Why does Certus Quartz behave like an air block for rendering? If you do an X-ray hack, like the redstone block & fence trick, all Certus Quartz blocks appear as holes in the landscape. As I understand it, this is causing up to 7 blocks per quartz to be loaded into the rendering engine, which is an unnecessary CPU/GPU burden. Is there a good reason for this?
This is a down side of cramming every block you make into one block id, one one of the reasons among many others that I abandoned this crusade with AE2. Basically the method(s) that tell MC if a block is a solid opaque cube isn't metadata sensitive, so I couldn't tell MC that quartz wasn't a cable, so it treats them both as transparent blocks.
This is a down side of cramming every block you make into one block id, one one of the reasons among many others that I abandoned this crusade with AE2. Basically the method(s) that tell MC if a block is a solid opaque cube isn't metadata sensitive, so I couldn't tell MC that quartz wasn't a cable, so it treats them both as transparent blocks.
Isn't solving this problem the main advantage of MC 1.7/1.8 doing away with numerical Block IDs? I mean, some mod authors seem to be pretty p'd about that change, but it's for the greater good in the end, right?
Isn't solving this problem the main advantage of MC 1.7/1.8 doing away with numerical Block IDs? I mean, some mod authors seem to be pretty p'd about that change, but it's for the greater good in the end, right?
In 1.7 they didn't get rid of the ids, they hid them behind names and references to objects. 1.8 might change things related to meta from what I understand however.
In 1.7 they didn't get rid of the ids, they hid them behind names and references to objects. 1.8 might change things related to meta from what I understand however.
Yeah, I know 1.7 didn't completely remove the numerical IDs, but I heard that 1.8 will and essentially the block's name becomes the ID. I haven't heard of any changes to meta, though, but you probably know more about that than I do.
As for game testing, I've done this, I've run crafting tests for things like HV Solars, and many other things, tested multiple recipes together, separate, multiple systems, running 1 job, running the same job for hours on end, I've never been able to re-produce it while observing the system.
Trust me on one thing I put an enormous amount of time into trying to solve that bug.
...I could have given you a world where it would stall consistently and reliably, at least once every 15 minutes. Heck, I've had that world saved for over a year. It's an old version, and I get that you aren't planning to fix it, but it isn't a hard bug to reproduce.
...I could have given you a world where it would stall consistently and reliably, at least once every 15 minutes. Heck, I've had that world saved for over a year. It's an old version, and I get that you aren't planning to fix it, but it isn't a hard bug to reproduce.
I've probobly got 3 worlds that reproduce is constantly, the issue isn't that, its that when I link the debugger or add logging, it just magically goes away that's what I meant by "observing".
I've probobly got 3 worlds that reproduce is constantly, the issue isn't that, its that when I link the debugger or add logging, it just magically goes away that's what I meant by "observing".
ah, the elusive heisenbug, hate those. nearly impossible to track down as they never reproduce themselves while debugging
This is a down side of cramming every block you make into one block id, one one of the reasons among many others that I abandoned this crusade with AE2. Basically the method(s) that tell MC if a block is a solid opaque cube isn't metadata sensitive, so I couldn't tell MC that quartz wasn't a cable, so it treats them both as transparent blocks.
Thanks for the answer. On the subject of the "removal" of block IDs, does anyone have any links that describe the changes? I'm not a modder but I am a programmer and I'd be interested in seeing what the changes are.
There's a saying, "all problems in computer science can be solved by another level of indirection". The corollary is, "...except for the problem of too many layers of indirection".
As far as I can see it, while the changeover from IDs to strings is a step in the right direction, there's still going to be numbers under the hood, and those numbers are still two bytes long. Hiding the numbers is probably a pre-cursor step to expanding the ID range to 4 bytes, but that will require a major update to the Anvil file format, and I haven't heard that that is happening yet. Doubling the size of everyone's world files is quite a big step to take.
Its looking good, i have a sugestion for the import bus though, make it so that when your using storage buses on the network that you can choose whether to send items to the drives or chests
It already has features for you to do that, check the tips pages on the wiki. The storage bus will operate more or less like another ME chest in terms of priority.
I just discovered this mod and would love to use it in my current world but I'm a bit worried about worldgen. Would it be possible to adjust worldgen on already created chunks? I know some mods can do this but not sure of this one.
Thanks
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
For AE rc-14 Finale3 Is there anyway to upload new stuff to a spatial storage cell that has already been uploaded to. I am thinking of creating a Matrix style adventure map.
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I am the true Sith one so powerful He snaps his fingers and whole systems die
For AE rc-14 Finale3 Is there anyway to upload new stuff to a spatial storage cell that has already been uploaded to. I am thinking of creating a Matrix style adventure map.
The Spatial Cell can have its Content swapped with any pylon setup of the same X,Y,Z Dimensions. However you cannot change the imprinted size once used.
I was actually thinking with the 128x128x128 I would build a world space ,but I was wondering if it was possible to not have to swap in and out each time. Just upload a player into the space or digitize blocks into the space this could prove for some amazing maps. Matrix ,Inception ,but so far in my testing there is only an upload then re-put into the world. I know that it persists because I kill myself in the dimension and come back to the area and re-put it into the world my items that dropped are there. How hard would to give it two modes upload to it. IE Initial upload then send a player or new blocks into the pocket dimension and then a down load system.
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I am the true Sith one so powerful He snaps his fingers and whole systems die
I'm running into some weirdness with the quantum bridge using Rv14-finale3, and forum/Google searches for it come up empty.
I have a controller, terminals, storage drives, RC tanks (using ExtraCells), and one side of a quantum bridge at my main base. About .5 km away I have a bee farm with the other side of the quantum bridge wired to my forestry machines, tanks, and some terminals. Power is from the main base going through a Thermal Expansion 3 tesseract. I have a ChickenChunks chunk loader at the main base which covers everything. At the bee farm I have spot loaders doing the same and I've confirmed that everything at the bee farm is covered by them.
With the quantum bridge connected, the ME network reboots every 15-30 seconds or so, which is annoying, but I can live with it. The real problem is that the ME Controller is occasionally disconnecting from its attached cable, both functionally and visually. If I break the controller and replace it, it reconnects and starts working again for a little bit, then breaks again.
If I break the connection to the quantum bridge and replace the controller again, it starts working and doesn't break, but as soon as I reconnect the quantum bridge, it's only a matter of time before it breaks again. Rebooting my game server helps for awhile, but not for long. I'm going to try removing the spot loaders from the bee farm and seeing if that makes a difference. If anyone else has run into this I'd love to hear about it.
I was actually thinking with the 128x128x128 I would build a world space ,but I was wondering if it was possible to not have to swap in and out each time. Just upload a player into the space or digitize blocks into the space this could prove for some amazing maps. Matrix ,Inception ,but so far in my testing there is only an upload then re-put into the world. I know that it persists because I kill myself in the dimension and come back to the area and re-put it into the world my items that dropped are there. How hard would to give it two modes upload to it. IE Initial upload then send a player or new blocks into the pocket dimension and then a down load system.
I only really wan to support the bi direciotnal swap feature that is currently in place, since it already has lots of uses.
This is a down side of cramming every block you make into one block id, one one of the reasons among many others that I abandoned this crusade with AE2. Basically the method(s) that tell MC if a block is a solid opaque cube isn't metadata sensitive, so I couldn't tell MC that quartz wasn't a cable, so it treats them both as transparent blocks.
In 1.7 they didn't get rid of the ids, they hid them behind names and references to objects. 1.8 might change things related to meta from what I understand however.
...I could have given you a world where it would stall consistently and reliably, at least once every 15 minutes. Heck, I've had that world saved for over a year. It's an old version, and I get that you aren't planning to fix it, but it isn't a hard bug to reproduce.
I've probobly got 3 worlds that reproduce is constantly, the issue isn't that, its that when I link the debugger or add logging, it just magically goes away that's what I meant by "observing".
ah, the elusive heisenbug, hate those. nearly impossible to track down as they never reproduce themselves while debugging
Thanks for the answer. On the subject of the "removal" of block IDs, does anyone have any links that describe the changes? I'm not a modder but I am a programmer and I'd be interested in seeing what the changes are.
There's a saying, "all problems in computer science can be solved by another level of indirection". The corollary is, "...except for the problem of too many layers of indirection".
As far as I can see it, while the changeover from IDs to strings is a step in the right direction, there's still going to be numbers under the hood, and those numbers are still two bytes long. Hiding the numbers is probably a pre-cursor step to expanding the ID range to 4 bytes, but that will require a major update to the Anvil file format, and I haven't heard that that is happening yet. Doubling the size of everyone's world files is quite a big step to take.
It already has features for you to do that, check the tips pages on the wiki. The storage bus will operate more or less like another ME chest in terms of priority.
Thanks
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
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Hope to see everyone on the other side soon
I am the true Sith one so powerful He snaps his fingers and whole systems die
don't click this link...
The Spatial Cell can have its Content swapped with any pylon setup of the same X,Y,Z Dimensions. However you cannot change the imprinted size once used.
I am the true Sith one so powerful He snaps his fingers and whole systems die
don't click this link...
I have a controller, terminals, storage drives, RC tanks (using ExtraCells), and one side of a quantum bridge at my main base. About .5 km away I have a bee farm with the other side of the quantum bridge wired to my forestry machines, tanks, and some terminals. Power is from the main base going through a Thermal Expansion 3 tesseract. I have a ChickenChunks chunk loader at the main base which covers everything. At the bee farm I have spot loaders doing the same and I've confirmed that everything at the bee farm is covered by them.
With the quantum bridge connected, the ME network reboots every 15-30 seconds or so, which is annoying, but I can live with it. The real problem is that the ME Controller is occasionally disconnecting from its attached cable, both functionally and visually. If I break the controller and replace it, it reconnects and starts working again for a little bit, then breaks again.
If I break the connection to the quantum bridge and replace the controller again, it starts working and doesn't break, but as soon as I reconnect the quantum bridge, it's only a matter of time before it breaks again. Rebooting my game server helps for awhile, but not for long.
I'm going to try removing the spot loaders from the bee farm and seeing if that makes a difference. If anyone else has run into this I'd love to hear about it.You can use COFH Core to do retro gen, or you can use mystcraft, AE doesn't have its own retro-gen
I only really wan to support the bi direciotnal swap feature that is currently in place, since it already has lots of uses.
.
I'm using version rv14.finale3