gcewing Posted August 29, 2012 Author Posted August 29, 2012 Okay, I can add that, but I haven't been able to reproduce the problem you describe. Placing a torch in the beam path and then breaking it doesn't seem to result in any floodlight beam blocks being dropped for me. Is that all you did, or was there more to it? Quote
Mineshopper Posted August 30, 2012 Posted August 30, 2012 I'm not entirely sure if it was a problem.... but, what initially caused it was when a torch block existed where it placed the floodlightbeam block (on the ground). Upon destroying the torch, the torch and floodlightbeam block dropped. I can test it again and I'll get back to you on whether I can make it happen again. EDIT: Sent you bug vid. Quote
kaj Posted September 11, 2012 Posted September 11, 2012 first. I love your mod. please add angled(or down -> up) lights. anyway, a small bug report Although I'm not able to reproduce the torch bug, we found that 'severing' the beam of light with a forcefield from the mffs mod causes 'torch beam' items to drop, where the field intersects the beam. No errors in console. the versions we are using are GregsLighting-1.2-mcpc-r1.zip and mffs_rev7_for_1.2.5-bukkit.zip. will pastebin modlist / configs if that helps Quote
gcewing Posted October 1, 2012 Author Posted October 1, 2012 Well, I've completed my first 1.3 conversion project. At least I think so. Hope it works for everyone! Quote
Lefty Posted October 2, 2012 Posted October 2, 2012 One question. Is it only visible effect so mobs can spawn on the bottom if there is too much space between ground and lamp or dont they? Quote
gcewing Posted October 2, 2012 Author Posted October 2, 2012 One question. Is it only visible effect so mobs can spawn on the bottom if there is too much space between ground and lamp? No, it should have all the effects of torchlight, including prevention of mob spawning. Quote
CovertJaguar Posted November 4, 2012 Posted November 4, 2012 Your lights mess with my structures, your invisible block needs to return true to Block.isAirBlock(). Quote
gcewing Posted November 4, 2012 Author Posted November 4, 2012 Your lights mess with my structures, your invisible block needs to return true to Block.isAirBlock(). What kind of structures does this affect, so I can test it? Quote
CovertJaguar Posted November 4, 2012 Posted November 4, 2012 Iron Tanks Primarily, they require the center to be empty. Quote
gcewing Posted November 5, 2012 Author Posted November 5, 2012 Iron tank problem should be fixed now. Quote
Bunny_Joy Posted November 9, 2012 Posted November 9, 2012 It works in the latest IC2 open beta with forge 355, but it spams the server console with: 2012-11-09 17:14:22 [iNFO] [sTDOUT] [iC2] WARNING: gcewing.lighting.ic2.TEFloodlightIC2@2f31b250 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true. Quote
gcewing Posted November 10, 2012 Author Posted November 10, 2012 2012-11-09 17:14:22 [iNFO] [sTDOUT] [iC2] WARNING: gcewing.lighting.ic2.TEFloodlightIC2@2f31b250 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true. I'm not getting any such messages. What version of IC2 are you using, exactly? Are there any special circumstances under which it happens? Quote
Bunny_Joy Posted November 10, 2012 Posted November 10, 2012 I think the floodlight may have been turned off, but I'll try to replicate the issue Quote
CovertJaguar Posted November 18, 2012 Posted November 18, 2012 Putting the jar in a zip results in us accidentally removing the mod every time we update the ForgeCraft server. Quote
gcewing Posted November 20, 2012 Author Posted November 20, 2012 Putting the jar in a zip results in us accidentally removing the mod every time we update the ForgeCraft server. Sorry about that! I'll try to do something about it in the next release. Quote
pantheis Posted November 23, 2012 Posted November 23, 2012 2012-11-09 17:14:22 [iNFO] [sTDOUT] [iC2] WARNING: gcewing.lighting.ic2.TEFloodlightIC2@2f31b250 didn't implement demandsEnergy() properly, no energy from injectEnergy accepted although demandsEnergy() returned true. I'm not getting any such messages. What version of IC2 are you using, exactly? Are there any special circumstances under which it happens? I had a 463MB log file because of this error spamming over and over and that was with only about 16 of the IC2 Floodlights active. Forge 6.0.1.355 / IC2 1.108 beta, Greg's Lighting 1.5 for Minecraft 1.3.2. You can recreate this by placing a light down, powering it up (I used MFSU -> MV transformer -> LV transformer -> light with appropriate wiring in between each block. It should start generating spam on the server console in SMP. -edit- More information about this. I can duplicate this only when I setup an array of lights, at least 9, (but I have 25 of them). As I start turning them on, once I hit the 9th, and sometimes the 10th light turned on, this starts spamming in the log. The EU Meter on the one glass fiber line feeding all of them reports 25 EU/T usage, so this is really strange. It also happens that sometimes I can get 9 turned on without the error, and sometimes only 8. It depends on which lights I seem to turn on. I've upgraded to the latest version for Minecraft 1.4.2 (Greg's Lighting 1.6.2) and have tried removing and placing the lights down again. Same issues. So odd. I've looked over the source for the 1.6.3 version you have posted and as far as I can tell you've done everything right, so I'm really confused. -edit again- This seems to be a problem resulting from only having an internal energy storage of 5 eu, but you're asking for more energy every tick, which results in a whole lot of 1 EU energy requests and is overall very bad for the IC2 electrical net. I've fixed this in a copy of your source by making two small changes. In TEFloodLightIC2.java: line 10 maxEnergy = 64; line 24: return energy < 32; Those two changes will increase the internal buffer to 64eu and only request additional EU from the energy net when it's internal buffer is under half full. This happens prior to it determining if it should be lit or not, so it will refill itself prior to that, and will still operate on less than a constant 32 eu/t input as long as it can get 1 eu a tick, but the larger buffer allowed for energy loss over long cables to sometimes give it no energy in a tick. I was finding with a 32 EU buffer it was causing a large array of the lights to strobe. This change will reduce server lag and stop the spam at the same time. Quote
nworB_cirE Posted November 30, 2012 Posted November 30, 2012 I saw you're planning on adding RP power. If that ever happens, that will be great. Any chance of ever supporting BC3 power, or is that too OP (redstone engines)? I would use the transformers mod, but I haven't been running IC2 lately. Quote
gcewing Posted December 1, 2012 Author Posted December 1, 2012 I've fixed this in a copy of your source by making two small changes. ... Those two changes will increase the internal buffer to 64eu and only request additional EU from the energy net when it's internal buffer is under half full. Thanks, this makes a lot of sense in terms of improving efficiency. I'll incorporate it into the next version. There does appear to be a bug in IC2, though. It seems like it should work with a smaller buffer, even if it's inefficient. Maybe the IC2 developers should be told about it? Quote
gcewing Posted December 1, 2012 Author Posted December 1, 2012 I saw you're planning on adding RP power. If that ever happens, that will be great. It all depends on Eloraam. As soon as she releases an API for Redpower blutricity, I'll get onto it. Any chance of ever supporting BC3 power, or is that too OP (redstone engines)? No immediate plans, but I'll consider it. As for power, is there an agreed rate of conversion between EU and MJ? Quote
pantheis Posted December 11, 2012 Posted December 11, 2012 Any chance of ever supporting BC3 power, or is that too OP (redstone engines)? No immediate plans, but I'll consider it. As for power, is there an agreed rate of conversion between EU and MJ? There are a couple of conversion factors for them with one of the ones most used being from the IC2 Transformers mod. 2.5 EU = 1MJ. Quote
Nentify Posted April 3, 2013 Posted April 3, 2013 2013-03-30 23:46:50 [sEVERE] Encountered an unexpected exception t t: Exception while updating neighbours > at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:951) > at ho.r(DedicatedServer.java:309) > at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:857) > at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:744) > at fy.run(ThreadMinecraftServer.java:16) Caused by: java.lang.NullPointerException > at gcewing.lighting.Floodlight.setBeamIntensity(Floodlight.java:141) > at gcewing.lighting.Floodlight.propagateBeam(Floodlight.java:108) > at gcewing.lighting.Floodlight.updateBeamInDirection(Floodlight.java:29) > at gcewing.lighting.Floodlight.updateBeams(Floodlight.java:21) > at gcewing.lighting.BlockFloodlightBeam.a(BlockFloodlightBeam.java:81) > at yc.m(World.java:1102) > at yc.h(World.java:1069) > at yc.f(World.java:1009) > at yc.e(World.java:967) > at forestry.arboriculture.gadgets.BlockLeaves.removeLeaves(BlockLeaves.java:80) > at forestry.arboriculture.gadgets.BlockLeaves.b(BlockLeaves.java:245) > at in.g(WorldServer.java:603) > at in.b(WorldServer.java:312) > at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:945) > ... 4 more I'm getting this error from time to time which completely crashes the server. Any ideas? Quote
Sinxar Posted June 5, 2013 Posted June 5, 2013 Is there any plans to update this to 1.5.2+? This seems to be the only replacement for wrath lamps that I can find. Quote
screamingape Posted August 2, 2013 Posted August 2, 2013 running craftbukkit-1.6.2-R0.1-20130801.171904-18.jar, icon for crafted glowing alloy ingot disappears before it can be collected. Unable to craft lamps. Help? Quote
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