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[CC1.53][MC1.5.2] MiscPeripherals 3.3

turtle peripheral help peripheral

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#541 andejx

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Posted 31 January 2013 - 03:12 AM

View PostMiniwolfie, on 31 January 2013 - 03:05 AM, said:

Ty for trying but didnt help :( same problem and if u looking at my pastebin log you will see that its in my coremods folder

yeah issue I'm seeing is that its not called "miscperipherals-3.0b.jar" in your coremods folder, and its showing up as 2.3.
You're either not using the right jar or you're renaming it to just be "miscperipherals.jar"?

#542 Miniwolfie

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Posted 31 January 2013 - 03:13 AM

Ok if I use the old Nuclear Control v.1.4.5 instead of Nuclear Control v.1.4.6 all is ok - must have been some changes in 1.4.6 version

edit - yeah im changing the name of it

#543 andejx

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Posted 31 January 2013 - 03:16 AM

View PostMiniwolfie, on 31 January 2013 - 03:13 AM, said:

Ok if I use the old Nuclear Control v.1.4.5 instead of Nuclear Control v.1.4.6 all is ok - must have been some changes in 1.4.6 version

I have latest nuclear control and it works fine.

Only issue I have is the one with Universal Electricity that i mentioned earlier.

#544 Miniwolfie

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Posted 31 January 2013 - 03:28 AM

Did a new install all fresh with only forge 6.6.0.518 - computercraft 1.481 - ic2 - Nuclear Control v.1.4.6 and MiscPeripherals 3.0b
all new dowloaded files and still not working.

http://paste.ubuntu.com/1589761/

wonder if its the lastest version of ic2 messing up - what version of ic2 are you using?

#545 andejx

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Posted 31 January 2013 - 03:41 AM

View PostMiniwolfie, on 31 January 2013 - 03:28 AM, said:

wonder if its the lastest version of ic2 messing up - what version of ic2 are you using?

you have .211, i am using .210. try downgrading?

#546 Miniwolfie

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Posted 31 January 2013 - 03:47 AM

Tried all version down to .199 with no luck - owell - sooner or later someone will find a solution - Thank you for all the help anyways :)

edit - going back to Nuclear Control v.1.4.5 for now

#547 RichardG867

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Posted 31 January 2013 - 03:57 AM

Released 3.0c, yet another UUID algorithm + nuclear control fixes.

#548 Miniwolfie

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Posted 31 January 2013 - 04:01 AM

yay TY RichardG867 - it solved my problem with ic2Nuclearcontrol - :)

#549 andejx

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Posted 31 January 2013 - 04:14 AM

View PostRichardG867, on 31 January 2013 - 03:57 AM, said:

Released 3.0c, yet another UUID algorithm + nuclear control fixes.

Fixes my Universal Electricity Issue also. Thanks RG

#550 mentlerd

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Posted 31 January 2013 - 04:21 AM

View PostRichardG867, on 31 January 2013 - 03:57 AM, said:

Released 3.0c, yet another UUID algorithm + nuclear control fixes.

String[] DIE_IN_A_FIRE = { "You are breaking the fun for other people who want to play this legit. Please go away." };

Oh. Well, got it. Thanks for at least replying for my PM.

#551 SavageCore

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Posted 31 January 2013 - 05:21 AM

How about a configuration option for ID obfuscating?

Saves us telling each other to DIE_IN_A_FIRE...

#552 etopsirhc

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Posted 31 January 2013 - 11:38 AM

i 'm having a problem with chunk loader turtles.
on the server i'm on they are set to load a 3x3 area, and with that i have a single turtle that runs around placing blocks to build my house
well , airship house thats about 16 chunks long and half as wide . but every now and then when its running , it unloads . i've actually watched it happen on /chunkloaders , no one was around and it was doing its job up until it just dissapeared. (unloaded)
at one point i did notice some force loaded chunks get separated from the 3x3 , but usually they reattached fairly quick.

any idea whats causing it ?

#553 Cobra1117

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Posted 31 January 2013 - 04:42 PM

Hey RG, MiscPeripherals seems to conflict with Ars Magica when MiscPeripherals is installed in the coremods directory. I get the following error:

Spoiler

But everything worked fine once I moved MiscPeripherals back to mods. (Worth noting, if you're not familiar w/ Ars Magica, that it has a coremods component as well.)

Thanks!

#554 Servillo

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Posted 31 January 2013 - 06:34 PM

I apologize if this isn't the right place to post this, but I can't post any new topics yet. I just crafted a Feeder Turtle, but I can't find any good instruction on how to use the feed() function. Every combination of commands I use produces an error with

52: attempt to call nil

I've tried a number of combinations, and I can't figure out what's going on. The first post led me to believe feed() would work, I've got wheat in the selected slot, and nothing. I've tried turtle.feed(), feed(1), feed("right"), etc. I cannot figure out why I can't use this function.

Again, I apologize that this is probably the wrong place to ask this. And if this is, could I please be directed to a better place to ask?

#555 immibis

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Posted 31 January 2013 - 06:44 PM

View PostServillo, on 31 January 2013 - 06:34 PM, said:

I apologize if this isn't the right place to post this, but I can't post any new topics yet. I just crafted a Feeder Turtle, but I can't find any good instruction on how to use the feed() function. Every combination of commands I use produces an error with

52: attempt to call nil

I've tried a number of combinations, and I can't figure out what's going on. The first post led me to believe feed() would work, I've got wheat in the selected slot, and nothing. I've tried turtle.feed(), feed(1), feed("right"), etc. I cannot figure out why I can't use this function.

Again, I apologize that this is probably the wrong place to ask this. And if this is, could I please be directed to a better place to ask?
peripheral.call("right", "feed")
or
local feeder = peripheral.wrap("right")
feeder.feed()


#556 Servillo

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Posted 31 January 2013 - 08:50 PM

Thank you very much. I'm assuming that if I had a peripheral on the left-hand side of the turtle, I would replace "right" with "left"? And I obviously have a lot of catch up to do on using the peripherals.

Thanks again.

#557 Abdiel

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Posted 01 February 2013 - 08:18 AM

View PostRichardG867, on 31 January 2013 - 03:57 AM, said:

Released 3.0c, yet another UUID algorithm + nuclear control fixes.
I have two questions.

1) Should we count on the UUIDs being temporally unstable - therefore any internal database of item <-> UUID (compiled by actually scanning hundreds of items, not by code-searching) will potentially get broken in a next patch? The workaround is to have a sufficiently large chest next to the sorter with examples of items in a known order, and comparing the item being sorted using its ID with all of the example items. Is this the intended use?

2) With all due respect, is messing with the few people capable of decompiling your code or reverse-engineering the UUIDs in-game more important than the fact that the sorter still eats any and all items during sort() if they are already present in the target inventory? Please don't take me wrong, no offense intended. I like this mod, and I can't wait to be able to use it properly.

#558 xmd

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Posted 01 February 2013 - 08:40 AM

Yes, please, any update at all regarding the sorter issues would be greatly appreciated.

#559 PixelToast

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Posted 01 February 2013 - 09:05 AM

the only reason i reverse engineer the sorter values is because everybody but 1 voted for real ids and not uuids
(i never actually decompiled it, i have [REDACTED] to do that for me)

#560 D3matt

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Posted 01 February 2013 - 11:15 AM

I can't download the mod anymore, it gives a 404 error.





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