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4,601

Saturday, February 25th 2017, 12:23am

Well on my last server my partner made a fully functional tree farm, vanilla crop farm, and rubber farm using them. A charcoal pit matron wouldn't be hard since the only blocks you'd see are wood, dirt, brick, and the igniter. You can have it compare adjacent placed blocks with blocks in the inventory to identify surroundings. Figuring out a pathing algorithm is where most of the fun is.

MauveCloud

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4,602

Saturday, February 25th 2017, 1:44am

Ugh. If that's your idea of "fun", I'm not sure I want to know what you consider "frustrating".

4,603

Saturday, February 25th 2017, 1:54am

Well on my last server my partner made a fully functional tree farm, vanilla crop farm, and rubber farm using them. A charcoal pit matron wouldn't be hard since the only blocks you'd see are wood, dirt, brick, and the igniter. You can have it compare adjacent placed blocks with blocks in the inventory to identify surroundings. Figuring out a pathing algorithm is where most of the fun is.


couldnt you just set it to break all the blocks in a set pattern in the pit every so often? that wouldnt be hard at all with computercraft turtles.

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4,604

Saturday, February 25th 2017, 2:11am

Well on my last server my partner made a fully functional tree farm, vanilla crop farm, and rubber farm using them. A charcoal pit matron wouldn't be hard since the only blocks you'd see are wood, dirt, brick, and the igniter. You can have it compare adjacent placed blocks with blocks in the inventory to identify surroundings. Figuring out a pathing algorithm is where most of the fun is.


couldnt you just set it to break all the blocks in a set pattern in the pit every so often? that wouldnt be hard at all with computercraft turtles.


1. We're talking about placing the wood blocks, which is more of a hassle to do manually than breaking the brittle charcoal afterwards.
2. This is OpenComputers, not ComputerCraft - the API for OpenComputers robots is different from that of ComputerCraft turtles. (ComputerCraft only has an alpha up for 1.9.4, not sure whether it would work on 1.10.2)

Edit: my main concern about the navigation was the dirt roof. However, I later realized I didn't need to leave that in place - I could program the robot to place that as well, simplifying getting the robot out. Also, if I make sure the robot starts at the same place each time, I can use variables to keep track of its relative position, and not even need to compare surroundings. However, an OpenComputers still requires some form of power to charge it (at least initially, I did see the generator upgrade), so I'll wait on installing the mod until I've got electricity, in case somebody comes up with an alternative.

Tree farm I can believe, especially if it was using trees that don't grow branches (spruce or birch). Acacia, jungle, dark oak or large oak trees would be trickier.

However, I'm finding it hard to believe that automating a vanilla crop farm or rubber farm (presuming you mean using IC2 rubber trees) is possible with OpenComputers - seems like both would require comparing to blocks that are not obtainable in inventory afaik (a fully grown crop and a rubber log with a full resin hole)

This post has been edited 1 times, last edit by "MauveCloud" (Feb 25th 2017, 4:39am)


4,605

Saturday, February 25th 2017, 5:41am

Well he did. I'll take a look at the code tomorrow.

Also the only type of tree worth farming is spruce.

MauveCloud

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4,606

Saturday, February 25th 2017, 4:52pm

Here's another problem I'd like to figure out:

Railcraft for 1.10.2 doesn't currently have water tanks (to supply boilers, ore washers, autoclaves, biomass production, etc.) or iron/steel tanks (for buffering steam, biogas, or whatever).


I did some searching myself, and this is the best I've come up with so far:
https://bdew.net/pressure/infinite-water-source/
https://bdew.net/pressure/multiblock-tanks/

However, I'd disable the recipe for the eponymous block from the mod (which is crazy overpowered), and any blocks that specifically require it as input/output. Looking on GitHub, it has a recipes.cfg, so I probably wouldn't even need CraftTweaker.

Gus_Smedstad

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4,607

Saturday, February 25th 2017, 7:40pm

So, this happened:





That's a boiler explosion. It shouldn't have been possible, I had huge water reserves, including tanks dedicated to supplying water to the boiler. I assume it's some sort of chunk-loading bug, or other wonky issue with liquid flow in pipes.

I think I'm done with Gregtech.

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4,608

Saturday, February 25th 2017, 8:02pm

Large boiler with a steady supply of charcoal or whatever to keep it running? Instead of giving up on GregTech, that seems to me more like a reason to switch early to a biogas setup (small boilers are sufficient to run a canning machine to make and charge some batteries to get the necessary machines going).

4,609

Saturday, February 25th 2017, 8:16pm

I always play with forgeessentials running that keeps hourly backups for a day, daily backups for a week, and weekly backups for 2 months.

I also prefer keeping bases chunkloaded to avoid issues like that. It's also fun to design systems that survive unattended steady state operation. Multiblocks should never cross chunk boundaries regardless of how clever the dev is.

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4,610

Saturday, February 25th 2017, 8:21pm

Yep, steady supply of charcoal. And water, of course.

I'm just not motivated to rebuild all the stuff I lost in the explosion. Most of my power generation, which was ethanol / steam / nitro diesel / methane, all of my power distribution, my blast furnace, and probably some other stuff. With so much destruction it's hard to take inventory of everything I lost.

"Should have avoided steam in the first place" isn't really helpful now.

I've never liked the "you take serious losses if there's a problem" design philosophy of Gregtech. I think it's toxic. The Crucible is why I won't play Gregtech 6. I could have lived with losing the boiler itself due to a glitch, but I can't quite get my head around how much stuff I'd have to replace.

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4,611

Saturday, February 25th 2017, 8:32pm

Multiblocks should never cross chunk boundaries regardless of how clever the dev is.

The corollary is that if you're designing a mod, even a mod where bad things happen if there's a problem, no multiblock should have a catastrophic failure mode.

That said, I'm pretty sure the boiler did not cross chunk boundaries. When talking about chunk-loading problems, I'm making a wild guess at something that might prevent water from flowing to the boiler properly, since the water source wasn't in the same chunk. I'll never really know what happened.

MauveCloud

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4,612

Saturday, February 25th 2017, 9:51pm

The corollary is that if you're designing a mod, even a mod where bad things happen if there's a problem, no multiblock should have a catastrophic failure mode.


You realize that even IC2 has a multiblock with a "catastrophic failure mode", right? The nuclear reactor can produce an explosion 2-3 times bigger than the boiler explosion you showed, depending on what other blocks you have around it.

4,613

Sunday, February 26th 2017, 5:47am

To answer how it's possible to make a crop and rubber farm with opencomputers: the geolyzer can see adjacent block metadata. OC is really quite a powerful mod.

4,614

Sunday, February 26th 2017, 6:53pm

Hi, I have the next crash when attempting to play with modular armor equipped. It's appears after some time after equipping and moving around/recieving damage, but first crash was caused by simple equipping modular helmet. I have similar configuration of plate for all items: 3 ruby, 2 mithrill, 1 polyethylene.
http://pastebin.com/yH7Rec5t

MauveCloud

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4,615

Sunday, February 26th 2017, 9:16pm

Here's another problem I'd like to figure out:

Railcraft for 1.10.2 doesn't currently have water tanks (to supply boilers, ore washers, autoclaves, biomass production, etc.) or iron/steel tanks (for buffering steam, biogas, or whatever).


I did some searching myself, and this is the best I've come up with so far:
https://bdew.net/pressure/infinite-water-source/
https://bdew.net/pressure/multiblock-tanks/

However, I'd disable the recipe for the eponymous block from the mod (which is crazy overpowered), and any blocks that specifically require it as input/output. Looking on GitHub, it has a recipes.cfg, so I probably wouldn't even need CraftTweaker.

I've gotten conflicting results as to whether this mod will work with GregTech pipes: in creative mode, I was able to get the infinite water source and pump from the mod to fill a small boiler via small copper pipes (despite not visually connecting to them), but when I tried it in my survival world with a small boiler that was already running, it didn't.

Edit: connecting a wooden pipe after letting the boiler cool down reveals that steam is getting into the pipes, despite being below the boiler (the wooden pipe ignites immediately, though planks placed in the same position do not). I will file a bug.

To answer how it's possible to make a crop and rubber farm with opencomputers: the geolyzer can see adjacent block metadata. OC is really quite a powerful mod.

That's a neat trick, and not exactly easy to find in the OC documentation. However, after realizing I didn't really need to leave the roof of my charcoal pile in place, I came up with a different technique for populating it manually (with a little help from InvTweaks "auto-refill" option, so I guess not completely manual) that I find easier to deal with, so I'm less certain I want to bother installing OC.

This post has been edited 1 times, last edit by "MauveCloud" (Feb 26th 2017, 10:05pm)


4,616

Yesterday, 9:36am

I think I'm done with Gregtech.
I hope you will think about importance of backup in future.
Ideal Industrial Assembly (IIA) - my pretty hard modpack based on GT5.09 https://yadi.sk/d/y6jW8SH6mjuAV

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