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Greg's Lighting 1.11.2 for Minecraft 1.7.10


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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?

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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.

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  • 2 weeks later...

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

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  • 3 weeks later...

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.

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  • 1 month later...

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.

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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?

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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. :)

 

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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?

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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?

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  • 2 weeks later...

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.

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  • 3 months later...

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?

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