Fix or update MFR rednet?

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Alcheya

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I was wondering if anyone knew of a fix or a possible update for MFR rednet cables. Currently my entire mob spawner is controlled by a computer, but when I quit/restart/crash and come back, the soul cages are all spawning because of a known bug with rednet cables and them not remembering their state.

I already had to change out all my turtles for mob grinders because of a problem with CC that I still can't figure out knocking me down to 6 fps when turtles were active...

I miss RP2 :(
 

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casilleroatr

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For your spawner control computer, have your computer reset your entire rednet cable on startup. I found this problem with boilers and industrial steam engines. I kept on having to go in and manually toggle the switch again. But then I thought why not make a computer simulate me turning the redstone off and on again. I was only doing it on one channel but it is possible to save states inside the computer.
 
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Alcheya

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For your spawner control computer, have your computer reset your entire rednet cable on startup. I found this problem with boilers and industrial steam engines. I kept on having to go in and manually toggle the switch again. But then I thought why not make a computer simulate me turning the redstone off and on again. I was only doing it on one channel but it is possible to save states inside the computer.


THANK YOU! Beautiful, didn't even think about this and it makes perfect sense, though. At first it didn't work, but I think it had something to do with MC loading up the code too quickly and completely skipping the first few colors in the colors.subtract line, but after I added a small sleep, it read it perfectly and now it's working fabulously.

You wouldn't know anything about a bug that suddenly causes loops in turtles to drop fps an to unplayable level? I've had 10+ turtles going with a while true do attack loop, but recently, for some reason, it started lagging horribly. From 70 FPS to 7 with 2 turtles.
 

Silent_007

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You wouldn't know anything about a bug that suddenly causes loops in turtles to drop fps an to unplayable level? I've had 10+ turtles going with a while true do attack loop, but recently, for some reason, it started lagging horribly. From 70 FPS to 7 with 2 turtles.
I don't personally know of any new bug/change with that effect, but I've always been taught to include a sleep in loops like this for precisely that reason. The turtle can only attack at a limited frequency anyway, so I'd give that a shot.
 

Alcheya

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I don't personally know of any new bug/change with that effect, but I've always been taught to include a sleep in loops like this for precisely that reason. The turtle can only attack at a limited frequency anyway, so I'd give that a shot.


Yea, I have sleep in the loop, it still does it. Ah well, thanks anyway.
 

draeath

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If you don't yield to an API call every so often (sleep counts as one) it will terminate your CC program.
 

PhilHibbs

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I was wondering if anyone knew of a fix or a possible update for MFR rednet cables... a known bug with rednet cables and them not remembering their state.
I miss RP2 :(
What's the "known bug"? Do all outputs switch off when the PRC gets unloaded and re-loaded? That might explain some weird engine behaviour that I saw a few days ago. I'd be tempted to say "so much for it being better than RP2", but I think RP2 timers all reset themselves as well, didn't they? My timers were all broadcast wirelessly from an RP2 CPU though... I miss RP2...
 

Siro

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What's the "known bug"? Do all outputs switch off when the PRC gets unloaded and re-loaded? That might explain some weird engine behaviour that I saw a few days ago. I'd be tempted to say "so much for it being better than RP2", but I think RP2 timers all reset themselves as well, didn't they? My timers were all broadcast wirelessly from an RP2 CPU though... I miss RP2...

I very much like the PRC for all the stuff it does without having to craft all the fiddly bits that were in RP2...
 

Alcheya

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What's the "known bug"? Do all outputs switch off when the PRC gets unloaded and re-loaded? That might explain some weird engine behaviour that I saw a few days ago. I'd be tempted to say "so much for it being better than RP2", but I think RP2 timers all reset themselves as well, didn't they? My timers were all broadcast wirelessly from an RP2 CPU though... I miss RP2...


Something to do with MFR Rednet cables. They don't remember their state when the game is restarted. So if you have something on (even by lever) with different colors, they will forget when you log back on.

edit: bundled cable from rp2 didn't do this. :p
 

Henry Link

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Also, MFR Rednet cables don't connect to everything they way they should. In my case I was using a Steve Carts tree farm with a turtle to empty the tree farms inventory. But I only wanted the turtle to empty it out when the cart was on the other side of the tracks. I could not get the turtle to red the rednet cable status. I wound up putting vanilla redstone on top of the rednet cable to so the turtle could sense the signal.
 

PhilHibbs

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Can you describe a build that demonstrates this? I just tried a straight lever-cable-lamp and it works when I log out and back in, also I tried it with a PRC both in pass-through and also Pulse Lengthener, the function works fine if you log out and back in half way through the delay.
 

Alcheya

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Can you describe a build that demonstrates this? I just tried a straight lever-cable-lamp and it works when I log out and back in, also I tried it with a PRC both in pass-through and also Pulse Lengthener, the function works fine if you log out and back in half way through the delay.

Soulcages, both lever and with computercraft (needs to stay activated). if you log out and log back in, the cable's active state doesn't stick with multiple colors. Not sure if that changes with other blocks, but my autospawner did it too. If you break a line of the cable or add to the cable, it also resets the output.
 

Azzanine

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Yeah you have to put sleeps in almost every command, for SMP servers especially, you usually have to put in pauses that span a minimum of 0.2 sec (which I THINK is 200ms in latency terms, don't quote me on that). Something to do with the Lua code executing faster then world update ticks making code just simply not work.
 

Alcheya

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Ah. You didn't mention it so I assumed you didn't have it.
Try making it longer?


Making it longer doesn't help. I was playing around with some code earlier in the week and it crashed my game. It was after that the issues started. I think I broke something on my end.
 

casilleroatr

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Making it longer doesn't help. I was playing around with some code earlier in the week and it crashed my game. It was after that the issues started. I think I broke something on my end.

What code did you run, and is it still running?
 

Alcheya

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What code did you run, and is it still running?

No, its not still running, and it was part of my spawner code. I was writing the client-side turtle code to wait for the rednet communications to attack so I could toggle it from my main computer with the rest of the spawner controls.

EDIT: This is a seperate issue from the MFR Cables, don't want anyone to think they're related.
 

PhilHibbs

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Soulcages, both lever and with computercraft (needs to stay activated). if you log out and log back in, the cable's active state doesn't stick with multiple colors. Not sure if that changes with other blocks, but my autospawner did it too. If you break a line of the cable or add to the cable, it also resets the output.
I don't have any soul cages, but it doesn't matter what block is next to the cable, surely it either outputs or it doesn't? I can't get it to go wrong with a lever and a Redstone lamp. Could it be a chunk border or chunk loading issue?
 

Alcheya

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PhilHibbs

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...it doesn't matter what block is next to the cable, surely it either outputs or it doesn't?
You'd think so, but this doesn't seem to be the case. It forgets.
So it only forgets if it's next to a spawner, not if it's next to a lamp? Looking at that other thread, it looks like it's the invert function that's broken. I'll try that out tonight.