I'm not sure I really understand the usefulness of the Buffer block. Items can move between different types of pipes with no difficulty. And a chest is a much more familiar candidate for what the Buffer does (at least partly). Is the Buffer meant for BuildCraft? Because I've never used it. That may be the reason why I'm doubting its usefulness.
edit: I must apologize. All my posts so far have been criticizing of the mod, and I never really got to say the good stuff, like how awesome these new blocks are. So, thank you for the mod, immibis. Really makes automatic factories a heck of a lot more organized.
I'm not sure I really understand the usefulness of the Buffer block. Items can move between different types of pipes with no difficulty. And a chest is a much more familiar candidate for what the Buffer does (at least partly). Is the Buffer meant for BuildCraft? Because I've never used it. That may be the reason why I'm doubting its usefulness.
The buffer works like a RedPower relay, but:
It was created before the relay.
It works in both directions (BC -> RP and RP -> BC)
It has a bigger inventory.
It could in theory be used to make a logistics network using CC, BC and TubeStuff, although this network would be very complicated and difficult to program. (Not to mention that you can make one with pure CC, though it would be slow)
edit: I must apologize. All my posts so far have been criticizing of the mod, and I never really got to say the good stuff, like how awesome these new blocks are. So, thank you for the mod, immibis. Really makes automatic factories a heck of a lot more organized.
For the benefit of anyone else reading this confused, Forge's new chunk loading API attempts to limit the total number of chunks loaded by each mod. DA bypasses this (unless you turn it off in the config file).
Immibis, I'm almighty annoyed at you right now... You're making me work to stop you..
I've already argued this in IRC (and got banned from #minecraftforge by Lex). Both me and ChickenBones are going to bypass the limit. I wouldn't be surprised if other mods do this too.
And I still don't understand why Forge should add restrictions because of misbehaving mods. If a mod used 70% CPU to get the list of loaded chunks, that should be its problem, not Forge's.
It works in both directions (BC -> RP and RP -> BC)
It has a bigger inventory.
It could in theory be used to make a logistics network using CC, BC and TubeStuff, although this network would be very complicated and difficult to program. (Not to mention that you can make one with pure CC, though it would be slow)
Also, it auto-outputs stuff. I'm not sure exactly how, but I always seem to find a nifty use for it.
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NNID: Ivysaur1996 | Steam: ivysaur1996 (that ivy guy) | More info
And I still don't understand why Forge should add restrictions because of misbehaving mods. If a mod used 70% CPU to get the list of loaded chunks, that should be its problem, not Forge's.
Not to mention the fact that if its causing problems on a server it should be the responsibility of the server administrators to deal with it.. I guess **** finally started rolling up hill though?
No, no your are not. It means more work from cpw that could be better spent on new features, but this loophole will be closed.
so now, limits that nobody wants are "features"?
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Not to mention the fact that if its causing problems on a server it should be the responsibility of the server administrators to deal with it.. I guess **** finally started rolling up hill though?
How would an administrator deal with it if the administrative tools I put in place for dealing with it got subverted by immibis? ChickenBones has agreed to respect the configuration. Immibis will be *made* to respect it. I can block the mod from doing what it's doing. I would rather not though.
Except every server administrator in existence? Yeah. no. Not buying it. Immibis now has a way to request a non-default configuration, I suggest he uses it or finds his mod having a very hard time working at all...
personally, i've been a server admin for a private MC server for the last couple years and if i can't chunk load as many chunks as i please, that's broken, shut your own mouth again please.
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24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
For the benefit of anyone else reading this confused, Forge's new chunk loading API attempts to limit the total number of chunks loaded by each mod. DA bypasses this (unless you turn it off in the config file).
And I still don't understand why Forge should add restrictions because of misbehaving mods. If a mod used 70% CPU to get the list of loaded chunks, that should be its problem, not Forge's.
OK. I'll bite quickly. Because I don't want a stupid mod to destroy the game for every other mod. Chunkloading has massive sideways impacts and can't be allowed to be laissez-faire. It's why Lex removed all chunkloading capability in Forge 4.0. I added it back, because it *needs* to exist in some form, but I put in place a mechanism which allows for end-user (and especially administrator) control and sets sane limits for normal play.
I have recently, at the request of chickenbones (by the way, why the f**k didn't you just *ask*?), added in a few extra features so chunkloading config remains centralized in a single config file for *all* chunkloading, and allows, by default, mods to override their default chunkloading configuration. Also, player tickets now exist...
Now, get that crap out of there...
personally, i've been a server admin for a private MC server for the last couple years and if i can't chunk load as many chunks as i please, that's broken, shut your own mouth again please.
Perhaps you missed the part about it being completely configurable via config file?
personally, i've been a server admin for a private MC server for the last couple years and if i can't chunk load as many chunks as i please, that's broken, shut your own mouth again please.
Easy then: set the chunks per ticket number to zero. Then every chunk loading ticket can load as many tickets as it wants. Good luck! Oh, and if you don't like it, I suppose I can remove the entire feature. Then chunkloading is gone again... Hmmmm. STFU.
if a single mod destroys the game and it's purpose is to grief, the creator should be banned and the mod blacklisted from public servers.
if a single mod destroys the game not intentionally then it still isn't forge's responsibility to force breaking it down everyone's throats, server admins are smart enough to admin their server and remove a mod that causes them problems.
[edit] @covert, yeah probably, my bad in that case [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
if a single mod destroys the game and it's purpose is to grief, the creator should be banned and the mod blacklisted from public servers.
if a single mod destroys the game not intentionally then it still isn't forge's responsibility to force breaking it down everyone's throats, server admins are smart enough to admin their server and remove a mod that causes them problems.
[edit] @covert, yeah probably, my bad in that case [/edit]
My goal wasn't to prevent this. My goal was to give a universal way to *control* this. Hence the config file...
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Personally, I agree with Too-DAMN-Much, forge shouldn't restrict chunkloading just because it is hard on a server.
My favorite method of limiting chunkloaders is to use railcraft ones and sell the blocks for obscene amounts of in game money.
I don't see how this is forge's problem, If someone decides to kill their server by letting players force load thousands of chunks, it's their problem.
But as long as its configurable I couldn't care less.
Edit: Just tossing in here, Immibis, I think your mods are brilliant. Don't give up on modding just cause someone doesn't like you.
Too be honest i would like to see a config file that limits how many chunks can be loaded per player and server wide and if a public server wants chunkloading then they are crazy (in my opinion)!
Dimensional Anchors 50.0.1 adds a section to immibis.cfg where you can override the limit for specific players - use the format "<their username in lowercase>=<their chunk limit, or 'unlimited'>" without the brackets or quotes.
The max quota option is renamed to chunkloader.perplayer.maxChunksPerPlayer as a consequence of an internal change which allows different types of limits (controlled by chunkloader.quotaType). Currently there's just "perplayer" (the previous behaviour) and "unlimited".
Edit: Also Immibis Core 50.0.3 fixes a crash with Buildcraft.
I've noticed that this mod added RP2 blocks (Nickolite, silver, and others). It's awesome, but now there's 2 tin/copper blocks in NEI (1 for IC2 and 1 for this mod). Is there a config option to disable them?
edit: I must apologize. All my posts so far have been criticizing of the mod, and I never really got to say the good stuff, like how awesome these new blocks are. So, thank you for the mod, immibis. Really makes automatic factories a heck of a lot more organized.
The buffer works like a RedPower relay, but:
Thanks.
http://pastebin.com/nQZnDreD
set it on the ground, and there was an error.
Sorry for bad English
I've already argued this in IRC (and got banned from #minecraftforge by Lex). Both me and ChickenBones are going to bypass the limit. I wouldn't be surprised if other mods do this too.
And I still don't understand why Forge should add restrictions because of misbehaving mods. If a mod used 70% CPU to get the list of loaded chunks, that should be its problem, not Forge's.
Also, it auto-outputs stuff. I'm not sure exactly how, but I always seem to find a nifty use for it.
Not to mention the fact that if its causing problems on a server it should be the responsibility of the server administrators to deal with it.. I guess **** finally started rolling up hill though?
No, no your are not. It means more work from cpw that could be better spent on new features, but this loophole will be closed.
so now, limits that nobody wants are "features"?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
How would an administrator deal with it if the administrative tools I put in place for dealing with it got subverted by immibis? ChickenBones has agreed to respect the configuration. Immibis will be *made* to respect it. I can block the mod from doing what it's doing. I would rather not though. Except every server administrator in existence? Yeah. no. Not buying it. Immibis now has a way to request a non-default configuration, I suggest he uses it or finds his mod having a very hard time working at all...
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
OK. I'll bite quickly. Because I don't want a stupid mod to destroy the game for every other mod. Chunkloading has massive sideways impacts and can't be allowed to be laissez-faire. It's why Lex removed all chunkloading capability in Forge 4.0. I added it back, because it *needs* to exist in some form, but I put in place a mechanism which allows for end-user (and especially administrator) control and sets sane limits for normal play.
I have recently, at the request of chickenbones (by the way, why the f**k didn't you just *ask*?), added in a few extra features so chunkloading config remains centralized in a single config file for *all* chunkloading, and allows, by default, mods to override their default chunkloading configuration. Also, player tickets now exist...
Now, get that crap out of there...
Perhaps you missed the part about it being completely configurable via config file?
Easy then: set the chunks per ticket number to zero. Then every chunk loading ticket can load as many tickets as it wants. Good luck! Oh, and if you don't like it, I suppose I can remove the entire feature. Then chunkloading is gone again... Hmmmm. STFU.
if a single mod destroys the game not intentionally then it still isn't forge's responsibility to force breaking it down everyone's throats, server admins are smart enough to admin their server and remove a mod that causes them problems.
[edit] @covert, yeah probably, my bad in that case [/edit]
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
My goal wasn't to prevent this. My goal was to give a universal way to *control* this. Hence the config file...
My favorite method of limiting chunkloaders is to use railcraft ones and sell the blocks for obscene amounts of in game money.
I don't see how this is forge's problem, If someone decides to kill their server by letting players force load thousands of chunks, it's their problem.
But as long as its configurable I couldn't care less.
Edit: Just tossing in here, Immibis, I think your mods are brilliant. Don't give up on modding just cause someone doesn't like you.
Edit: As a server guy my self.
The max quota option is renamed to chunkloader.perplayer.maxChunksPerPlayer as a consequence of an internal change which allows different types of limits (controlled by chunkloader.quotaType). Currently there's just "perplayer" (the previous behaviour) and "unlimited".
Edit: Also Immibis Core 50.0.3 fixes a crash with Buildcraft.