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Post by sidegfx on Jul 27, 2012 8:35:18 GMT -7
(I am the guest who pasted above, cannot delete/edit the post)
I was using the MagicLauncher, which seemed to be the problem. As soon as I switched back to the Minecraft launcher (original), it stopped crashing. If a mod could delete the above post, I would be most appreciative.
Also, I am having the same lag spikes as Hushak.
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Post by rscott6666 on Jul 27, 2012 12:17:38 GMT -7
The lag spikes are a bug. Its caused by the builder finding a chest that has what he needs, but the path to get to that chest takes too long to compute. Thus the stuttering. I need to fix it so that he handles long paths better.
Re redstone. Hmm. I'll check that. I'm not very redstone savvy.
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Post by rscott6666 on Jul 29, 2012 18:19:22 GMT -7
If you can't find modloader.txt, then you'd have to get the crash report somehow. I use magic launcher but there are other packages that do the same thing.
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Post by doughblock on Aug 2, 2012 9:06:50 GMT -7
When is minecolony coming out for 1.3.1?
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Post by rscott6666 on Aug 2, 2012 9:41:55 GMT -7
Hah. I'm sure its one everyones mind, but no one wants to be the one to ask. Its even on my mind, but i don't mind asking.
As most people here know, minecolony is dependent on MCP and Modloader. MCP has been updated (and is on my machine), but Modloader is taking a bit longer. I'm on the chat channel and i can only assume there is lots of stuff is making it difficult to update Modloader, as Risu is generally quite quick with the updates.
When Risu makes his updates, i can start making mine, but its very likely that my updates will take a long time as well, i just don't know yet.
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Post by Peter on Aug 3, 2012 9:29:08 GMT -7
Be interesting to see how it works in LAN games
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Post by doughblock on Aug 3, 2012 17:31:39 GMT -7
Modloader is now out for 1.3.1 !!!!!!
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Post by darakudakara on Aug 4, 2012 3:42:07 GMT -7
unfortunatley, it appears that the changes to 1.3.1 make minecolony incompatable even with an updated modloader. So we are in for a wait.
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Post by HardcoreMiner on Aug 4, 2012 11:46:10 GMT -7
Both MCP and modloader are updated to 1.3.1 so we just must wait when minecolony will be also updated.Don't worry guys and dont spam "WHERE IS MINECOLONY FOR 1.3.1?!?!?!?I WANT IT NOOOOOOW!!!" or something similiar.
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Post by starwaster on Aug 4, 2012 13:17:52 GMT -7
The lag spikes are a bug. Its caused by the builder finding a chest that has what he needs, but the path to get to that chest takes too long to compute. Thus the stuttering. I need to fix it so that he handles long paths better. Was thinking about this.... the lag is when he's sitting in his hut waiting for materials to be deposited in a chest... so is it really a pathfinding issue? That seems odd because he wouldn't have to pathfind if he's not going to be going anywhere. It sounds more like the code for the builder is continuously checking each chest to see if anything has been added that he needs. He either needs to check less frequently OR use an event driven system. (where an event would be generated each time a chest's contents are changed. Then, the builder would only check the chest when a chest update event occurs. If no event occurs since the last time he went looking then he doesn't need to check.)
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Post by rscott6666 on Aug 5, 2012 7:05:47 GMT -7
He is trying to find a path to ANY chest nearby that has the item he wants. Checking less frequently will help, but will still be pretty annoying. I am leaning towards him remembering past path computations and quickly remembering that he can't get to that chest. This has a flaw in that the player may unknowingly open up the path in the meantime and thus the path may be computable, but i will live with that off chance. This may also help the guards who take the same path over and over.
BTW, modloader for 1.3.1 is experimental and has bugs. And many of the modders are realizing that 1.3.1 is not friendly to mods with custom entities, such as minecraft. So i am not even close to getting the update done.
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Post by starwaster on Aug 5, 2012 12:49:03 GMT -7
Yes, but WHY does he have to pathfind to a chest that is completely devoid of any materials that he requires? That's what I'm trying to communicate here. Let's say it's wool that he wants. None of the chests anywhere have wool. He's sitting in his hut and he's not going to leave until wool is placed into a chest. Now maybe there's something I'm missing, maybe I'm not understanding what is or is not possible, but he should NOT be trying to pathfind to any chest until after he's determined that it contains wool. He is trying to find a path to ANY chest nearby that has the item he wants. Checking less frequently will help, but will still be pretty annoying. I am leaning towards him remembering past path computations and quickly remembering that he can't get to that chest. This has a flaw in that the player may unknowingly open up the path in the meantime and thus the path may be computable, but i will live with that off chance. This may also help the guards who take the same path over and over. BTW, modloader for 1.3.1 is experimental and has bugs. And many of the modders are realizing that 1.3.1 is not friendly to mods with custom entities, such as minecraft. So i am not even close to getting the update done.
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Post by rscott6666 on Aug 5, 2012 17:02:55 GMT -7
Ahh. Okay. The chest he finds are the chests in the caves underneath the ground (like in abandoned mineshafts). Sometimes they actually have something he could use. You don't know about the chests, but the builder doesn't know that. So he tries to find a path to the underground mineshaft. Its an exhaustive search.
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Post by starwaster on Aug 5, 2012 20:33:03 GMT -7
Ahh. Okay. The chest he finds are the chests in the caves underneath the ground (like in abandoned mineshafts). Sometimes they actually have something he could use. You don't know about the chests, but the builder doesn't know that. So he tries to find a path to the underground mineshaft. Its an exhaustive search. I really hope you're wrong about that because that means I have to go down into the mines and destroy those chests and I am not looking forward to that... I'm still not used to the miner's layouts, and the last 2 times I even went near the mineshaft a creeper came up out of it and put a shiny new crater where my mining shack used to be. (SSSSSSssssay that's a nice EVERYTHING you have there...)
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Post by anglewyrm on Aug 6, 2012 1:09:14 GMT -7
What is the radius that the Builder will travel from his builder chest to gather supplies from another chest?
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