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Post hijack/necro question

Started by wilson, 07 December 2013 - 06:22 PM
wilson #1
Posted 07 December 2013 - 07:22 PM
Is there any way to do this wireless.
Lyqyd #2
Posted 07 December 2013 - 07:25 PM
For further details, the reply above was on a topic about booting computers using the peripheral methods.

The answer is no.
wilson #3
Posted 07 December 2013 - 07:48 PM
Hello my name is Wilson and i am new to this forum so please forgive any incorrect formatting of this question.

My question:
is there anyway that i can wirelessly turn on a computer.

why:
I do all my mining, farming, and building projects with turtles and i have many stationary computers that monitor and control my reactors, shields, and weapon systems in tekkit lite. However, the problem is that when i exit out of minecraft all of my turtles and computers shut off while there doing projects and other things.
This really isn`t an issues as i can make programs that store at what point in the code they were at and continue it upon start-up. The real issues is that i have to run around the map turning all of turtles on by hand. I can make a program for a kind of messenger turtle that i boot up and send out to turn on all of my other computer systems ,but that would be slow and complex ,because i would have to store all my computers` and turtles` coordinates.

Please help anything where i could just send a broad cast red net message to turn them on would be very nice or a message by wire. I could then make my turtles report to area docking bays to be turned on later.


–thanks
Lyqyd #4
Posted 07 December 2013 - 07:56 PM
As I said above, this is not possible.

Computers not turning on after chunk reload is a bug in that version. If you can reproduce it in 1.6.4 with CC 1.57, we'd be interested to hear about it.
Bomb Bloke #5
Posted 08 December 2013 - 07:30 AM
… or a message by wire.
This here is an option, but only for your computers. Turtles can't interface with wired modems.

String up a networking cable attached to wired modems, one for each computer (don't forget to activate the modems after placing them - generally right clicking lights them up). You can then run this from any one of them to start them all:

for a,b in pairs(peripheral.getNames()) do
  if peripheral.getType(b) == "computer" then peripheral.call(b,"turnOn") end
end
Edited on 08 December 2013 - 06:31 AM
wilson #6
Posted 08 December 2013 - 06:16 PM
As I said above, this is not possible.

Computers not turning on after chunk reload is a bug in that version. If you can reproduce it in 1.6.4 with CC 1.57, we'd be interested to hear about it.

So the turtles are supposed to stay on when you turn mine craft off and then back on?
… or a message by wire.
This here is an option, but only for your computers. Turtles can't interface with wired modems.

String up a networking cable attached to wired modems, one for each computer (don't forget to activate the modems after placing them - generally right clicking lights them up). You can then run this from any one of them to start them all:

for a,b in pairs(peripheral.getNames()) do
  if peripheral.getType(B)/> == "computer" then peripheral.call(b,"turnOn") end
end
network cables seem like they don`t exist in tekkit lite?
Lyqyd #7
Posted 08 December 2013 - 06:52 PM
Yes, they automatically boot back up when the chunk loads if they were on when the chunk unloaded. If they're not doing that, it's a bug in the version you're on.
Engineer #8
Posted 08 December 2013 - 06:59 PM
Tekkit lite uses cc1.50, lan cables got added in cc1.51.. how silly?
theoriginalbit #9
Posted 08 December 2013 - 07:01 PM
Tekkit lite uses cc1.50, lan cables got added in cc1.51.. how silly?
one word…………. Tekkit.
wilson #10
Posted 09 December 2013 - 12:51 PM
So how could i go about updating computer craft in tekkit lite? Thankyou everyone for answering my questions.
Bomb Bloke #11
Posted 09 December 2013 - 04:26 PM
It looks like that's on MineCraft version 1.4.7 - ComputerCraft 1.5 is the last release that'll run on that.

Oddly enough I first used CC under a similar configuration (Mindcrack) and had no issues with my computers/turtles failing to start. I eventually gave up on the world because of a certain server-stalling bug CC has in that version, but assuming it didn't delete my turtles too they always started up again (sometimes after a half-minute delay, but certainly without my input).

Anyway, you can't really "upgrade" it without leaving your current world behind. Redpower in particular will not work with later versions of MineCraft, and since that generates a lot of stuff around the map (all that marble and basalt for eg), converting it would be a mess.

You might as well move on to a different pack, preferably a 1.6.4 one. Or maybe wait until mods for 1.7.x start rolling out in force.
theoriginalbit #12
Posted 09 December 2013 - 07:13 PM
Or maybe wait until mods for 1.7.x start rolling out in force.
Not gunna happen for quite a long time! With no MCP that means no Forge update, with no MCP and Forge means no mods. Thank you Mojang for this!! :angry:/>
Mojang said:
It feels like we’ve been working on this for a year now, with more than half a million lines of code changed over 1,104 commits we’ve been working extremely hard on this update.
wilson #13
Posted 10 December 2013 - 03:10 PM
what is mcp? also i tried newer versions of computer craft that had advanced turtles and my turtles still shut off mid code and don`t continue it when i renter the chunk or turn minecraft off and then back on.
Bomb Bloke #14
Posted 10 December 2013 - 04:24 PM
Quick question, are you familiar with "startup" scripts?
wilson #15
Posted 10 December 2013 - 10:06 PM
for the turtles? yes. Do i just need to design it so they use startup scripts for their progarms?
Bomb Bloke #16
Posted 11 December 2013 - 12:09 AM
Presumably, yes. They certainly won't do anything when they restart if they don't have startup scripts.
wilson #17
Posted 11 December 2013 - 03:42 AM
ok, well thankyou for the help ill just have to design them to do that then.