valithor, 09 December 2014 - 10:38 PM.
#27
Posted 10 December 2014 - 01:01 AM
infinitebrainspace, on 09 December 2014 - 10:15 PM, said:
Now, off rant. There are three known ways to do what you want.
A: Creative, you don't want to do this, but it's there.
B: Wireless repeaters, again, you don't want to do this, but it's for other reasons.
C: Using a bug that will be fixed in probably the next CC version. Not saying exactly what it is.
Edited by Dragon53535, 10 December 2014 - 01:02 AM.
#28
Posted 10 December 2014 - 01:55 AM
#29
Posted 10 December 2014 - 02:45 AM
infinitebrainspace, on 10 December 2014 - 01:55 AM, said:
Although this suggestion is useful, as many have said it breaks the fourth wall. Many people here, if this was implemented would love it, but something like this just is not possible in the real world. The internet has limitations, which include wifi not being everywhere, wifi having range (similar to rednet having range), and the rate data is transfered is not instantaneous. Because of these limitations no two computers will have the exact same thing at the same time, so the ability to clone a computer does not even have a chance. Although if you were to suggest the ability to clone the current programs of a computer onto another one that may have a chance (when you are crafting the new computer). The continuous sync of programs on multiple computers definately does not.
That being said you can accomplish what you are wanting through rednet, and since you said you are on a server and dont want repeaters. You could increase rednet range to accomidate your needs.
Edited by valithor, 10 December 2014 - 03:00 AM.
#30
Posted 10 December 2014 - 04:01 AM
I also suggested that by using the quantum link (the developer) could include a repeater that would
cross unloaded chunks, and still require them to be within range of each other. again, the methods used to even have wireless communication are all at the quantum level already. I'm suggesting those methods be used in a way that allows communication over unloaded chunks. I've conceded the issue of cloning. It breaks the darn wall. I've conceded the issue of shared files. It breaks the fourth wall, Both of these issues are aimed at one thing, getting my information across unloaded chunks. I don't know if I can increase the wireless signal to go 3000 blocks, and if so, will it cross over unloaded chunks (im sure it will, since it is quantum linking)?
I would love to use repeaters if I could make just the block they are on stay loaded without a whole chunk having to be loaded as well. It really doesn't matter anyway. I'll just stay in my 50 block radius and grow carrots. Better yet - I'll program a mele turtle to mow my grass, while I tip cows over and race pigs around the perimeter.
Edited by infinitebrainspace, 10 December 2014 - 04:29 AM.
#31
Posted 10 December 2014 - 07:02 AM
infinitebrainspace, on 10 December 2014 - 04:01 AM, said:
infinitebrainspace, on 10 December 2014 - 04:01 AM, said:
infinitebrainspace, on 10 December 2014 - 04:01 AM, said:
Edited by theoriginalbit, 10 December 2014 - 07:04 AM.
#32
Posted 10 December 2014 - 10:05 PM
infinitebrainspace, on 10 December 2014 - 04:01 AM, said:
It would break the fourth wall no matter who did it. In no circumstance is it possible for a program being edited on one computer, be simultaneously edited on another. Which is the only reason the developer does not even think about adding things like this. He wants to be at least somewhat realistic. Just to clarify the developer as no more access to the ROM than anyone else while in the game, and everyone has the exact same amount of access as the developer to the ROM out of the game (through resource packs). The ROM is basically a set of software that is installed to all computers, and since this software never changes while the game is running does not break the 4th wall.
The internet though gives a way to update things on other computers, but this is not done simultanoeusly/instantly.
infinitebrainspace, on 10 December 2014 - 04:01 AM, said:
No increasing the rednet range is not quantum linking. What everyone means when they use the term quantum linking is that the computers always have the EXACT same thing on them. Increasing the rednet range just gives the possibility of writing a script to update the files.
Although it is not quantum linking, yes it will cross over unloaded chunks. As long as the two computers in question are within the range that you set they will be able to communicate, even if they are in the only two chunks loaded in the entire server.
Edited by valithor, 10 December 2014 - 10:08 PM.
#33
Posted 10 December 2014 - 10:48 PM
Edit fs.open()'s exit and flush functions to save it to a pastebin code that expires in 2 minutes and then send that code through rednet to a computer. Then make that computer save all codes under protocol "pasteLink" to a program with the same name as the pastebin link.
BY THE WAY :
Technically speaking, it wouldn't be breaking the forth wall if the quantum mechanic of entanglement were to be in play. And since dan200 also made qCraft, he could make a hidden compatibility with CC to connect two IDs. Because you *HYPOTHETICALLY* can entangle the bit modules of a computer to another computer.
Edited by Requiem, 10 December 2014 - 10:56 PM.
#34
Posted 10 December 2014 - 11:11 PM
This thread seems to have wandered significantly. I may split it into two threads at some point soon.
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