Load chunk on modem.
#1
Posted 10 December 2012 - 03:48 AM
I found a village in a long distance from me. I want to setup a portal in it but do not want village chunks to be always in memory. So I suggest to think about...
Wireless Turtles (and may be Computers with Modems) loads it's own chunk if personal Wireless message received.
Only direct Id messages count.
Chunk loaded on several seconds only just for message to be received successfully and responded.
This method will allow to place replicators and routers without need of keeping that chunk always loaded.
It can be done by storing each Computer's coordinates in a table and loading needed chunk if needed. This can also easily detect duplicate Id's.
If you think this suggestion is bad, can you point out another way to load a chunk far away on command?
#2
Posted 10 December 2012 - 04:37 AM
while true do
rednet.broadcast("Blah")
sleep(5)
end
That will make the chunk load and un-load ever 5 seconds causing lag. However, I cannot think of a way to do it without causing lag.
#3
Posted 10 December 2012 - 04:44 AM
#4
Posted 10 December 2012 - 04:46 AM
Sebra, on 10 December 2012 - 04:44 AM, said:
#5
Posted 10 December 2012 - 04:53 AM
#6
Posted 10 December 2012 - 05:02 AM
Providing a special method for keeping computers loaded and an event for notifying of chunk unload would be a fix for that; they would only get rednet messages, and since CC deals with rogue computer coroutines by shutting them down, it's a solution both realist and safe.
Memory side, this still means groups of computers could uselessly stay online, all of them in unloaded chunks and unconnected to loaded chunks. So I suppose a connectivity test that would keep running computers that are connected (in range/linked by CClan, why not?) by anothers to a computer in a loaded chunk would be necessary, and that's at least possible, having in account that CCLan must have a found a solution for testing connectivity since someone said the messages don't crawl the cables anymore. In this unloaded mode, only some communication peripherals would work, and redstone/terminals would be disabled.
E.g., a turtle wakes up near an unloaded chunk with offline computers, and suddenly an entire network boots up. Notice that the bootup sequence is the problem. Lag issues ensue, but I suppose CC/MC has some kind of solution to deal with loading a lot of chunks at the same time? If not, it could just put a delay between boot ups.
What do you think?
#7
Posted 10 December 2012 - 06:34 AM
Human, on 10 December 2012 - 04:46 AM, said:
Cloudy, on 10 December 2012 - 04:53 AM, said:
Make a global limit for number of chunks to be loaded by CC simultaneously. Let it be like 10 chunks. If waked up Computer want to stay loaded let it use other means.
CoolisTheName007, on 10 December 2012 - 05:02 AM, said:
#9
Posted 10 December 2012 - 07:15 AM
#12
Posted 10 December 2012 - 10:39 AM
#13
#14
Posted 10 December 2012 - 12:23 PM
If you want to load chunks, use one of the other capable mods to keep the chunk loaded. Loading it, then unloading it will probably be a greater load short term than keeping it loaded anyway.
#15
Posted 10 December 2012 - 06:54 PM
Sebra, on 10 December 2012 - 07:15 AM, said:
#16
Posted 10 December 2012 - 11:17 PM
#17
Posted 11 December 2012 - 03:23 AM
tiin57, on 10 December 2012 - 09:33 AM, said:
May be most of you are right and to keep chunk loaded is less load on program than load on demand, but it is Village and I do not want Villagers to be attacked by Zombies.
I have to find way around.
#18
Posted 11 December 2012 - 03:36 AM
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