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[LanteaCraft / SGCraft] == ccDHD ==

Started by Dog, 09 January 2014 - 11:28 PM
Dog #1
Posted 10 January 2014 - 12:28 AM
It's time to retire that dusty, 10,000 year old DHD and control your stargate(s) with modern ComputerCraft technology!

ccDHD is a multi-computer system for controlling a LanteaCraft or SGCraft stargate. The 'main package' is made up of ccDHD (the client) and gateLiaison (the server). ccDialer is an optional add-on. It allows you to manage your address book and wirelessly dial addresses from an advanced wireless pocket computer. Another optional add-on is gateBuddy. gateBuddy can be used for gates 'away from home' and other locations where ccDialer functionality is desired, but a full install of ccDHD and gateLiaison is not feasible.

Please take the time to read this entire post before starting. This is important. The package is designed to be a 'complete' solution to managing your stargates; so there are quite a few little details that may or may not be obvious at first. Reading through this material once will probably be all you need to do…but, since there is no tl;dr version you may wish to read the requirements and download portions, then return for the operating instructions after installing ccDHD for the first time. If you aren't familiar with the basics of downloading a file via pastebin from within ComputerCraft, I strongly recommend that you familiarize yourself with that prior to attempting this.

ccDHD is compatible with LanteaCraft, SGCraft, Stargate Atlantiscraft/soccerguy3's SGCraft builds, and Dockter's SGCraft builds

For users of MC 1.12.2 looking for a compatible version of ComputerCraft, I recommend SquidDev's cc:Tweaked
Those looking for an MC 1.12.2 compatible version of SGCraft should take a look at Dockter's SGCraft and Stargate Atlantiscraft

Please note: ccDHD is NOT compatible with ComputerCraft 1.74 or ComputerCraftEdu 1.74 or the combined CC/CCEdu 1.74 jar. This includes modpacks that use these versions [e.g. Tekkit Legends]

Spoiler

- The ccDHD suite of programs now supports the 'new' LanteaCraft (LC2-16+) and no longer supports the 'old' LanteaCraft (1.7.10-70).
- The ccDHD suite of programs now supports the 'new' SGCraft (1.11.x) and no longer supports the 'old' SGCraft (1.9.x)
- A version of the ccDHD suite for 'old' LanteaCraft and 'old' SGCraft is available in the downloads section as version 1.5.

- SGCraft: 1.11.x or later is required (either MC 1.7.10, MC 1.8.9, MC 1.12.2)
- LanteaCraft: LC2-16 or later is required (MC 1.7.10)
- LanteaCraft: Pause/resume dialing in ccDHD/ccDHDlite and ccDialer
- LanteaCraft: Discovery Dialer 2 now works with LC2
- LanteaCraft: gateLiaison/ccDHDlite do their best to 'guess' the current gate connection and iris states when started up
- LanteaCraft: Iris state tracking and communication from gateLiaison to ccDHD greatly improved.
- LanteaCraft: ccDHD now displays iris health as well as fuel percent
  - This currently reads only as 0% as this feature is incomplete in LanteaCraft atm.
- SGCraft: ccDHD & ccDHDlite now support automatic call dropping for incoming calls.
- All Programs: Implemented SquidDev's AES and Alex Kloss' base64 for all but direct gate to gate communications.
- All Programs: Implemented Anvarins' pbkdf2 for password hashing.
- gateLiaison, ccDHDlite, and ccDHDbasic work with a standard DHD if one is also connected to the gate.
- gateLiaison can now be started with monitor support force disabled (start with the command 'nomon' without the quotes)
  - this allows ccDHD & gateLiaison to share the same monitor network without issues
  - this is mostly useful when using wired communications between ccDHD & gateLiaison
- ccDHD & gateLiaison can now use wired modems to communicate.
  - In order to use wired modem communications no wireless modems can be attached to the gateLiaison machine.  You may still place a wireless modem on the ccDHD machine for Sync functionality.
  - In order to use wired modem communications both the ccDHD modem and the gateLiaison modem MUST be turned ON (this tells ccDHD that you wish to use wired comms instead of wireless and which modem to use).
  - When sharing the same monitor network cables, gateLiaison should be started with monitor support force disabled (start with the command 'nomon' without the quotes)
    - sharing the same monitor network without using 'nomon' will likely cause weird output to the monitors as they'll be updated by both ccDHD and gateLiaison.
- ccDHD & gateLiaison can now handle stargate address changes - if your gate address changes for any reason, a restart is all that is needed
- ccDHD & gateLiaison now support multiple 3x3 monitor arrays. (display a representation of the gate/chevrons)
  - Additionally, ccDHD's 3x3 monitors can act as address books simply by tapping them
- ccDHD and gateLiaison can now be launched with a side specified for redstone output (to trigger a dialing alarm if so desired)
  - e.g. ccDHD bottom
  - The alarm defaults to incoming only, for outgoing alarms as well use the keyword outgoing
    - e.g. ccDHD bottom outgoing
- ccDHD & ccDHDlite: Import now copies what's on diskette and merges it with the loaded address book instead of replacing the loaded address book
  - as this duplicates Merge! functionality, the Merge! button has been removed
  - Export still replaces what's on diskette with the loaded Address Book (no merging takes place)
- ccDHD & ccDHDlite: Address Book can now be (re)loaded via the Address Book Management pop-up
- ccDHD & ccDialer: Syncing address books back and forth should be *much* more reliable in noisy environments
- ccDHD & ccDialer: Syncing address books now will update existing entries as well - any 'default' data in existing entries of the target will be replaced by user generated data if it exists in the source
- ccDHD & ccDialer: Right clicking an address in details view now returns you to dial view and attempts to dial the address.
- ccDHD & ccDialer now display the state of the remote gate's iris.
  - ccDHD indicates remote iris status immediately after the connected address. (green = open, red = closed, gray = unknown)
  - ccDailer indicates remote iris status with the [I] button. (green = open, red = closed, gray = unknown)
- ccDHD & ccDialer now send hashed/salted & encrypted passwords instead of plain-text.
- ccDHD now stores passwords hashed/salted instead of in plain-text.
- ccDHD: Sync (in settings) now offers basic and full Sync for ccDialer (basic = dial/end/remote iris, full = basic + address book sharing)
- ccDHD: End Call Iris (in settings) can now open or close the iris (or do nothing) when a call ends
- ccDHD: Clicking on the iris indicator will allow you to open the remote gate's iris with the proper password. (just like ccDialer)
- ccDHD: Say goodbye to TRIM mode - middle clicking an address now directly deletes it. (just like ccDialer, ccDHDlite, and ccDHDbasic)
- ccDHD: Added a separate iris password for ccDialer's remote iris open.
  - the default password is 'password' (without the quotes)
  - no longer do you have to share your lockdown password to grant access to your base.
- ccDHD can now be remotely put into lockdown mode.
  - The iris password will open the remote gate's iris if iris is closed and the remote gate isn't in lockdown.
  - The iris password will close the remote gate's iris if the iris is open.
    - This always works for ccDHD
    - gateBuddy must be started with the command line argument 'iris' (no quotes) if you want gateBuddy to be able to close the iris
      - if starting with shell.run() then quotes will be necessary - e.g. shell.run("gateBuddy", "iris")
  - The lockdown password will clear lockdown on the remote gate if the remote gate is in lockdown.
  - The lockdown password will put the remote gate into lockdown if the remote gate isn't already in lockdown.
- ccDHD now properly drops calls (for addresses configured for callDrop) when in lockdown. (bugfix)
- ccDHD now sports a new, detailed marquee display
  - the marquee monitor is the 3 wide, 1 tall monitor usually installed on top of ccDHD
  - you can switch between the old and new displays in settings
- ccDHD & gateLiaison now support 2x1 monitor arrays for displaying a connection timer
  - the timer displays connection times up to 59 minutes 59.9 seconds then rolls over to 0
  - ccDHD also shows the connection timer in the main UI header
  - gateLiaison also shows the connection timer in its UI next to gate status
- ccDialer now handles more than 5 sync hosts and lists the number of hosts found (scroll mouse or use PageUP/PageDN to change pages)
- ccDialer now indicates if a host is "Dial Only" (red) or "Dial & Sync" (green) during Sync host selection
- ccDialer now knows whether a host is "Dial Only" or "Dial & Sync" and enables/disables Sync as appropriate.
- ccDialer now shows host gate status (Idle, Dialing, Connected)
- ccDailer now indicates which address is being dialed when the call is initiated from ccDialer (via black text for the associated address book entry)
- ccDialer: if you wish to clear remote iris status manually for any reason simply middle click on the 'I' in the header
  - pressing 'END Call' will also clear remote iris status (this may change in the future)
- ccDHD/ccDHDlite/ccDHDbasic/ccDialer: Gate names can now be 12 characters long (instead of 9)
- ccDHD/gateLiaison, gateBuddy, ccDHDlite, and ccDHDbasic now all fully support having a standard DHD attached and used
- gateBuddy can now record last call data if started with the command line argument 'log' (without the quotes).
  - If starting with shell.run() you will need quotes - e.g. shell.run("gateBuddy", "log")
- gateBuddy can now CLOSE its iris if started with the command line argument 'iris' (without the quotes).
  - If starting with shell.run() you will need quotes - e.g. shell.run("gateBuddy", "iris")
- ccDHDlite can now be run in a tab.
- Introducing ccDHDbasic for SGCraft - an easy way to get started with computer controlled dialing.
- Introducing ccDialer for the Plethora Neural Interface (requires Plethora mod by SquidDev)

Important considerations

- With the change of ownership of Minecraft Forums and the lack of activity in the original LanteaCraft and SGCraft threads it seemed like it was time to release 2.0 and call it done.

- IMPORTANT: If you are *upgrading* from a version prior to RC20:
  - you MUST upgrade ALL your scripts or things won't work
  - if you are doing a fresh install, this doesn't affect you...carry on
  - If you are *upgrading* from a version prior to RC15, ccDHD will prompt you (one time) to enter your passwords on startup
    - *** make sure you know your passwords before upgrading! ***
    - this allows ccDHD to rehash your passwords with the new hash that's been implemented
    - if you are doing a fresh install, this doesn't affect you (the default passwords are set to 'password' without the quotes)

 -----

- ccDHD as a suite is now complete, there are no new features planned.

What features are missing from LanteaCraft?

- LanteaCraft has no event for receiving data between gates - therefore remote Iris open and remote Iris status (ccDialer & ccDHD) don't work with LC2.
- LanteaCraft has incomplete iris health mechanics, iris percentage reading is always 0%.
- LanteaCraft lacks a functioning power system, thus power percentage reading is always 100%.

If you try out ccDHD 2.0 please post any problems or bugs you encounter - and let me know what you think!

SpoilerccDHD
- runs on: Advanced Computer
- requires: gateLiaison
ccDHD is the main user interface and works in conjunction with gateLiaison to control a stargate. ccDHD is designed to be used in situations where full feature control is desired. ccDHD's features include initiation and termination of calls, control of the local gate iris, address book management, call logging, and biometric authentication. ccDHD can store and display 18 gates per page (with support for over 1000 pages); can handle 7 and 9 symbol addresses; allows for dial-out via touch screen, and fully supports ccDialer as a Sync host (dial/end calls, address book wireless transfer, logging of calls initiated by ccDialer).

gateLiaison
- runs on: Computer or Wireless Turtle (standard or advanced)
- requires: ccDHD
gateLiaison is the main server/gate controller and works in conjunction with ccDHD to control a stargate. gateLiaison, once installed, requires no further direct user interaction and is designed to be installed and forgotten.

ccDialer
- runs on: Advanced Wireless Pocket Computer
- requires: ccDHD (Sync: Basic or Full in settings) or gateBuddy
ccDialer is a portable version of ccDHD with some limitations. ccDialer can wirelessly dial/end calls and features full address book management ability; including wireless transfer of the address book from/to ccDHD. ccDialer can also remotely open the iris of a connected target stargate if the target is running ccDHD and it's iris password is known (or the target is running gateBuddy and any password is sent). ccDialer requires a Sync host in order to control a stargate. There are two Sync hosts available - either ccDHD with Sync turned ON or gateBuddy. Any time ccDialer finds a new Sync host during a host refresh operation you will be prompted to automatically add the new gate to your address book. No copy and paste…just dial and go!

gateBuddy
- runs on: Computer or Wireless Turtle (standard or advanced)
- requires: ccDialer
gateBuddy is a 'public-access' dialing point for use by anyone with ccDialer. Like gateLiaison, gateBuddy 'manages' a single stargate and is designed to be installed on a computer or turtle and forgotten. Unlike gateLiaison, gateBuddy doesn't work with ccDHD or support external monitors. As a basic Sync host, gateBuddy allows you to dial and end calls directly from ccDialer and open the target gate's iris (if the target gate is running gateBuddy or ccDHD and the iris password is known). gateBuddy is essentially a 'substitute' for gateLiaison & ccDHD in places where you only wish to use ccDialer for dialing.


This image outlines how the programs relate to each other and the stargate


SpoilerThese programs are provided as-is without support or promise that they'll actually work…

discoveryDialer
- runs on: Computer or Turtle (standard or advanced)
- requires: standalone: no other programs required
discoveryDialer dials gate addresses in sequence, looking for valid addresses. It might be called a war dialer for stargates. discoveryDialer remembers where it left of, so it's safe to quit the program any time and you won't lose your progress. discoveryDialer saves valid addresses in human readable format.

discoveryImporter
- runs on: Computer or Turtle (standard or advanced)
- requires: discoveryDialer address file
discoveryImporter imports a discoveryDialer address list into a ccDHD address book. If no ccDHD address book is found then one will be created.

SpoilerHARDWARE LAYOUT EXAMPLE (Stargate-CC Adapter only required for SGCraft or OLD LanteaCraft):
[attachment=2622:StargateSetup2 (alt).jpg] ………….. Here's a larger view ….. Here's a detailed view of ccDHD setup

ccDHD UI:
…… Dial UI ………….. Trim UI ….. Gate View/Edit UI
[attachment=2250:DialScreen2.png] [attachment=2149:TrimScreen2.png] [attachment=2301:ViewEditScreen2.png]

Settings UI ……. Log Screen
[attachment=2304:SettingsScreen2.png] [attachment=2147:LogView2.png]

DHD Help ……… Lockdown
[attachment=2349:ccDHD2help.png] [attachment=1593:Lockdown.png]

gateLiaison UI:
Status Screen
[attachment=1751:gateLiaison2.png]

ccDialer UI:... BioPup UI:
[attachment=2485:ccDialer2.png]...[attachment=2229:BioPup_userInfo.png]

Spoiler- LanteaCraft LC2-16 or newer (MC 1.7.10 / CC 1.73 - 1.75)
or
- SGCraft 1.11.x or newer (MC 1.7.10 / CC 1.73 - 1.75 // or // MC 1.8.9 / CC 1.77+)
and optionally
- A Biometric Lock from Gopher's Peripherals 2.2 (MC 1.7.10 / CC 1.73 - 1.75) (use BioPup to program biolocks)

- See the screenshots for example hardware layouts

- Ensure computers (especially gateLiaison) are chunk loaded or strange program behavior can result. See this post for detailed information.

ccDHD requires the following:

- gateLiaison to connect to (gateLiaison does not need to be installed first, but ccDHD will not complete initialization until gateLiaison is up and running)
- Advanced Computer with a wireless modem and/or a wired modem networked to the gateLiaison machine
  - When using wired modems between ccDHD & gateLiaison, a wireless modem may still be attached for Sync functionality
- ccDHD is written to use full screen - it can be run in CraftBang, or a CraftOS tab, but not in any system that alters the width of the screen...or shrinks the height by more than 1
- ccDHD does not work in OneOS
- new directory: /data (automatically created)
- Multiple 3x3, 3x1, or 1x1 Advanced Monitor Arrays (optional) - the monitors provide additional features and may be connected directly and/or via modem/network cable
- 1 or more Biometric Locks from Gopher's Peripherals (optional) - use BioPup to program biolocks

gateLiaison requires the following:

- 'new' LanteaCraft (ccDHD 2.0): A stargate to connect to
- 'old' LanteaCraft, 'old' SGCraft (ccDHD 1.5) & 'new' SGCraft (ccDHD 2.0): A Stargate-ComputerCraft Adapter block (with attached stargate) to connect to
- Computer (standard or advanced) with a wireless modem (or a wired modem networked to the ccDHD machine), or a wireless turtle (standard or advanced)
  - If using a turtle, the adapter block must be directly connected and no monitors can be used.
  - If using a computer, the adapter block may be connected directly or via network cable and multiple 3x monitor arrays are supported.
- gateLiaison can probably run in a small-ish window, but has only been tested in CraftOS and Craftbang.
- gateLiaison does not work in OneOS
- new directory: /data (automatically created)
- 1 or more 3x1 Monitor arrays (standard or advanced) (optional)
- 1 or more 3x3 monitor arrays (standard or advanced) (optional)
  - Monitor arrays may be connected directly and/or via modem/network cable
  - Mixing standard and advanced monitors will result in all monitors displaying in black and white

--#  NOTES  #--
- Once gateLiaison is set up and running...if you ever need to quit gateLiaison for any reason, simply press 'q' to gracefully exit
- When running gateLiaison 1.5 for the first time with 'old' LanteaCraft you will be asked to select a side for shield/redstone output
  - If you are not using a shield or using the redstone signal to trigger something else; simply select an unused side to continue
- gateLiaison 1.5 does not support directly connected monitors, only monitors connected via modem/network cable
If you're using gateLiaison's redstone output to control an MFFS shield, you can find basic instructions on how to set up MFFS in this post.

ccDialer requires the following:

- A Sync host to connect to - ccDHD (with 'Sync' set to Basic or Full in settings) or gateBuddy
- Advanced Wireless Pocket Computer
- new directory: /data (automatically created)

gateBuddy requires the following:

- 'new' LanteaCraft (ccDHD 2.0): A stargate to connect to
- 'old' LanteaCraft, 'old' SGCraft (ccDHD 1.5) and 'new' SGCraft (ccDHD 2.0): A Stargate-ComputerCraft Adapter block (with attached stargate) to connect to
- Computer (standard or advanced) with a wireless modem, or a wireless turtle (standard or advanced)
  - The adapter block must be directly connected if using a turtle. It may be connected directly or via network cable if using a computer.
- NOTE that gateBuddy's features are accessed exclusively via ccDialer

Spoiler
SpoilerccDHD 1.5

pastebin: jriyySTL
ComputerCraft: pastebin get jriyySTL startup

gateLiaison 1.5

pastebin: PLy9GAWt
ComputerCraft: pastebin get PLy9GAWt startup

ccDialer 1.5

pastebin: TUQvDbbm
ComputerCraft: pastebin get TUQvDbbm ccDialer

gateBuddy 1.5

pastebin: 1U2XPPCw
ComputerCraft: pastebin get 1U2XPPCw startup

SpoilerdiscoveryDialer 1

pastebin: BiXu3DfW
ComputerCraft: pastebin get BiXu3DfW discoDialer

discoveryAddressImporter

pastebin: AAjVTFA3
ComputerCraft: pastebin get AAjVTFA3 discoImport

SpoilerccDHD 2.0

pastebin: 39UhE8Nz
ComputerCraft: pastebin get 39UhE8Nz startup

gateLiaison 2.0

pastebin: NZrxstWF
ComputerCraft: pastebin get NZrxstWF startup

ccDialer 2.0

pastebin: MKAZXSny
ComputerCraft: pastebin get MKAZXSny ccDialer

gateBuddy 2.0

pastebin: B81kt39c
ComputerCraft: pastebin get B81kt39c startup

ccDialer 2.0 for Plethora Neural Interface

pastebin: VgUMbZyF
ComputerCraft: pastebin get VgUMbZyF ccDialer

SpoilerdiscoveryDialer 2

pastebin: yg67N4UT
ComputerCraft: pastebin get yg67N4UT discoDialer

discoveryAddressImporter

pastebin: AAjVTFA3
ComputerCraft: pastebin get AAjVTFA3 discoImport

BioPup (for programming Biolocks)

pastebin: H8LKg8kS
ComputerCraft: pastebin get H8LKg8kS BioPup

Spoiler
SpoilerWhile most of ccDHD's operation is straight forward, some things aren't explained in the help (F1) or could use further clarification…

Settings:

- 'Sync' can be set to OFF, Dial-Only or Full.  Dial-only allows ccDialer to dial/end calls and open the remote iris.  Full adds address book sharing.
- 'Highlight Gate' makes the local address stand out in Dial/Trim modes and on the list monitor
- 'Bio' sets the function for the Biometric Scanner during normal operation - it can control the shield/iris or trigger a lockdown
- 'Incoming Iris' determines whether the iris automatically closes during an incoming call (whitelisted addresses are excluded)
- 'END Call Iris' determines whether the iris automatically opens whenever a call disconnects
- The DEFAULT Lockdown Password is 'password' (without the quotes)
- The DEFAULT Remote Iris Password is 'password' (without the quotes)

Dial Mode (Touch Screen):

1x1 list monitor & 3x1 marquee monitor:
- Touch a gate entry on a 1x1 list monitor to display its notes on the 3x1 marquee monitors
- Touch a 1x1 list monitor again to return to the address list and standard 3x1 marquee
- When viewing a gate's notes, touch a 3x1 marquee monitor to dial
- When the gate is dialing, touch any 3x1 marquee monitor to pause/resume dialing (LanteaCraft) or to end the call (SGCraft)
- When the gate is connected, touch any 3x1 marquee monitor to end the call (LanteaCraft & SGCraft)

3x3 gate image monitor:
- Tap the 3x3 gate image monitor to bring up the address book
  - Tap 'Dial' next to an address to dial that address
  - Tap 'Hangup' next to any address to disconnect
  - Tap 'Close' to return to the gate image

Dial Mode / Address Management (Main Screen / Logs Screen):

--# Main Screen #--
- Left click an address to dial
- Left click the address being dialed to pause/resume dialing (LanteaCraft only)
- Right click an address to view/edit the details for that address
  - When viewing/editing the details of a gate, you can reorder your address book by changing the address book entry number at the top right
  - When viewing/editing the details of a gate, you can dial that gate by right clicking on the address
  - Scroll your mouse wheel when viewing/editing a gate to switch to the previous or next gate without exiting details view
  - Switch 'Iris:' mode to blacklist (red) or whitelist (green) an address (for auto-iris operation) - the neutral position is neither blacklisted or whitelisted.
  - 'Save' in gate details view saves the entire address book, not individual gates
- Middle click an address to delete that entry from the address book
  - Deletion is immediate but not permanent until the address book is saved
- Left click 'New Gate' to add a new gate to the address book
- Right click 'AddrBook' to save the address book
- The 'AddrBook' button will allow you to import and export your address book from/to a disk drive (with floppy disk or pocket computer inserted)
  - This is a simple way to backup/restore your gate list
  - If you insert a pocket computer that has ccDialer installed, be aware that ccDialer's address book is used for restore/backup
  - The Import button doesn't replace the address book - instead it will only import addresses that aren't already in the address book, basically merging two address books into one
    - As well, any default data in existing entries will be updated if the imported address book contains other than default data
- When connected to another gate, ccDHD will display the remote gate's iris state immediately after the dialed/incoming address as an 'I' in brackets
  - Green indicates the iris is open, red indicates closed, gray indicates iris state is unknown
  - Click on the 'I' to open (or in some cases, close) the remote gate's iris with the target gate's remote iris password

--# Logs Screen #--
- Left click an address in the logs to dial that address
- Right click an address in the logs to add that address to the address book

SpoilerOperation:

- Press F1 for basic help

--# Address Book #--
- Left click an address to dial
- Left click the address being dialed to pause/resume dialing (LanteaCraft only)
- Right click an address to view/edit details
  - When viewing/editing the details of a gate, you can reorder your address book by changing the address book entry number at the top right
  - Scroll your mouse wheel when viewing/editing a gate to switch to the previous or next gate without exiting details view
  - 'Save' in gate details view saves the entire address book, not individual gates
- Middle click an address to delete that entry from the address book
  - Deletion is immediate but not permanent until the address book is saved

--# Top Buttons #--
- Click 'Sync' to transfer the address book to/from ccDHD (ccDHD must be set for FULL Sync)
  - ccDialer can transfer the address book to/from ccDHD only, gateBuddy does not have an address book
- Click [H] to locate all Sync hosts in range
  - If more than one host is found you will be presented with a list to select which Sync host you wish to connect to
    - If more than 5 hosts are found, the list may be scrolled with mouse wheel or Page Up/Page Down
    - Hosts are color coded to indicated Dial-Only hosts (red) and Full hosts (green)
- The current Sync host will be 'lowlighted' in the address book (gray button with light gray text)
- Click [I] to remotely open (or in some cases, close) the iris of the connected target gate - if the target is a gate with ccDHD you will need to know the remote iris password, if the target is a gate with gateBuddy then any (non-blank) password will work.
  - When dialing another gate, the [I] will update it's color based on the remote gate's iris state after the connection is established
  - Green indicates the remote iris is open, red indicates closed, gray indicates unknown
- Click [I] to remotely put a ccDHD target system into lockdow or take it out of lockdown
  - The lockdown password is required to do this (as opposed to the remote iris password which can only operate the iris when ccDHD is NOT in lockdown mode)
- Left click '+' to add a new gate to the address book
- Right click '+' to save the address book
- Click [X] to quit

SpoilerLanteaCraft users, please note: there is no upgrade path from 1.1/1.5 to 2.0 since LC2 has no upgrade path from LC1
SGCraft users, please note: although this section doesn't apply to you, it should be noted that you may safely upgrade from 1.5 to 2.0 at any time - if you have any issues, please let me know

SpoilerNote that 1.5 is not fully backwards compatible with 1.1 - if you are upgrading, please read the following…
SpoilerIf you are *upgrading* from 1.1 you will need to delete all your config files and your ccDHD log files before installing 1.5

ccDHD config

/data/DHDconfig
OR
/data/DHDsettings

ccDHD logs

/data/DHDhistory
AND
/data/DHDlast

gateLiaison config

/data/gateSettings
OR
/data/gateConfig

Your 1.1 gate address files are fully compatible and can be used with 1.5 without issue so leave those where they are and they'll be fine.

After deleting the config and log files, you'll then need to go through first-time setup with 1.5.

If you're using ComputerCraft 1.58 and LanteaCraft snapshot 88 or RC1_22 you can download ccDHD 1.1.
Please note that ccDHD 1.1 is no longer being developed and is no longer supported.
Spoiler

- The ccDHD suite of programs now supports both LanteaCraft and SGCraft

- Installation order no longer matters - you can install gateLiaison or ccDHD first...your choice.

- Streamlined client interface - No more 'EDIT' mode - all edit functions are incorporated into the main UI - press F1 for help.
  - ccDHD TRIM mode is now accessed by middle clicking an address.
  - ccDHD TRIM mode now has 'Reload', 'Save', and 'Close' options instead of only 'Undo' and 'Commit'.
  - Scroll your mouse wheel when viewing/editing a gate to switch to the previous or next gate without exiting details view.
- ccDHD now 'multitasks' - whether you are clicking, typing, or whatever;  ccDHD will update its status 'in real time' in the background without interrupting what you are doing.
- ccDHD now supports multiple 1x and 3x advanced monitor arrays.
- ccDHD & gateLiaison now display incoming addresses.
- Give your gates custom names for the main display - find your destination easier!
- Merge! two address books into one.
- Reorder your address book in ccDHD and ccDialer!
- Improved ccDHD log view - both outbound and inbound addresses are recorded.
  - Dial addresses directly from the logs - simply left click an address to dial.
  - Add addresses to the address book directly from the logs - simply right click an address to add it to the address book.

- gateLiaison now supports multiple 3x monitor arrays.
- gateLiaison can now be gracefully exited by pressing 'q'.
- gateLiaison is now completely event driven (no more timed data polling).

- ccDialer now has full gate management capability - add, edit, delete, and reorder gates directly in ccDialer.
- ccDialer & Sync now use a different method of communication:
  - ccDialer is now required to 'contact' the local Sync host (ccDHD with Sync turned ON or gateBuddy) before it can dial out.  This prevents a number of potential issues...especially with the introduction of wireless repeaters in ComputerCraft 1.6.
  - selecting 'Sync' in ccDialer will automatically find the nearest Sync host (ccDHD with Sync turned ON or gateBuddy) and prompt you to send or receive an address book.
  - if you just want to dial and do not need to send/receive an address book in ccDialer, simply click [H] at the top/left to connect to the nearest Sync host..
  - if the gate address of the Sync host isn't in your address book, you'll be prompted to add it.
  - the current Sync host will be 'lowlighted' (gray button, light gray text) in the address book.

- Introducing gateBuddy!  gateBuddy is a small program that will allow you to dial and end calls from ccDialer without installing gateLiaison and ccDHD.

- Too many tweaks and bug fixes to list (seriously).
SpoilerBefore *upgrading* to 1.1 from 1.0 make sure to do these three things in the following order:

1. Update to the latest version of gateLiaison
2. In your current version of ccDHD, go into settings and ensure that ccNet (not redNet) is selected, and the channels are set to (send:1776/receive:1787)
3. Exit ccDHD and delete your ccDHD configuration file (either "/data/DHDsettings" or "/data/DHDconfig")
4. Restart ccDHD

1.1 has some significant code changes, stability improvements, and a few bug fixes; but it does not have any of the 'legacy upgrade' code present in the 1.0 branch.

If you're starting fresh (not upgrading from a prior version), don't worry about this - just install 1.1.

ComputerCraft 1.63 and Lanteacraft RC1_33/34 extras:
SpoilerccDialer and Sync are now available for ComputerCraft 1.63 and Lanteacraft RC1_33 or 34
Dial your gates from an advanced wireless pocket computer. ccDHD will make and log the call for you.

1. Download ccDialer (see Downloads section)
2. Turn on Sync in ccDHD settings
3. Use the Sync feature in ccDialer to wirelessly import your gate data from ccDHD
4. Click a gate to dial
You can also export the address book to ccDHD making wireless sharing of your address book with multiple ccDHD machines easier than using a floppy.

Screens:
SpoilerHARDWARE LAYOUT EXAMPLE:
ccDHD and gateLiason Setup


ccDHD CLI:
….. Dial UI ………… Edit UI ………… Trim UI
[attachment=1586:DialScreen.png] [attachment=1587:EditScreen.png] [attachment=1588:TrimScreen.png]

Gate View/Edit UI Settings UI …….. Dial Help
.[attachment=1589:ViewEditScreen.png] .. [attachment=1590:SettingsScreen.png]. [attachment=1591:DialHelp.png]

.. Log Screen ...... Lockdown ........ Edit Help
[attachment=1594:LogView.png] [attachment=1593:Lockdown.png] [attachment=1592:EditHelp.png]

gateLiaison CLI:
Status Screen
[attachment=1595:gateLiaison.png]

ccDialer CLI:..... BioPup CLI:
[attachment=1596:ccDialer.png]...[attachment=2229:BioPup_userInfo.png]

Requirements:
SpoilerComputerCraft 1.57 or 1.58 for MC 1.6.4 (HTTP API ENABLED for installer)
LanteaCraft (snapshot 82+ or RC1_15-RC1_22) for MC 1.6.4
ccDHD requires the following:

- gateLiaison up and running
- Advanced Computer
- ccDHD is written to use full screen - it can be run in CraftBang or OneOS* but not in any system that alters the width of the screen...or shrinks the height by more than 1
- new directory: /data (required, automatically created)
- 3 or (3 and 1) Advanced Monitors (optional) - the monitors provide additional features
- Biometric Scanner from GopherAtl's Peripheral Mod 2.1.3 (updated for MC 1.6.4 by gamax92) (optional)
gateLiaison requires the following:

- A stargate to connect to
- Computer (standard or advanced), or Wireless Turtle (standard or advanced) if no monitors are connected and turtle is directly connected to the stargate
- gateLiaison can probably run in a small-ish window, but has only been tested in CraftOS and Craftbang.
- new directory: /data (required, automatically created)
- 3 Monitors (standard or advanced) (optional)
- Don't use standard monitors with an advanced computer - this is not supported
ccDialer requires the following:

- ccDHD up and running
- Advanced Wireless Pocket Computer
- new directory: /data (required, automatically created)
Notes:

*dhdInstall does not directly support OneOS - users wishing to use ccDHD in OneOS will need to install ccDHD then add '.program' (no quotes) to the end of the file name.

Downloads:
Spoiler- IMPORTANT: dhdInstall and ccDHD both REQUIRE a mouse

Run the installer from PasteBIN (recommended):
dhdInstall

Paste: A6uxKyCy
ComputerCraft:	  pastebin run A6uxKyCy
ComputerCraft d/l:  pastebin get A6uxKyCy dhdInstall
or download the programs individually…
ccDHD

Paste: vMtcSz2e
ComputerCraft:	pastebin get vMtcSz2e DHD
gateLiaison

Paste: xSHHqL0h
ComputerCraft:	pastebin get xSHHqL0h gateLiaison
ccDialer

Paste: WN9wLUnu
ComputerCraft:  pastebin get WN9wLUnu ccDialer
BioPup

Paste: H8LKg8kS
ComputerCraft:	pastebin get H8LKg8kS BioPup

Installation:
Spoiler- Install gateLiaison on the gate computer and get it running first; then install ccDHD on the DHD computer
- See the screenshots for example hardware layouts

gateLiaison Setup:

- Minimum setup is 1 Standard Computer + 1 Wireless Modem + 1 Stargate

- The easiest place to put the gateLiaison computer is under the base block of the stargate
- The stargate may be connected directly or via network cable
- gateLiaison expects the optional 3x marquee monitor (if attached) to be connected via network cable, not directly connected
- The wireless modem can be placed on any side of the gateLiaison computer
- Do not use standard monitors with an advanced computer - this is not supported

- When running gateLiaison for the first time you will be asked to select a side for shield/redstone output
  - If you are not using a shield or using the redstone signal to trigger something else; simply select an unused side to continue

- Once gateLiaison is running you can fire up ccDHD
- If you prefer redNet over ccNet, you can change it via ccDHD settings once ccDHD is installed

ccDHD Setup:

- Minimum setup is 1 Advanced Computer + 1 Wireless Modem + gateLiaison up and running

- The wireless modem can be placed on any side of the ccDHD computer
- ccDHD expects its optional monitors and the optional BioLock (if any are attached) to be directly attached, not connected via network cable
- If you choose to use a Biometric Scanner, you can program it using BioPup (pastebin info in downloads)

- If you prefer redNet over ccNet, you can change it via ccDHD settings - this will affect both ccDHD and gateLiaison

ccDialer Setup:

- Minimum setup is 1 Advanced Wireless Pocket Computer (also called a pocket computer)

ccDHD Operation:
SpoilerWhile most of ccDHD's operation is straight forward, some things aren't explained in the help sections or could use further clarification

Settings:

- 'Highlight Gate' makes the local address stand out in Dial/Edit/Trim modes and on the list monitor
- 'Bio' sets the function for the Biometric Scanner during normal operation - it can control the shield/iris or trigger a lockdown
- 'Startup Iris' determines whether ccDHD activates the shield/iris automatically upon startup
- 'END Call Iris' determines whether the shield/iris is activated whenever 'END Call' is clicked
- 'Initiator Only' - when on, ccDHD can only hangup on outgoing calls, not incoming

Dial Mode / Touch Screen:

- Touch a gate entry on the list monitor to display its notes on the marquee monitor
- Touch the marquee monitor to dial
	and/or
- Touch the list monitor to return to the address list and standard marquee
- When the gate is dialing or connected, the marquee monitor may be touched to end the call

Edit/Trim Modes:

- Clicking on 'D I A L' will switch to Edit mode
- Clicking on 'E D I T' will switch back to Dial mode

- The Import/Export buttons in Edit mode will import and export your gate data from/to a floppy disk

- While in Edit mode, right clicking a gate entry will enter Trim mode
- Left click a gate entry in Trim mode to delete that entry
- '- Undo -' will cancel deletions and reload the address book from disk
- '-COMMIT-' will accept deletions and write the new address book to disk

Current Versions:
ccDHD 1.1.29
gateLiaison 1.1.12
dhdInstall 1.1.00
BioPup 2.0.00

Update History:
SpoilerUpdate history was lost due to a browser glitch :/

February:
Spoiler2-25-14

- Updated ccDHD to 1.0.57 - changed 1stRun to default to ccNet, no questions to answer during setup
- Updated gateLiaison to 1.0.13 - changed 1stRun to default to ccNet, only 1 question to answer during setup (shield/redstone side)
2-27-14

- Updated ccDHD to 1.0.58 - minor UI tweaks
- Updated ccDHD to 1.0.59 - more UI tweaks and polish
- Updated gateLiaison to 1.0.14 - added a sanity check to the lockdown process to handle 'initiator only' rules
- Updated dhdInstall to 1.0.04 - complete re-write of pre-install check logic
- Updated ccDHD to 1.0.60 - some code cleanup, minor UI tweaks, added 'Clear' button to log view (call history can now be cleared)
- Updated ccDHD to 1.0.61 - moved 'Clear' button in log view
- Updated gateLiaison to 1.0.15 - reworked status detection logic to account for current status of LanteaCraft RC1_15+ - dial/connect status now reports correctly
2-28-14

- Updated ccDHD to 1.0.62 - tweaks and fixes in settings UI and gate edit UI
- Updated gateLiaison to 1.0.16 - now properly handles 'oneWayTravel = true' in LanteaCraft config without crashing - thanks to AfterlifeLochie for pointing me to pcall
- Updated gateLiaison to 1.0.17 - added iris handling function and separation of shield/iris calls between snapshot 82 and RC1 (using local stargate address length to determine version)

March:
Spoiler3-2-14

- Updated ccDHD to 1.0.63 - UI tweaks and fixes, changed 'Shield' to 'Iris' for gates with 9 symbols in preparation for irises in LanteaCraft
- Updated gateLiaison to 1.0.18 - tweaks for irises, re-concatenated iris/shield control in preparation for irises, (DO NOT select 'Iris' during initial setup - this feature isn't finished and LanteaCraft doesn't yet have irises)
3-3-14

- Updated ccDHD to 1.0.64 - more UI tweaks and fixes for RC1
- Updated gateLiaison to 1.0.19 - more UI tweaks and fixes for RC1
- Updated ccDHD to 1.0.65 - added import/export feature for gate data, more UI tweaks and fixes for RC1
- Updated gateLiaison to 1.0.20 - more UI tweaks and fixes
3-4-14

- Updated gateLiaison to 1.0.21 - fixed a stupid mistake I introduced in the setup routine in 1.0.19 or 1.0.20, re-wrote setup routine to do things in a slightly different order
3-5-14

- Updated ccDHD to 1.0.66 - fixed a bug in the firstRun function
- Updated dhdInstall to 1.0.05 - changes to how unlabled computers are handled
- Updated ccDHD to 1.0.67 - changes to firstRun to work in conjunction with dhdInstall changes
- Updated gateLiaison to 1.0.22 - changes to firstRun to work in conjunction with dhdInstall changes
- Updated ccDHD to 1.0.68 - rewrote parts of firstRun to use tables and reduce ping pong with gateLiaison during setup, this also increased the reliability of firstRun
- Updated gateLiaison to 1.0.23 - rewrote parts of firstRun to use tables and reduce ping pong with ccDHD during setup, this also increased the reliability of firstRun
3-6-14

- Updated ccDHD to 1.0.69 - added a sanity check to the importGateData function (should have done this before) - now ccDHD will not crash if there is no gate data to import
- Updated ccDHD to 1.0.70 - concatenated several functions, code cleanup, reduced code base by 95 lines
- Updated dhdInstall to 1.0.06 - removed a couple of unnecessary sanity checks
- Updated ccDHD to 1.0.71 - fixed a couple of bugs introduced during code cleanup, localized the importGateData function, added a sanity check to the exportGateData function
- Updated ccDHD to 1.0.72 - eliminated exportGateData function, rolled functionality into saveData (saving a few lines and making intended use of saveData)
- Updated ccDHD to 1.0.73 - eliminated importGateData function, rolled functionality into ingestData (saving a few lines and making intended use of ingestData)
- Updated ccDHD to 1.0.74 - updated EditHelp with basic import/export info
- Updated ccDHD to 1.0.75 - concatenated redNet and ccNet side settings info into netSide, changed DHDsettings to DHDconfig to re-trigger firstRun during an upgrade from prior versions
- Updated dhdInstall to 1.0.07 - included checks for new ccDHD config file
3-7-14

- Updated ccDHD to 1.0.76 - a few small tweaks to the settings screen, added 'Highlight gate' option - this will make the local address stand out in the address book
- Updated ccDHD to 1.0.77 - small change to EditHelp, a few minor UI tweaks, added quite a few comments
3-8-14

- Updated ccDHD to 1.0.78 - (mostly) finished pSync on ccDHD side, added/updated comments
- Updated gateLiaison to 1.0.24 - minor code cleanup and fixes, added/updated comments
- Updated ccDHD to 1.0.79 - finished pSync for both ccDHD and ccDialer (unreleased)
3-9-14

- Updated ccDHD to 1.0.80 - fixed a couple of sanity checks, misc changes, tweaks, and updates related to import/export and pSync
3-10-14

- Updated ccDHD to 1.0.81 - added keyboard shortcuts for most functions
- Updated ccDHD to 1.0.82 - added keyboard shortcuts for navigation, added more comments
3-11-14

- Updated ccDHD to 1.0.83 - code cleanup, tweaked some init and de-init routines
- Updated ccDHD to 1.0.84 - code cleanup, tweaks to firstRun/ingestData/initMe/error messages, added an error screen for missing wireless modem during firstRun
- Updated ccDHD to 1.0.85 - fixed a logic error in keyClick related to lockdown
3-12-14

- Updated ccDHD to 1.0.86 - added/tweaked sanity checks in the import/export routines
3-13-14

- Updated ccDHD to 1.0.87 - code cleanup, more comments, changed timing for firstRun communications w/gateLiaison - now more reliable
- Updated gateLiaison to 1.0.25 - changed timing for ccDHD's firstRun communcations - now more reliable
- Updated dhdInstall to 1.0.07 - massaged a couple of sanity checks
3-14-14

- Updated ccDHD to 1.0.88 - better handling of missing modem, a couple other sanity checks revised, localized two more variables I missed
3-17-14

- Updated ccDHD to 1.0.89 - changed initialization order, removed ability of 'l' key to clear logs - clearing logs must now be done by mouse (making it more 'intentional')
3-18-14

- Updated ccDHD to 1.0.90 - replaced all occurrences of os.read() with readInput() function to handle cursor color/positioning edge cases during updates, minor tweaks
- Updated ccDHD to 1.0.26 - changes to a number of logic routines dealing with state detection and detecting snapshot 82+ vs RC1, code cleanup of detection routines
3-20-14

- Updated ccDHD to 1.0.91 - code cleanup, removed some key inputs for Trim mode to make undo/commit more deliberate, fixed page display in trim mode (no more blank page when a page is cleared)
- Updated gateLiaison to 1.0.27 - gateLiaison now exits gracefully if no stargate is present, changes to lockdown logic - gate will now respond only to the all-clear signal during lockdown
3-22-14

- Updated ccDHD to 1.0.92 - reworked readInput function
3-23-14

- Updated dhdInstall to 1.0.08 - fixed a bug that prevented dhdInstall from running
- Updated ccDHD to 1.0.93 - minor changes to pSync and initMe functions, local gate is now indicated in gate view/edit screen
3-24-14

- Updated ccDHD to 1.0.94 - fixed a longstanding bug related to manually selecting modem side in ccNet mode, added cc# and ccLabel to bottom pane of help UI
- Updated ccDHD to 1.0.95 - tweaked code related to switching modem sides manually - sides/channels are now closed properly before opening the new side/channel
3-25-14

- Updated ccDHD to 1.1.00 - changes to firstRun, initMe, hardware detection, and numerous others
- Updated gateLiaison to 1.1.00 - very minor changes
- Updated dhdInstall to 1.1.00 - removed legacy version detection
3-27-14

- Updated ccDHD to 1.1.01 - tweaks to rCmd and log viewing
- Updated ccDHD to 1.1.02 - fixed initialization failure when using redNet
- Updated ccDHD to 1.1.03 - changes to modem detection and program init, changes and fixes to manual side selection related to modems/networking, pSync now works regardless of network protocol selected
3-28-14

- Updated ccDHD to 1.1.04 - code cleanup, changing modem/monitor sides in settings is far more robust now
- Updated ccDHD to 1.1.05 - changes to lockdown handling and lockdown routines, reworked and cleaned up help code, minor code cleanup
- Updated ccDHD to 1.1.06 - fixed a bug during init related to updating status
- Updated ccDHD to 1.1.07 - code reorganization
- Updated gateLiaison to 1.1.01 - change in lockdown handling to allow ccDHD to startup during a lockdown
- Updated ccDHD to 1.1.08 - fixed a bug introduced in a recent update that prevented shield status from being updated on the control button
3-29-14

- Updated ccDHD to 1.1.09 - small config tweak related to gateLiaison/redNet, small config tweak to redNet, added drawElement() function allowing roughly 150 lines of code to be removed
- Updated ccDHD to 1.1.10 - fixed a derp that prevented editing of newly created gates immediately after creation, fixed gate limit (was only allowing 23975 gates instead of 23976)
- Updated ccDHD to 1.1.11 - minor code book keeping, further implementation of drawElement() - another 100+ lines of code removed
3-30-14

- Updated ccDHD to 1.1.12 - a few minor tweaks, further implementation of drawElement(), drawCLI() now properly localized
- Updated ccDHD to 1.1.13 - further implementation of drawElement()
- Updated ccDHD to 1.1.14 - further implementation of drawElement(), pSync channels now excluded from ccNet channels when picking new ccNet channels
- Updated ccDHD to 1.1.15 - minor code reorganization, yet even more drawElement()
- Updated ccDHD to 1.1.16 - minor tweak to dialing, more cow bell...err...drawElement()

April:
Spoiler4-5-14

- Updated gateLiaison to 1.1.02 - added support for standard computers/monitors - advanced computers/monitors no longer required (probably best not to mix, though)
- Updated gateLiaison to 1.1.03 - drawElement() implemented
- Updated ccDHD to 1.1.17 - minor change to session recording, minor code cleanup, tweaks, and commentary
- Updated gateLiaison to 1.1.04 - minor change to terminal screen output for standard computers
- Updated ccDHD to 1.1.18 - update to drawElement()
- Updated gateLiaison to 1.1.05 - update to drawElement()
4-6-14

- Updated ccDHD to 1.1.19 - performance enhancement to drawElement()
- Updated gateLiaison to 1.1.06 - performance enhancement to drawElement()
4-7-14

- Updated ccDHD to 1.1.20 - fixed a STUPID (that bears repeating...STUPID) mistake I made in drawElement()
- Updated gateLiaison to 1.1.07 - fixed a STUPID mistake I made in drawElement()
4-10-14

- Updated ccDHD to 1.1.21 - fixed a goofball mistake I made in drawing the UI - new rule: no posting changes without testing...even the smallest ones
- Updated gateLiaison to 1.1.08 - small performance improvement to drawElement()
- Updated ccDHD to 1.1.22 - small performance improvement to drawElement()
- Updated ccDHD to 1.1.23 - minor performance improvement to (and possible finalization of) drawElement(), minor tweak to drawRatingList()
- Updated gateLiaison to 1.1.09 - minor performance improvement to (and possible finalization of) drawElement()
4-11-14

- Updated ccDHD to 1.1.24 - tweaks to drawElement() to account for running in a tab in CC1.6x
- Updated gateLiaison to 1.1.10 - tweaks to drawElement() to account for running in a tab in CC1.6x

May:
Spoiler5-3-14

- Updated ccDHD to 1.1.25 - small tweak to first-time setup, fixed several issues related to lockdown, added a verification prompt for clearing the logs, updated several loops to use ipairs instead of pairs
5-4-14

- Updated gateLiaison to 1.1.11 - small tweak to first-time setup, updated several loops to use ipairs instead of pairs
5-8-14

- Updated ccDHD to 1.1.26 - minor code cleanup
- Updated gateLiaison to 1.1.12 - minor code cleanup
5-21-14

- Updated ccDHD to 1.1.27 - fixed 'Clear Logs?' prompt leaving 'bits' onscreen

June:
Spoiler6-3-14

- Updated ccDHD to 1.1.28 - fixed a corner condition that could cause an invalid color assignment in rare instances, fixed gate classification assignment menu
6-5-14

- Updated ccDHD to 1.1.29 - fixed an issue where the mouse would become unresponsive if keyboard shortcuts were used for certain features
6-11-14

- Updated ccDialer to 1.0.01 - fixed a stupid mistake that prevented dialing gates from any page greater than 1

Similar programs:
Lanteacraft_Dialer by lieven121
Stargate Dialing Program for Glasses by handicraftsman
SGCraft DHD by thatParadox
[LanteaCraft]Stargate Control by CMaster
[SGCraft]SG-Control System by SeaLife
SGControl by The_Zenith_
Super Gate Dialer by Landstryder
Stardial+ by Mudkip the Epic

Last, but most certainly not least, thank you to everyone who made it possible for me to do this: Notch, et al for Minecraft; dan200, et al for ComputerCraft; MichiyoRavencroft, AfterlifeLochie, et al for LanteaCraft; Greg_Ewing, et al for SGCraft; all those involved with Lua.

Special thanks to the following:
- Bomb Bloke who helped me with a screen formatting problem I was having
- AfterLifeLochie who helped me understand how to handle errors in Lua
- theoriginalbit for his custom read function and much tutoring
- Anavrins for his pbkdf2/sha256 hashing script
- SquidDev for his AES encryption/decryption script
- Alex Kloss for his base64 endcode/decode script
Edited on 30 November 2019 - 12:57 AM
Jeb #2
Posted 31 January 2014 - 11:12 AM
:o/>/> Im gonna try it out right now.

Its too complicated to use :/ I can't even get it set up.
Dog #3
Posted 31 January 2014 - 01:26 PM
Where are you getting stuck? I'd be happy to walk you through it and, at the same time, try to understand how to make it less complex to set up and use :)/>

EDIT:

I've preemptively made a change to help make things less complex. ccNet channels are managed exclusively in ccDHD now. This cuts the install questions in half for gateLiaison and allows it to be installed and forgotten. This also effectively 'hides' ccNet until ccDHD's settings are explored, hopefully reducing confusion. Download the latest ccDHD *and* gateLiaison to take advantage of the changes.
Edited on 01 February 2014 - 06:06 PM
estplayer #4
Posted 02 February 2014 - 02:04 PM
Do I need to write that whole program again to my Computer in Minecraft?

I just can't get that thing working :'(
Edited on 02 February 2014 - 02:01 PM
Dog #5
Posted 02 February 2014 - 04:32 PM
You don't need to type it into a computer in Minecraft. Take a look in the Downloads section; specifically dhdInstall. Copy the code after "ComputerCraft:" and paste that into the gate computer in Minecraft and hit enter. It should only take a moment to download dhdInstall.

Make sure you know each computer's ID # (in ComputerCraft type "id" (without the quotes) and press enter). You'll need to provide the ccDHD # to gateLiaison and vice versa.

When dhdInstall is downloaded, run dhdInstall and install gateLiaison on the gate computer. When it's done installing (a second or two) the gate selection will turn green. Quit dhdInstall. Run gateLiaison, type in the DHD computer ID#, press enter, and pick a side for shield output.

Repeat the process on the DHD computer for ccDHD, installing ccDHD instead of gateLiaison. When you run ccDHD you'll only need to enter the gateLiaison computer ID#.


First and foremost, read the entire post at least once as that *should* answer most of your questions :)/> If it doesn't, please tell me where I can improve the directions.
Edited on 02 February 2014 - 10:05 PM
estplayer #6
Posted 03 February 2014 - 12:43 PM
Got it working :)/> 1 more question: Do I need to install BioLock before installing ccDHD?

EDIT: I can't get BioLock working now.. I guess I'm doing something wrong
Edited on 03 February 2014 - 12:36 PM
Dog #7
Posted 03 February 2014 - 02:20 PM
Glad you got it working! You don't *need* a Biolock - it's optional. Sorry you're still having problems - are you trying to use the Biolock to restrict access to ccDHD or are you using it to control shields or initiate a lockdown? If you're using it for shields or lockdown it should *just work*, but if you're using it for access restriction, you'll need to program it.

You can use the BioPup program I linked in the downloads section for a quick way to add users to the Biolock. Before you start down that path, though - are you playing SSP or SMP? If you're playing SMP do you have access to the config files? I ask because the 1.6.4 version of Biolocks doesn't seem to work exactly the same as the 1.6.2 version and I haven't taken the time yet to dig into what it is I think I'm seeing. Depending on your situation I may have you try a couple of things for me, if you're up for it.

Also, any suggestions you have on how I can make this less complex would be greatly appreciated. I've worked on this so long that every step is second nature to me so I'm undoubtedly missing some things that could make this easier for you and others.
Edited on 03 February 2014 - 01:32 PM
estplayer #8
Posted 03 February 2014 - 02:51 PM
I just want to test it and maybe it could be useful for my upcoming map.
I'm playing in ssp v1.6.4 with those 2 mods.

But here's my problem when I choose Access level or choose Users List from BioLock program i get error.
Dog #9
Posted 03 February 2014 - 04:29 PM
Are you connecting the Biolock directly to the computer or through a modem? (hint: it should be directly connected). At this point I should make sure I'm using the right 'terminology' - are you using the biometric lock or the keypad? ccDHD and BioPup use the "Biometric Lock".

EDIT:
I updated BioPup so it will show you which side it detects the scanner on (and tell you if it doesn't detect any scanner). I also fixed a couple of derps on my part. Delete your current copy of BioPup and re-download it. Let me know what happens then.

EDIT2:
I changed the way to add a new user in BioPup - now you simply scan a new user while BioPup is at the main menu. BioPup will prompt for the the name you want the user to be managed as (for listing and deletion), it'll show the user's unique ID, and ask for the user's access level (5 is highest).

Hope that helps :)/>
Edited on 03 February 2014 - 09:18 PM
estplayer #10
Posted 04 February 2014 - 09:59 AM
It doesn't detect scanner - what you mean about scanner like do I need to do something?


EDIT: Oh and may I ask what texture pack you're using? :D/>
Edited on 04 February 2014 - 09:33 AM
Dog #11
Posted 04 February 2014 - 01:19 PM
Which side of the computer are you are you placing the scanner (Biometric Lock) on? I'd like to double check it on my end.

The texture pack is Soartex Fanver with custom/modified textures for the gate, computer, and scanner (and other stuff not in the screen shots). I'd be happy to share my original textures with you, but I can't give you a 'proper' texture pack as that would require me to redistribute Soartex.
estplayer #12
Posted 04 February 2014 - 01:38 PM
I just realized I needed a mod… *facepalm*
It now detects scanner..
Dog #13
Posted 04 February 2014 - 01:57 PM
No prob - glad you got it sorted :)/> Let me know if I can help further, and if you're inclined, please let me know where I can make improvements. Thanks for hanging in there :D/>
Edited on 04 February 2014 - 12:57 PM
estplayer #14
Posted 04 February 2014 - 02:10 PM
No prob - glad you got it sorted :)/> Let me know if I can help further, and if you're inclined, please let me know where I can make improvements. Thanks for hanging in there :D/>

Thanks you too ;)/>
GeoTrUsT #15
Posted 03 March 2014 - 11:36 AM
Hi ;)/>

Thanks for this awesome mod but i can't do anything ;(
I've tried anything, but nothing is working.
Could it be great to have the tutorial Step By Step for setting up the Stargtae ? A video ?

Thanks ;)/>
Dog #16
Posted 03 March 2014 - 04:39 PM
Hi, GeoTrUst. Sorry you're having troubles. Yeah, I think a video would probably be a good idea. Are you looking for instructions on how to build a stargate or how to setup ccDHD and gateLiaison…or both?

EDIT: I updated the 'Hardware Layout Example' screenshot with labels so the setup should be easier now. Note that the modems, stargate, monitors, biometric scanner, etc. can go on any side of the computer - see the setup instructions in the OP for more detail.
Edited on 03 March 2014 - 09:35 PM
GeoTrUsT #17
Posted 04 March 2014 - 03:58 PM
Hi

I'm looking for instructions on How to setup ccDHD and gateLiaison.

I think what i have done is good but when i try to launch gateLiaison it says in red : "gateLiaison:566" attempt to get lenght of nil". I've connected 3 advanced monitor by wire on left and the stargate at the bottom (under the advanced computer). I have connected them (click on wire modem). No idea ?

Thanks :)/>
Edited on 04 March 2014 - 05:10 PM
Dog #18
Posted 04 March 2014 - 07:19 PM
That is my fault - my apologies. I made a mistake in the setup routine in a recent update and didn't test the changes. I'll fix it, test it, and upload a working version shortly.

UPDATE: The fix is now available. Just download gateLiaison again (and delete /data/gateSettings if it exists) - everything should 'just work' now.
Edited on 04 March 2014 - 06:50 PM
GeoTrUsT #19
Posted 04 March 2014 - 09:50 PM
Hi ;)/>

It's working fine now ! Thanks ;)/>

PS : I don't know if it normal but there is no Iris ;(. While Iris is on I can still go at the other side)

Problem ? Or not ?

Thanks :)/>
Dog #20
Posted 05 March 2014 - 12:35 AM
Hi, GeoTrUsT. I'm glad you got it working :)/> Currently, there is no iris. That is in preparation for when gates get irises and shields in a future update to LanteaCraft. However, it will control a shield from MFFS or the Light Bridges and Doors mod - when you picked a redstone output side (during gateLiaison setup), that is the side that will trigger an external shield (or anything else that can be triggered with redstone) if you chose to install one.
Edited on 05 March 2014 - 01:46 AM
Solymr #21
Posted 01 April 2014 - 04:42 AM
Just an FYI, this doesn't seem to work in 1.6. apparently anything from 1.5 using a modem causes a class not found issue due to a renaming or some such.
Dog #22
Posted 01 April 2014 - 05:00 AM
Thanks for the heads up, Solymr! FWIW, I haven't done any testing in 1.6 since LanteaCraft isn't yet compatible with 1.6 and computers don't see the stargates (at least in my experience). If LanteaCraft includes 1.6 support in the future (or someone knows some dark magic to get it working) it shouldn't take too long to update ccDHD and gateLiaison to work in 1.6. Plus, then I'll be able to release ccDIaler and people will be able to dial their stargates from an advanced wireless portable computer. I've got plans for 1.6 :)/>
Edited on 01 April 2014 - 04:48 AM
matty_od #23
Posted 06 April 2014 - 01:47 PM
Getting an Error while trying to set up gateLiaison. "No Stargate Detect" I have an advanced computer under the Stargate main block with a wireless modem on the right hand side. What am i doing wrong here? My brain feels like exploding! XD
Dog #24
Posted 07 April 2014 - 01:15 AM
Hey, matty_od, sorry you're having problems :(/> FWIW, it doesn't sound like you're doing anything *wrong*, it sounds like you might have the latest versions of ComputerCraft and/or Lanteacraft. (ComputerCraft 1.6x, LanteaCraft RC1 build 23)

Unfortunately LanteaCraft is not yet compatible with ComputerCraft 1.6 so the stargates can't be detected in 1.6. Also, ComputerCraft support was removed from LanteaCraft RC1 build 23 in order to work on adding ComputerCraft 1.6 support in the future.

If you have ComputerCraft 1.6x and/or LanteaCraft RC1 build 23, try downgrading to ComputerCraft 1.58 and LanteaCraft RC1 build 22. That should fix the problem straight away. Rest assured, once LanteaCraft has CC1.6 support I'll be all over it :)/>

If that doesn't fix your problem, please let me know. Exploding brains can be messy :)/>

EDIT: LanteaCraft build 24 is out, but there is no mention of ComputerCraft 1.6 support, so stick with RC1 build 22 for the time being.
Edited on 07 April 2014 - 06:47 AM
matty_od #25
Posted 07 April 2014 - 06:31 PM
Yeah after like an hour of trying everything, I actually decided to check the Lantecaft forums. (Why i didn't in the first place is insane) Then I figured out about CC changing it's API. So i downgraded CC to 1.58 and Lanteacraft to release build 88. Didn't know RC1 22 had CC support so I'm going to go switch to that (I miss my big gates) Thanks for the reply man, and I'd just like to say fantastic work with the programs. They save me carrying a book and quill everywhere! xD

Also i just checked RC1 24 and there is still no CC support yet :(/> So we'll just have to wait. The transport rings are awesome though! :)/>

EDIT: Okay so after install RC1 22 and trying to once again set up gateLiaison. I'm getting another error saying "startup: 176: attempt to get length of nil" So tell me what noob mistake I've done now :P/>
Edited on 07 April 2014 - 04:51 PM
Dog #26
Posted 07 April 2014 - 09:31 PM
D'oh! The derp is on my end - I made a STUPID mistake in my code. It's fixed in both gateLiaison and ccDHD so make sure you download the latest versions of each. Sorry about that. :\

Agreed about the transport rings - they are quite awesome.

Thanks for the kind words. I'm glad you find the system useful (when I'm not borking it up with derpy mistakes) - one of the main reasons I made it (other than 'just for fun') was to make address management…manageable.
Edited on 07 April 2014 - 07:52 PM
matty_od #27
Posted 07 April 2014 - 09:36 PM
D'oh! The derp is on my end - I made a STUPID mistake in my code. It's fixed in both gateLiaison and ccDHD so make sure you download the latest versions of each. Sorry about that. :\

Agreed about the transport rings - they are quite awesome.

Glad you find the system useful (when I'm not borking it up with derpy mistakes) - one of the main reasons I made it (other than 'just for fun') was because address management is a PITA otherwise.

Haha! It's okay trust me the best i can manage is "helloworld" xD so don't worry :P/> I'll download them and get set up. Don't worry I'm sure I'll be back asking another silly question! Thanks for the help though! :D/>
Dog #28
Posted 07 April 2014 - 10:43 PM
No worries at all - I'm happy to help (especially when I'm partially responsible for the mess to begin with) :)/>
Edited on 07 April 2014 - 11:18 PM
Shadow_Wolf42 #29
Posted 12 April 2014 - 01:03 PM
You don't need to type it into a computer in Minecraft. Take a look in the Downloads section; specifically dhdInstall. Copy the code after "ComputerCraft:" and paste that into the gate computer in Minecraft and hit enter. It should only take a moment to download dhdInstall.

Make sure you know each computer's ID # (in ComputerCraft type "id" (without the quotes) and press enter). You'll need to provide the ccDHD # to gateLiaison and vice versa.

When dhdInstall is downloaded, run dhdInstall and install gateLiaison on the gate computer. When it's done installing (a second or two) the gate selection will turn green. Quit dhdInstall. Run gateLiaison, type in the DHD computer ID#, press enter, and pick a side for shield output.

Repeat the process on the DHD computer for ccDHD, installing ccDHD instead of gateLiaison. When you run ccDHD you'll only need to enter the gateLiaison computer ID#.


First and foremost, read the entire post at least once as that *should* answer most of your questions :)/> If it doesn't, please tell me where I can improve the directions.
what do u mean by pick a side for the shield output?

You don't need to type it into a computer in Minecraft. Take a look in the Downloads section; specifically dhdInstall. Copy the code after "ComputerCraft:" and paste that into the gate computer in Minecraft and hit enter. It should only take a moment to download dhdInstall. Make sure you know each computer's ID # (in ComputerCraft type "id" (without the quotes) and press enter). You'll need to provide the ccDHD # to gateLiaison and vice versa. When dhdInstall is downloaded, run dhdInstall and install gateLiaison on the gate computer. When it's done installing (a second or two) the gate selection will turn green. Quit dhdInstall. Run gateLiaison, type in the DHD computer ID#, press enter, and pick a side for shield output. Repeat the process on the DHD computer for ccDHD, installing ccDHD instead of gateLiaison. When you run ccDHD you'll only need to enter the gateLiaison computer ID#. First and foremost, read the entire post at least once as that *should* answer most of your questions :)/>/> If it doesn't, please tell me where I can improve the directions.
what r the codes?
Dog #30
Posted 13 April 2014 - 02:06 AM
what do u mean by pick a side for the shield output?
If you would like the Shield/Iris button in ccDHD to control something (like a shield from MFFS, or a redstone light), then you pick which side of the gateLiaison computer it should output the redstone signal to control the shield or light.

what r the codes?
Look in the OP, under Downloads - all the pastebin download codes are there - it's actually explained in the text you quoted

Most importantly - read the entire OP at least once.
Edited on 13 April 2014 - 03:18 AM
Into_TheCatalyst #31
Posted 20 April 2014 - 12:46 AM
Hi, I was wondering how to set up the iris with the mffs shields mod. I can see what order the blocks are placed in but how do I set it up. any pictures?
Dog #32
Posted 21 April 2014 - 01:01 AM
If you're asking how to setup MFFS, that's a entire topic unto itself. I tried to find some useful documentation for you, but I couldn't find any. I figured out MFFS by trial and error. Here's what I CAN tell you:

1. You'll need a power source (tesseract, IDSU, quantum generator, etc.)

2. You'll need a 'deriver' to pull power from the power source and convert it into MFFS usable power - this will need to be directly connected to your power source (this is the bottom block in the picture - the power source is in the ground underneath it)
[attachment=1614:MFFS deriver.png]

3. You'll need a 'capacitor' to gather that power and distribute it to other MFFS devices (this does not need to be directly connected) (this is the middle block in the picture)
[attachment=1613:MFFS capacitor.png]

4. You'll need a 'shield emitter' to produce the actual shield. (this is the top block in the picture - this does not need to be directly connected)
[attachment=1615:MFFS shield.png]

Each device will need to be equipped with modules to enhance or define its operation. For example: You'll want speed modules to speed up the deriver, capacitor, and shield emitter, but you'll have to ensure that you aren't pulling more power than the deriver can provide (speed modules will make the deriver produce more energy, but they also make the capacitor work faster, so you have to balance everything).

In the shield emitter you'll want to add a 'Cube mode' (in the center square), then use scale modules in the squares surrounding the center square to shape and size the shield. You can add a silence module (in the boxes on the left) to make it quiet, but that uses extra power. When configuring the shield, put all your modules (except the scale and translation modules) in the left hand boxes - that way they affect the entire shield, not just one side. If you need to move or shift the shield slightly, you'll want to use translation modules. You'll likely need 2 or 3 or those to 'raise' the shield so its bottom is at the bottom of the gate and you aren't using extra energy to generate 'unused' shield. In the shield emitter picture you will see translation modules in the upper left corner of the shield 'box' (that is the 'up' box).

All the devices will need to be on the same frequency (set that manually in the frequency box) then turned on. Don't turn on the shield emitter - that will be controlled by gateLiaison's redstone output - just make sure you have a direct connection between the redstone output side of gateLiaison and the shield emitter (either through direct connection or via redstone dust/wire).

I hope the pictures give you an idea of what I'm talking about. Your setup will be unique to your needs and placement.

Here is the official documentation. It's rather sparse, but there is some good info to be found.

If you'd like further clarification or explanation, let me know and I'll do my best :)/>
Edited on 20 April 2014 - 11:03 PM
piro #33
Posted 12 June 2014 - 12:22 AM
Is there a way to get the monitors to work with gateLiaison if they are added after it's already set up?
Dog #34
Posted 12 June 2014 - 12:54 AM
Hey, piro,

gateLiaison searches for modems and monitors on every startup. You *should* be able to add the monitors, then just restart gateLiaison (hold CTRL-R).

One caveat with gateLiaison is that it expects the monitors to be attached via modem/network cable - it won't detect monitors that are directly connected (touching the computer). Make sure you're connecting the monitors via modem/network cable, and that you've turned on the modem that's connected to the monitor array so it can be detected by gateLiaison. If that doesn't work for you, would you please post a picture of your setup?
Edited on 11 June 2014 - 10:55 PM
piro #35
Posted 12 June 2014 - 04:23 AM
Thanks, I was running it with a modem/cable. After I restarted the game for an unrelated reason it worked.

Is it at all possible to have the same thing display on a second set of three monitors, like a set on each side of the gate?
Dog #36
Posted 12 June 2014 - 07:31 AM
I'm sorry to say the current 'release' version of gateLiaison (1.1.12) can't do that and I've stopped developing the 1.1.xx branch.

But I really like the idea, so I added multiple-monitor support in 2.0!

If you're running FTB (as of this post) or any mod pack with ComputerCraft 1.58 or earlier, this won't help you. But, if you're running ComputerCraft 1.6, the new 2.0 beta is the version you should use - I think you'll find it's a lot nicer - and gateLiaison supports multiple monitors. The download and install information can be found in the OP. Make sure you read everything.
Edited on 12 June 2014 - 07:56 PM
piro #37
Posted 14 June 2014 - 05:28 AM
That works great!

I've noticed two bugs though. The first is I'm getting a slight glitch on the monitor for the gateliaison.

It says:
Connected to
BAAJAAQAA Co

And the same when it was dialing, so it was replicating the first two characters.

Also, every time I go through the gate, I have to start the gate liaison computer, and the DHD computer up on the gate I just go to.

At first I thought it was the ccDialer, but then I tried going without it and the computers were cut off on the receiving gate side still.


Also, in the ccDHD setup, is marquee just a repeat of the gate liaison display?
Dog #38
Posted 14 June 2014 - 07:01 AM
That gateLiaison marquee monitor thing is odd and unexpected. I'll retest that on my end and see if I can duplicate the problem and get it fixed - thanks for letting me know about that! And thanks for the screenshots…makes it easy to see what I'm looking for.

Regarding your second problem - when you say you need to start the computers: do they need to be booted up, or do you need to manually run each program? Are the programs named 'startup' or automatically called from startup?

The ccDHD marquee monitor is visually the same as the gateLiaison marquee monitors, with some extra functionality. Any time your gate is connected or dialing you can tap the ccDHD marquee monitor to end the call (depending on your LanteaCraft config it may not be possible to hang up on incoming calls). If you also have the list monitor attached, you can use it to select a gate, then tap the marquee monitor (while the gate's notes are displayed) to dial that gate.

EDIT: I couldn't duplicate the monitor problem, and I couldn't find any obvious issues in the code. However, I made a couple of small tweaks that *might* fix the problem for you. Re-download gateLiaison and let me know if the problem is fixed. You might also want to grab the latest ccDHD and ccDialer as I've made some small changes to each of them today as well.
Edited on 14 June 2014 - 07:10 AM
piro #39
Posted 14 June 2014 - 09:43 PM
Thank you, the name thing is what got me.

The computers were running, just at the prompt.

I had them listed as "gate" for gateliaison, and "dhd" for the ccDHD.

I'll leave them as startup.
Dog #40
Posted 14 June 2014 - 10:58 PM
@piro - if you prefer to have them named 'dhd' and 'gate', you can also do the following:

rename ccDHD to dhd, then create a startup file with the following line:

shell.run("dhd")

rename gateLIaison to gate, then create a startup file with the following line:

shell.run("gate")

This will allow you to leave ccDHD and gateLiaison with the names you prefer and still enjoy auto-startup.


EDIT: I just updated the package to RC2 and added gateBuddy. gateBuddy will allow you to use ccDialer without installing gateLiaison or ccDHD. It doesn't have gate list sharing ability, but it makes ccDialer much more useful for all those gates away from home :)/>

EDIT2: RC2 updated - you can now reorder your gates in ccDHD and ccDialer!
Edited on 17 June 2014 - 06:26 AM
vivictor14 #41
Posted 28 August 2014 - 07:41 PM
Hello, I didn't find the adapter block in lanteacraft. I'm using the latest build for cc and lantea.
Dog #42
Posted 28 August 2014 - 07:55 PM
Hi vivictor14,

The adapter block doesn't have a recipe in build 52 of LanteaCraft - you have to give it to yourself by console command or via creative mode. If you have NEI installed you can search for "ComputerCraft Adapter" (it is an untextured block).
vivictor14 #43
Posted 29 August 2014 - 12:10 PM
Thank you for your (quick) answer =), but the block is really not implemented. I found that it's a problem with the integration module of lanteacraft. I posted on it's forum.
Dog #44
Posted 29 August 2014 - 04:58 PM
The block is implemented - I've used it myself. Are you using ComputerCraft 1.64pr4 with LanteaCraft 1.7.10 build 52 in Minecraft 1.7.10?

EDIT: I see in the LanteaCraft thread that you say you are running CC_1.64pr4, LanteaCraft_b52, and Cauldron. Cauldron may be the source of the problem. You should try a plain Forge install (no Cauldron) and see if the problem persists.

EDIT2: I see again in the LanteaCraft thread that you were running Minecraft 1.7.2 - that won't work. You'll need to update to Minecraft 1.7.10 to use ComputerCraft 1.64pr4 and LanteaCraft 1.7.10-52. I also strongly suggest you skip Cauldron and just use a plain Forge install (ComputerCraft has known issues with Cauldron/MCPC+).

EDIT3: An update for those reading the thread - vivictor14 discovered a bug in LanteaCraft that caused the adapter blocks to be disabled if ore generation was disabled (an issue report was filed).
Edited on 02 September 2014 - 03:48 PM
MichiyoRavencroft #45
Posted 23 December 2014 - 05:12 PM
Heya LanteaCraft dev here, as of Build 55+ the CC Adapter has a recipe, it's a control crystal in the centre slot, redstone in the bottom centre slot, edges and top filled with Obsidian.

Just thought I'd let anyone who doesn't follow our thread know.

Thanks for the Awesome program!
Edited on 23 December 2014 - 04:15 PM
mrgreaper #46
Posted 03 January 2015 - 06:46 PM
just wanted to say, awesome program.

cant seem to import the gates from the ccDialer to the ccDhd but other then that its very very good :)/>

one suggestion, have you thought about adding the speaker from http://www.computercraft.info/forums2/index.php?/topic/20903-mc-1710cc-165-peripherals-v120beta2-miscperipherals-reimagined-now-includes-speakers/page__pid__202144__st__40#entry202144 to it (the speaker is very new) so you can have the program say "incoming wormhole detected" and ofcourse …"chevlon one encoded" :)/>
Dog #47
Posted 03 January 2015 - 07:39 PM
just wanted to say, awesome program.

cant seem to import the gates from the ccDialer to the ccDhd but other then that its very very good :)/>

one suggestion, have you thought about adding the speaker from http://www.computerc..._40#entry202144 to it (the speaker is very new) so you can have the program say "incoming wormhole detected" and ofcourse …"chevlon one encoded" :)/>

Hi mrgreaper,

Thank you for the compliment - those are always welcome :)/>

The speaker idea sounds kinda neat, even though it's really outside the scope of what I wanted to do with ccDHD; I'll probably take a look at it, but I make no promises that I'll implement it.

I'm concerned that you're having problems exporting from ccDialer to ccDHD - I haven't run across any problems in my testing. Could you please tell me the steps you're taking (and the buttons you're selecting) - I'd like to duplicate what you're doing and fix any problems that may exist.

Before doing that, though…the first thing I'd recommend checking is that you have pSync turned on in ccDHD settings - without that, ccDialer and ccDHD won't communicate.
Edited on 03 January 2015 - 06:40 PM
mrgreaper #48
Posted 03 January 2015 - 08:10 PM
At work at the minute so this is from memory

i have two stargates, one on earth and one on the moon (galactic craft)
both have ccDhd setups and work fine

i also use the ccDialer on a portable computercraft computer

when on earth i linked the computer to the ccDhd, by turning on the setting for pSync on the main computer and then clicking the H on the ccDialer (i think it may linked automagicly before clicking the H on first use)

i then went to space, landed on the moon and made the base up thier including the gate, at this stage the moon gate was manual dhd and not hooked up to a computer craft computer.

i opened the portable computer and added the moon gate address to it, powered the dhd and manually dialed home.

once home i made sure the computer was synced with the moon gate and went into the address book of the ccDhd linked to the earth gate, clicked something i forget the name of but was the option for importing/exporting gates, and clicked import…nothing happened, it didnt take the address from the handheld.

i used the hand held to dial the moon gate and that worked so they were definatly connected.

I then built the computers required to hook do that to the moon gate and set it up

again i linked the hand held to the moon gate ccDhd and tried to import the gates from it, with no luck.

I assumed that either i was using it wrong (not sure if im ment to be using floppys in the disk drive of the ccDhd? though your request i check i had turned on pSync suggests what i did should of worked) or that perhaps it was not yet implemented.
Dog #49
Posted 03 January 2015 - 08:56 PM
OK - I see what's happening. My apologies for the confusion - and a hearty thank you for the very complete description of the steps you were taking.

The import/export feature in ccDHD is not for ccDialer (I should explain that in the documentation) - that is for importing and exporting your gate list to a floppy disk so you can have a backup. The way you sync your gate list with ccDialer is to select the 'pSync' button in ccDialer (it'll automatically select the host if there is only one in range, or it will present a list if there is more than one pSync host in range), then send or get the addressbook via the pSync screen. Keep in mind that when you push a gate list *to* ccDHD, you still have to *save* the gate list (right click on 'New Gate') in ccDHD. ccDHD does not automatically save a gate list that's pushed from ccDialer in order to prevent griefing with that feature.

Try that out and let me know if you get the desired results. I'll update the ccDHD documentation at some point this w/e to clear up the difference between Import/Export and pSync.
mrgreaper #50
Posted 04 January 2015 - 12:20 AM
OK - I see what's happening. My apologies for the confusion - and a hearty thank you for the very complete description of the steps you were taking.

The import/export feature in ccDHD is not for ccDialer (I should explain that in the documentation) - that is for importing and exporting your gate list to a floppy disk so you can have a backup. The way you sync your gate list with ccDialer is to select the 'pSync' button in ccDialer (it'll automatically select the host if there is only one in range, or it will present a list if there is more than one pSync host in range), then send or get the addressbook via the pSync screen. Keep in mind that when you push a gate list *to* ccDHD, you still have to *save* the gate list (right click on 'New Gate') in ccDHD. ccDHD does not automatically save a gate list that's pushed from ccDialer in order to prevent griefing with that feature.

Try that out and let me know if you get the desired results. I'll update the ccDHD documentation at some point this w/e to clear up the difference between Import/Export and pSync.

ah i see, i will give it a try when/if this shift ends (been one of those never ending shifts at work)
Dog #51
Posted 04 January 2015 - 03:13 AM
Guh - I've had those shifts before - good luck.

I updated the address management instructions in the OP to clarify a bit and wanted to point out something I forgot to mention before. You *can* use the Address Book import/export feature with ccDialer: if you have a disk drive directly attached (and it's the first one mounted, so it's mounted as "/disk"), put the pocket computer in the disk drive then select the address book import/export feature from the drop-down menu.
Edited on 04 January 2015 - 04:22 AM
piro #52
Posted 13 January 2015 - 01:24 AM
Gatebuddy is supposed to be on an Advanced Portable Device, correct?

Whenever I run Gatebuddy (up to date as of us this post) it says "No Stargate Detected"

I have gateLiaison, DHD, and Dialer setup and working, so it's only Gatebuddy that I can't get working.
Dog #53
Posted 13 January 2015 - 07:18 AM
Hey piro,

ccDialer runs on an advanced portable, but not gateBuddy. gateBuddy can run on an advanced or standard computer with a wireless modem (or an advanced or standard wireless turtle).

gateBuddy 'manages' a gate much like gateLiaison does, but it only talks to ccDialer. Basically gateBuddy is installed at gates where you want to use ccDialer, but you don't want to setup a full install of gateLiaison and ccDHD. You setup gateBuddy the same way you would setup gateLiaison (with an adapter block connected to a stargate) then click on [H] in ccDialer to find the new gate.

I'll take a look at the OP and see if I can make the documentation more clear.
Edited on 13 January 2015 - 06:22 AM
TheRealM18 #54
Posted 01 March 2015 - 12:29 AM
I have a fix that is needed in the download code, and 2 request for stuff.

1. can you fix line 344 there is an extra "(" in it, or not an end of it so it crashes on startup. (that is the ccDialer btw)
2. can you make a Advanced computer version of the ccDialer.
3. can you make an make the ccDialer available on the ccappstore (that is the OneOS store that i know of)

on other notes good job on the program and love using it.

p.s. the ccDialer version for the advanced computer is so that if you ran it with a few tweeks you can run an auto update program across the network. to do that you need to use computercraft port 99999 appearently.

all in all though that is quite a big request and I know it will take some time to get around to all of it.
Dog #55
Posted 01 March 2015 - 01:04 AM
I have a fix that is needed in the download code, and 2 request for stuff.

1. can you fix line 344 there is an extra "(" in it, or not an end of it so it crashes on startup. (that is the ccDialer btw)
2. can you make a Advanced computer version of the ccDialer.
3. can you make an make the ccDialer available on the ccappstore (that is the OneOS store that i know of)

on other notes good job on the program and love using it.

p.s. the ccDialer version for the advanced computer is so that if you ran it with a few tweeks you can run an auto update program across the network. to do that you need to use computercraft port 99999 appearently.

all in all though that is quite a big request and I know it will take some time to get around to all of it.
Well that's embarrassing. My apologies for the goof in ccDialer (not sure how I missed that). It's fixed now - just redownload it.

Regarding an Advanced Computer version of ccDialer - can you clarify what you're looking for? The point of ccDialer is to be portable. For Advanced Computers there's ccDHD in combination with gateLiaison. So I'm not sure what it is you want out of a full-sized computer version of ccDialer. My apologies if I'm missing something obvious here.

As for the app store - I'll look into it, but it's not something that will happen soon (if ever) for a number of reasons; the biggest being that only putting ccDialer up there wouldn't be very useful to people and the core ccDHD programs don't work in OneOS (a shortcoming of mine, not oeeds).

I'm glad you find the program useful and enjoy using it :)/> Thank you for the compliment and the suggestions!
Edited on 01 March 2015 - 12:04 AM
TheRealM18 #56
Posted 01 March 2015 - 01:53 AM
having the ccDialer as a advanced computer would allow you to say have a Datacenter (in other words) that would dial it as soon as you install the gateLiaison, or the gateBuddy, it would DIal this datacenter, upload the gate address, the Datacenter would make a back-up then turn around and update the gate that has joined the network. to do this I believe it is port 99999 on computer craft but don't quote me, and once the new gate has the addresses, it would then close the gate. after that the DataCenter would then Dial each of the gates on its list so that it could update all the computers at once. Im not sure if the message though has to go though the Computercraft adapter or not though since I took quite a lot of time to get to see if it would even try that,
Dog #57
Posted 01 March 2015 - 02:46 AM
That's a cool idea you have there, and if LanteaCraft ever adds a way to transmit via gates I'll probably try to come up with a central address book server or something similar.

Unfortunately, it wouldn't work now because there's no way to send data through gates. There are ways to broadcast information through ComputerCraft, but at the default transmission distance (which is what I would guess a majority of players use) the gates would all have to be very close together. ComputerCraft doesn't have 'ports', but it does have 'channels' - if you're referring to CC's broadcast channel; it has the same limitations as any other channel so it wouldn't solve the inherent problems.

If I've misunderstood, please let me know.

EDIT: RC7r is 'officially' released - with it, rCmd is gone and the Address Book Management selection in the drop down menu has moved to rCmd's button location. Additionally I've implemented a new feature with RC7r - Merge! What does Merge! do? Instead of copying the entire address book over the current one and replacing it, it performs an import that only adds addresses that aren't already in the address book. This should make sharing address books and getting all synced up a little easier. There are some limitations to be aware of: Merge! only imports (no export) and it only works with disk drives (so floppies or portables), not wirelessly (and currently the drive must be mounted as "/disk"). Merge! can be found by clicking the AddrBook button on the main screen.

EDIT2: RC8 is released! Biolocks are a thing again! Control your iris/shield or lockdown mode by simply swiping a programmed biolock (use BioPup to program biolocks). See the OP for more info.
Edited on 20 March 2015 - 04:54 AM
Jeremythewiz #58
Posted 21 March 2015 - 08:27 PM
Hey. I've been using your programs for awhile but I've never actually posted anything on here.
I just went to go set up a new stargate today but when I copy and pasted the pastebin code, I got this alert after I typed "startup"

bios:367: [string "startup"]:1: unexpected symbol
I'm not sure what's causing this, all of my plugins are up to date so I figured I'd come and ask here. Thanks
Dog #59
Posted 21 March 2015 - 10:13 PM
Hey Jeremythewiz, sorry you're having problems.

Did you copy/paste the entire pastebin or did you use ComputerCraft's built-in pastebin utility (pastebin get xxxxxxxx startup)? I ask because the line indicated is line 1 which would indicate you have a bad copy (which you shouldn't get using the built-in pastebin utility). I can't duplicate the problem on my end and I've double checked all the programs to make sure that error doesn't exist.

The easiest fix would be to download the program again and see if the error goes away. If that doesn't do it, please answer the following and I'll do my best to figure out what's going on…

1. Which program is producing that error? ccDHD, gateLiaison, ccDialer, gateBuddy?
2. Do you have the latest version(s) of the program(s)? (hint: to make sure, download them again, I just posted some updates last night and today)
Edited on 21 March 2015 - 09:15 PM
Jeremythewiz #60
Posted 22 March 2015 - 01:32 AM
ccDHD and gateLiaison are causing the problems. I haven't tried any others. I was using the built in pastebin utility.
Dog #61
Posted 22 March 2015 - 04:18 PM
I'm stumped. You're error message indicates line 1 in the program(s) which is just a comment (in both programs). I've double checked all the programs and they work fine. I'll do some more testing later today, but, so far, I can't duplicate what's happening to your downloads.

Are you naming ccDHD and gateLiaison as startup, or are you using a separate startup file to launch them?
Jeremythewiz #62
Posted 22 March 2015 - 10:43 PM
Yes I am using them as "startup" and thats when I get the error. I type startup and I get the error message. Ive tried restarting to terminal, trying it on a different terminal and everything, but nothing seems to fix it.
Dog #63
Posted 22 March 2015 - 11:44 PM
When you tried them on a different terminal, did you copy them over or did you re-download them?
Edited on 25 March 2015 - 03:11 AM
Jeremythewiz #64
Posted 02 April 2015 - 11:51 PM
Yes I Re-Downloaded it
Dog #65
Posted 03 April 2015 - 02:21 AM
OK…so, for example, you're typing the following to download ccDHD, right?

pastebin get jriyySTL startup

And when you type startup you receive the following error exactly as below?

bios:367: [string "startup"]:1: unexpected symbol

If that's the case, I'm absolutely stumped. I have no idea why you're having that problem. Out of curiosity, what version of CC are you using?

Would you please open ccDHD in edit and either type out or post a screenshot of line 1 for me, so I can see what's happening on the first line of what you're downloading?
Edited on 03 April 2015 - 12:23 AM
Aaronstar #66
Posted 06 April 2015 - 02:54 AM
do you have a version for minecraft 1.6.4?
squall2044 #67
Posted 06 April 2015 - 05:48 AM
Hi I've tried your programs with both SGCraft and LanteaCraft for the most part they all work great for both. With the exception of discoDialer with LanteaCraft it actually dialed the gate and there was a period of time (about the length it took the gate to dial) between the "temporal buffer" lines however in SGCraft the gate dosn't dial and there is almost no time between the "temporal buffer" lines. I build the gate place the adapter/interface block under the center base block with an advanced computer next to it and run the program. I've even tried useing a network cable between the computer and the interface block. But nothing seems to work. Am I doing something wrong?
Dog #68
Posted 06 April 2015 - 06:01 AM
Hi squall2044 - you're not doing anything wrong - the two mods work differently. LanteaCraft dials the full address before revealing to the user whether the address is valid or not. SGCraft, on the other hand, reveals address validity before dialing and actually skips dialing altogether if the address isn't valid. With SGCraft you'll only see the gate dial if discoDialer has found a valid gate address.
squall2044 #69
Posted 06 April 2015 - 06:29 AM
OK that makes sense thank you for your quick response
squall2044 #70
Posted 07 April 2015 - 09:10 PM
I was wondering if it was possible to output discoDialer to a monitor and if so how to do it.
Dog #71
Posted 08 April 2015 - 12:36 AM
I think you'll need a fairly large monitor array, but you can display discoDialer on a monitor by typing the following

monitor side programName

So, if your monitor array was on top, you'd type

monitor top discoDialer
squall2044 #72
Posted 08 April 2015 - 04:16 AM
thank you
Dog #73
Posted 08 April 2015 - 05:16 AM
You're welcome - have fun :)/>
squall2044 #74
Posted 12 April 2015 - 05:30 AM
I've been playing around with both computercraft and opencomputers (sometimes together sometimes not) and reading through SGCraft's changelog I've noticed that opencomputers wireless signals can pass through the wormhole. i was wondering if you had considered making a program for opencomputers that's similar to this one but also takes advantage of the tablets to open and close the iris from the other-side of the wormhole?
Dog #75
Posted 12 April 2015 - 05:51 AM
Probably won't happen. OpenComputers doesn't really appeal to me - it's a great mod and I can see why others like it, but it's not my thing.
squall2044 #76
Posted 12 April 2015 - 08:08 AM
i keep getting this gateLiaison error: Java Excepiion Thrown: java.lang.NullPointerException 10. The gate is in a Mystcraft age. I'm using this age to generate (and transmit via ender io) the power for my gates so I'm using a chunk loader to maintain my solar farm and it happens to be close enough to my gate that the chunk loaded distance includes the gate, the ccDHD, and gateLiaison. its the ChickenChunks Chunk Loader. It's temporarily fixed but cc computer reboot. just thought I'd let you know
Edited on 12 April 2015 - 06:08 AM
Dog #77
Posted 12 April 2015 - 05:05 PM
Unfortunately that's a Java side error so there's probably nothing I can do about that. That *could* indicate a bug in CC or another mod, though. Do you have a log that shows that exception?
squall2044 #78
Posted 12 April 2015 - 05:24 PM
I don't seem to as its not crashing minecraft itself just the gateLiaison computer
Edited on 12 April 2015 - 03:24 PM
Dog #79
Posted 12 April 2015 - 05:52 PM
It won't be a crash log - I'm hoping the exception will be caught in the regular minecraft log.
squall2044 #80
Posted 13 April 2015 - 07:30 AM
next time it happens i'll grab the minecraft log
Edited on 13 April 2015 - 05:30 AM
Dog #81
Posted 13 April 2015 - 05:18 PM
Thanks - hopefully that'll give us a clue as to what's happening.
squall2044 #82
Posted 14 April 2015 - 05:26 AM
hasn't happened yet. By the way how do I delete a gate from the ccDialer/gateLiasion address books?
Dog #83
Posted 14 April 2015 - 06:18 AM
… how do I delete a gate from the ccDialer/gateLiasion address books?

ccDialer - middle click an address to delete

ccDHD - middle click an address to enter TRIM mode - then left click addresses to delete
squall2044 #84
Posted 14 April 2015 - 06:51 AM
thank you again
Dog #85
Posted 14 April 2015 - 07:09 AM
You're welcome - happy to help :)/>
Korvynus #86
Posted 25 May 2015 - 06:32 PM
Hello Dog (reference from HL² ? :P/>), As always, I'm pleased with your CC programs.

I tried your WiRe program before (on a custom 1.6.4 modpack) and I was really happy to manage my big "tower" doors with it.

And now I'm trying your dhd program to manage my stargate network. Btw I'm using SGCraft on 1.7.10.

Well, anyways I'm here to ask you something : Do you planning to make a kind of whitelist for the ccDHD?

I mean, is it possible to auto-close the Iris when an unknown/untrusted gate dial my own gate? It would be really useful… and I miss that feature.

I was using the sgcontrol program from thatParadox. It had a kind of whitelist feature in it and I loved the display of the stargate chevrons on the adv. monitor!

Unfornutaly, it has a poor addresses management unlike your's and doesn't have a so well advanced history for all outcoming/incoming dial.
Dog #87
Posted 25 May 2015 - 10:12 PM
Hey there, Korvynus! I'm glad you find some of my programs useful - always nice to hear :)/>

I went ahead and implemented a basic whitelist/blacklist system within ccDHD and updated the suite to RC8k. It's set on a per-gate basis, so any gate you'd like to black or white list must be in your address book. You'll see in each gate's details page there is now a switch labeled "Iris" - that switch determines what the iris does for that address. Red = blacklisted (iris will close). Green = whitelisted (iris will open). Neutral (green/gray/red) means the iris state will not change for that address.

You should only need to update ccDHD to get the new features.

Try it out and let me know what you think!
Korvynus #88
Posted 26 May 2015 - 02:39 PM
Works pretty fine so far. But I got a small bug with the Iris button.

Look the screenshot : http://prntscr.com/79ktn7 (It doesn't show anymore but I can still change his state by clicking there).

But it's only for known addresses in the bookmarks right? :s

I was thinking more like a firewall. So it allow only the gates with a special "flag" on my bookmarks. Every other gates that will try to dial my gate, the Iris will be closed for them.
Dog #89
Posted 27 May 2015 - 12:57 AM
OK, I removed the 'Startup Iris' option in the settings screen and replaced it with 'Incoming Iris'. When 'Incoming Iris' is 'ON' the iris will auto-close on all incoming calls, except for addresses in the addressbook that are whitelisted.

I wasn't able to duplicate the invisible switch problem in your screenshot, but I re-worked the code some - the problem *should* be gone.

Let me know how that works out for you.
Korvynus #90
Posted 27 May 2015 - 01:09 PM
Well the problem with the invisible switch occurs with 2 things.

The first is by right-clicking on an existing address in the bookmarks and when I want to change the "Classification". But it seems random…

The second is by adding a new address from the "View logs" menu. And I must reboot the DHD machine to fix it.
Dog #91
Posted 27 May 2015 - 04:30 PM
Thanks for the clear descriptions! I've fixed both of those problems (and another couple minor issues I discovered in testing). Redownload ccDHD to get the fixes. My apologies for the errors and frustration.
Edited on 27 May 2015 - 02:49 PM
Korvynus #92
Posted 28 May 2015 - 09:47 AM
So far, there is no problem, everything is working fine. Thanks again for your patience and your nice programs! ^^
Dog #93
Posted 28 May 2015 - 11:02 PM
Glad it's all sorted now :)/> You're very welcome - thank *you* for your patience while the bugs got ironed out!
Aaronstar #94
Posted 01 June 2015 - 02:47 AM
i set up the whole system and it works almost perfect so i had 2 questions:
1. in lanteacraft 0.1.0 there are irises. do they work at all and if so how do i activate it?

2. i got the system running then i added biopup and it keeps saying it needs a scanner even though the scanner is touching the right side. i also tried it with just biopup in the computer and got the same result.
any help would be appreciated. thanks!
Edited on 01 June 2015 - 01:17 AM
Dog #95
Posted 01 June 2015 - 03:55 AM
Hey there, Aaronstar,

Glad you're finding the program useful :)/>

In answer to your questions:

1. The latest build of LanteaCraft I can find is 1.7.10-70. I'm not aware of an 0.1.0 version. Can you provide a link to that version please (preferably a link to the release page)?

2. Which scanner are you using? Are you using the Biometric Scanner (aka Biometric Lock) from Gopher's Peripherals 2.2?
Aaronstar #96
Posted 01 June 2015 - 04:24 AM
sorry i was looking in the mods tab info the version is rc1-37 mc version 1.6.4
i am using the biometric lock from BioLock_v2.1.3_1.6.4 which i got from gophers page
Dog #97
Posted 01 June 2015 - 06:14 AM
OK, this may get a little confusing…

The Biolock won't work since that version of Gopher's Peripherals is for CC 1.58 - the 'supported' version of ComputerCraft required for ccDHD is 1.73. ccDHD *might* work with ComputerCraft 1.63 and MC 1.6.4, but it won't work with ComputerCraft 1.58. You're also using an old version of LanteaCraft which ccDHD doesn't support any longer (it may or may not work). Additionally, ccDHD isn't tested or supported under MC 1.6.4 any more (although it *should* still work fine). Sorry for all the bad news, but let me see if I can answer your questions based on what you've told me:

1. The RC1 versions of LanteaCraft did not have irises (although there were creative elements for development purposes in various versions iirc) so there is no way to activate them. Even if there were irises, there were no computer methods provided to control them so it would not be possible to add support regardless.

2. ccDHD only supports Gopher's Peripherals 2.2 for MC 1.7.10 - biolock support didn't work in MC 1.6.4 due to the fact that Gopher's Peripherals and ccDHD required different versions of ComputerCraft

Unfortunately, if you really want to use Biolocks with ccDHD in MC 1.6.4, then you'll need to downgrade to ComputerCraft 1.58 and ccDHD 1.1 (which I no longer support) - and you'll need to find an old version of LC that supports ComputerCraft 1.58. I personally wouldn't recommend bothering - you'd be better off updating to MC 1.7.10 and the latest LanteaCraft and ComputerCraft.

For future reference, you can find ccDHD's requirements in the OP under the spoiler labeled 'Requirements'. If there's anything you can't find in the OP (or are unclear about) please feel free to ask - I'll do my best to answer your questions.
Edited on 01 June 2015 - 04:33 AM
MittonsMadness #98
Posted 02 July 2015 - 01:33 PM
Hey,
I'm a little lost on how to get this working
Ill admit, I'm new to the world of programming but when I saw your creation via CC, I knew I wanted it, but I think I'm doing it all wrong
By the way, how do I begin with the DHDinstaller thingo? Could n't find it on the downloads area
Cheers
Dog #99
Posted 02 July 2015 - 05:16 PM
Hey MittonsMadness :)/>

Let's start with the basics. What versions of MC and CC, are you using? Are you using LanteaCraft or SGCraft? Which version of that?
squall2044 #100
Posted 12 July 2015 - 01:28 AM
Hello again Dog! I still don't know what was causing that error as I started using chunk loaders to keep the gates and computers loaded at all times.
What do you think about this: In ccDialer instead of at the top where it says "Host:<Gate-Address> have it say "Host:<Gate-Name>" if you named that particular gate?
Dog #101
Posted 12 July 2015 - 01:37 AM
Hello again Dog! I still don't know what was causing that error as I started using chunk loaders to keep the gates and computers loaded at all times.
What do you think about this: In ccDialer instead of at the top where it says "Host:<Gate-Address> have it say "Host:<Gate-Name>" if you named that particular gate?
Hey there, squall2044 :)/>

I have no idea what's causing that java error - a log file *might* help, but I'm not sure.

I thought about using the gate name in ccDialer instead of the address - there were some issues with trying to do that the way ccDailer is written. I'll revisit the issue, though, and see what I can do.

EDIT: I've made the change you requested - all hosts in ccDialer that are in the address book will be listed by name instead of address. With that change, I've updated the version numbers to RC8o and included a couple other minor fixes. Redownload ccDialer to get the new feature.
Edited on 12 July 2015 - 03:09 AM
squall2044 #102
Posted 13 July 2015 - 05:12 AM
Thank you that was quick
Dog #103
Posted 13 July 2015 - 05:44 AM
You're quite welcome :)/> I just found a bug in the new code and fixed it so you might want to redownload ccDialer to make sure you have the latest.
lieven121 #104
Posted 13 July 2015 - 07:38 PM
Hi first I want to say thank you for how nice you have been : )
second I have cheked out your dialer and its really nice :)/>
third what is the os.queueEvent() for I have seen this but dont know what the use is

maybe concider adding pasting addresses (
 event, paste = os.pullEvent("paste') 
)

and found a few bugs
you can enter just any caracter ass address (this crashes the game btw(reported))
dissconect doesnt work if the gate has 9 chevrons locked but isnt connected (haven't found why)
and when clicking on that # number in the address gui and then click on somthing else the dialer returns

startup:1610: badd argument: double expected, got nil (ccdhd)


and great news I have looked at how you handel importing an exporting addressed and I will be able to support that and you dont need to do a thing :)/>
Dog #105
Posted 14 July 2015 - 12:19 AM
Hey lieven121!

Thanks for checking out ccDHD - and especially, thanks for finding and reporting those bugs - I'll get on fixing those right away.

You're right - I need to add the ability to paste addresses - I'll add that in the near future. (EDIT: basic paste ability added to ccDHD &amp; ccDialer and uploaded)

You are right, again - I don't do any validation checking on the characters entered - that's something I'll have to play around with and see if I can create something that works well. (EDIT: added to ccDHD &amp; ccDialer and uploaded)

I'll look into the 9 chevron issue - not sure why that's happening. Can you tell me how you tested that? Did you let ccDHD lock nine chevrons then hit END Call? Or did you do it some other way?

The # in the address GUI is for changing the order of the gates in the address book - I'll look into that and get that fixed as well. (EDIT: fixed and uploaded)

That's great news about importing/exporting addresses! Thanks for considering that!
Edited on 13 July 2015 - 11:02 PM
lieven121 #106
Posted 14 July 2015 - 01:06 AM
I added a address (to no real gate) then dialed it and when the 9 chevrons were locked I just pressed End Call it says disconnecting but the 9 chevrons stay locked

edit I have tested ant the reason this is happening is if the gate is connected you use
 line 420: onHook = pcall(gate.disengageStargate) 
but this only shuts down the gate and doesnt disengage the chevrons if you add
 disengageChevron() 
at line 421 the problem seems to be solved :)/>

and you might want to slow down the dialing time its a bit fast

note: concider having the program check if the last engaged chevron == the new one
if you engage the same schevron twice the kate makes a spinning sound but doesnt spin and actualy nothing changed (hope this is clear the way I say it )
Edited on 13 July 2015 - 11:38 PM
Dog #107
Posted 14 July 2015 - 01:33 AM
Ahhh, gotcha. OK, I'll look into that and see if I can figure out what's wrong. Thanks!
lieven121 #108
Posted 14 July 2015 - 01:40 AM
Ahhh, gotcha. OK, I'll look into that and see if I can figure out what's wrong. Thanks!
srr I was bussy testing and typing so i didnt see your post but look at my edited post
Dog #109
Posted 14 July 2015 - 02:10 AM
If the gate is actually connected, disengageStargate() is supposed to disconnect and disengage all the chevrons, but I'm not sure how reliably it works - I haven't really done much testing yet. However if 9 chevrons are engaged, but the gate hasn't connected, the program *should* deal with that properly - I'll have to do some more testing with both of those cases.

EDIT: I have noticed that trying to disconnect immediately after connecting results in a long delay before the disconnect actually takes place - that had me thinking that the disconnect wasn't working at first. I'll file an issue report on that.

As for the dialing speed - I let the gate determine the dialing speed. The program waits for the gate to engage a chevron before starting with the next glyph and chevron. I'm not a big fan of slowing things down without a need so I probably won't change that.

The way ccDHD's dialing sequence is written there should be no way for the same chevron to be activated twice in a row. If you see that happen, please let me know because it really shouldn't be possible.

Thanks for all your help and testing! Please let me know if I can help with your dialer - once I get these dialing/hangup issues sorted out in ccDHD I'll take some more time and do some more testing on your program.
Edited on 14 July 2015 - 12:17 AM
lieven121 #110
Posted 14 July 2015 - 02:25 AM


As for the dialing speed - I let the gate determine the dialing speed. The program waits for the gate to engage a chevron before starting with the next glyph and chevron. I'm not a big fan of slowing things down without a need so I probably won't change that.

The way ccDHD's dialing sequence is written there should be no way for the same chevron to be activated twice in a row. If you see that happen, please let me know because it really shouldn't be possible.

Thanks for all your help and testing! Please let me know if I can help with your dialer - once I get these dialing/hangup issues sorted out in ccDHD I'll take some more time and do some more testing on your program.

I am planning to make the dialing speed optional (fast/realistic) because the dialing is now so fast the gate cant keep up but its handy if you need to get somewere

about the chevrons if you dial for example 111111111 you wil hear the gate spin but it doesnt spinn the not spinning is intentional the sound not but

finaly no problem for some reason I am good at finding bugs and Thanks I will keep that in mind and the same counts for you if you need help or so just let me know
Dog #111
Posted 14 July 2015 - 02:30 AM
Ah, OK, I see what you mean about the spinning and the sound. Interesting - I'll keep an eye on that and file an issue report if it turns out to be undesirable behavior.

Again, thank you, lieven121!

EDIT: I discovered why ccDHD has problems disconnecting from invalid addresses - LanteaCraft generates a connect event when engageStargate() is called, not when a connection in established. ccDHD is fooled into thinking it has a valid connection. Hanging up in LanteaCraft is different depending on whether you're actually connected or not so ccDHD applies the incorrect method for hanging up. I'll have to rethink how ccDHD determines if there's a connection or not.
Edited on 14 July 2015 - 02:16 PM
Aaronstar #112
Posted 29 July 2015 - 12:24 AM
hey i know this happened a while ago, but in reference to the problem Jeremythewiz was having, it could be that if there is some kind of web filter on his computer or WiFi and pastebin is blocked. the computer might download the HTML code of the access denied page and think it is a program. i know this happened to me once, i tried having cc download a prog while on a school WiFi, and pastebin was blocked for whatever reason. the computer received data and thought the download was successful, however it received something completely different. it didn't throw an error until i tried to run it and it saw characters it didn't expect. try going to the page on a browser before downloading it just to be sure.
Edited on 28 July 2015 - 10:46 PM
Dog #113
Posted 29 July 2015 - 12:59 AM
Thank you, Aaronstar, that didn't even occur to me - I'll keep that in mind for future reference :)/>
sirjason #114
Posted 07 August 2015 - 08:04 PM
Can anyone share with me how they got Biometics working via pictures and such? I must not understand it fully, also with Biometics is it possible to only allow certain people to dial it like in SG1?
Dog #115
Posted 08 August 2015 - 12:30 AM
Hi sirjason,

Let me see if I can get you going with the biolocks. I'll start with a basic outline of what to do - feel free to ask questions and I'll do my best to clarify…

For the biometrics, you'll need to have Gopher's Peripherals installed. The first step is to connect a biometric lock (not a keypad) to the ccDHD computer either directly or via network cable &amp; modems. The next step is to program the biolock using BioPup (available in the downloads section of the OP) - if you need help programming a scanner with BioPup let me know and I'll walk you through it. After that, you go into ccDHD settings and select what you want the biolock to do (require a swipe at startup or not, and/or control iris/lockdown/nothing after logged in).

Regarding your second question…there is no way to effectively 'control' who can use ccDHD and who can't other than to place the ccDHD computer and monitors in a location that only authorized people can get to. I've considered adding a locking mechanism to ccDHD but that introduces a whole new set of problems that I'm not really interested in trying to tackle, so it ultimately boils down to physical security being the only way control who has access and who doesn't.
sirjason #116
Posted 08 August 2015 - 06:50 AM
Ok, I setup a computer with biopup and a biometric lock which are linked to the same network the ccDHD is on. I scanned myself in and Biopup shows me as having an account on the scanner, but when I go to the setting section of ccDHD it says No BioLock present.
Dog #117
Posted 08 August 2015 - 07:22 AM
Is the modem on the biolock turned on?
sirjason #118
Posted 08 August 2015 - 08:33 AM
Yes and it's on the network.
Dog #119
Posted 08 August 2015 - 05:02 PM
I built a setup similar to your description and it's working as expected, so let's start with which versions you are using…
(ccDHD, ComputerCraft, stargate mod, Gopher's Peripherals)
sirjason #120
Posted 08 August 2015 - 05:21 PM
Also I am getting a peripheral:74: Too long without yielding

ccDHD 1.5.00, ComputerCraft is 1.7.3, Stargate Mod is SGCraft-1.9.3, and BioLock 2.2 pr1.
Dog #121
Posted 08 August 2015 - 05:21 PM
That peripheral error isn't related to ccDHD - that's coming from one of the mods - if that error continues we'll see if we can track it down.

Can you post a screenshot or two of your setup?
Edited on 08 August 2015 - 03:24 PM
sirjason #122
Posted 08 August 2015 - 05:37 PM
Ok here is a screenshot, on the far left is a Advanced PC running BioPup, the middle is the Biometric Lock, and the Right is the ccDHD.

Dog #123
Posted 08 August 2015 - 06:15 PM
Hmmm…that *should* work. So BioPup is able to see the biometric lock, but not ccDHD? What happens if you place the biometric lock next to (touching) the ccDHD computer - does it see it then? Also, if you added or moved the scanner while ccDHD was already running you'll need to restart ccDHD for it to see the scanner.
sirjason #124
Posted 08 August 2015 - 06:31 PM
Well damn, it seems that fixed it. I broke and put it back and it's working. Now then, when trying to use ccDialer when trying to open up the Iris it's getting that error I posted earlier also. I hit the Iris button and it asks me for remote Iris password is that the same as lockdown password? I've tried the lockdown password and just hitting enter, seems to do nothing.
Edited on 08 August 2015 - 04:40 PM
Dog #125
Posted 08 August 2015 - 07:14 PM
When trying to use ccDialer to remotely open an iris you're getting the peripheral:74 error? That's really odd - although not caused by ccDHD, I'd like to try to see what's going on there - would you mind posting that log file?

Yes, when dialing into ccDHD, the password is the lockdown password. When dialing into a gateBuddy gate any password will work (this is to help prevent iris griefing on public gates). Do you have pSync (ccDialer) turned on in ccDHD settings?
sirjason #126
Posted 08 August 2015 - 07:23 PM
Yes pSync is turned on and when I attempt to use the Locksown password, nothing happens, if I try to many times I get that error and where can I find that log you wish to see?
Dog #127
Posted 08 August 2015 - 09:37 PM
Are the gates connected when you try to open the target gate's iris? Remember that ccDialer doesn't open the local iris, only the target iris.

The logs should be in your .minecraft directory in logs - you'll want fml-client-latest.log and latest.log
MarioBrosFTW #128
Posted 09 August 2015 - 09:45 AM
just wondering do u think u could combine the script of yours with https://www.youtube.com/watch?v=6bpzHJig8LM < that cus his is simple but yours is more detailed think it could be worked together
Dog #129
Posted 09 August 2015 - 05:20 PM
Hi MarioBrosFTW,

I'm sorry to say that's not something that's likely to happen - the two programs are far too different to just 'combine'. In fact, it would probably be easier to write an entirely new dialer than it would be to combine the two programs. I'm guessing you like the monitor 'graphics' of thatParadox's dialer program. It's a nice feature, to be sure, but that's a feature that is unique to tP's dialer and not one I'm interested in developing for ccDHD at the moment - that may change in the future, but probably not in the near future.
sirjason #130
Posted 11 August 2015 - 10:35 AM
Ok, the remote iris control doesn't work. Here is the logs. http://pastebin.com/RDT27AH1 The FML log seems to be too big.
Edited on 11 August 2015 - 08:55 AM
Dog #131
Posted 11 August 2015 - 04:47 PM
Weird - I just tested remote iris open and it works fine for me. Can you please tell me the steps you're taking when using remote iris open in ccDialer? (e.g. select host (address), dial gate (address), wait until connected, etc.)

I couldn't find any reference to the peripheral error you were having in the log you posted. Instead of pastebin, do you have a puu.sh or a dropbox (or similar) account that would allow you to post the FML log so I can download it?
sirjason #132
Posted 14 August 2015 - 12:48 PM
I may be trying to use it to much like the show, I was basically dialing my base from another regular gate (just a plain dhd) and attempting to open the Iris from that side, which didn't work. It also didn't work when I sat in front of my base's iris and attempted to control the Iris with ccDialer.
Dog #133
Posted 14 August 2015 - 04:57 PM
OK, I see what's happening. That won't work. You need a computer at the gate you're dialing from to send the iris open command to your base computer(s) (ccDHD/gateLiaison). ccDialer can't send the command directly, it must go through the gate network, which means there needs to be a computer at the gate to relay ccDialer's iris open command. If there's no computer at the gate you're at, nothing will happen on the other end. That's what gateBuddy is for. If you place a computer with gateBuddy at the remote gate it should work how you expect. You'll also be able to dial your base with ccDialer from that gate without using the regular DHD.
sirjason #134
Posted 15 August 2015 - 01:43 PM
Ahhh ok, I see now. I think I can work that into our server setup. Sorry, for all the questions, trying to get everything setup before my server has it's opening Gou'ald vs. SGC event that sets the lore and all for the server.
sirjason #135
Posted 15 August 2015 - 02:09 PM
Also I seem to be getting a new error, startup:218: attempt to get length of number (this being on the device that runs gateliason)
Dog #136
Posted 15 August 2015 - 05:20 PM
OK, I uploaded a fix for that error - redownload gateLiaison to get the fix. If you have any other questions or issues, please let me know - I'm happy to help :)/>
Edited on 15 August 2015 - 03:21 PM
sirjason #137
Posted 15 August 2015 - 11:11 PM
Getting errors - peripheral:74: Too long without yielding - This seems to happen when traveling via the gates, arriving at my base and psyncing the ccDialer with it. After the 2nd or 3rd sync, the gateliason computer spits out that error. And then I have to reboot it to make it function again.
Edited on 15 August 2015 - 09:17 PM
Dog #138
Posted 16 August 2015 - 12:04 AM
Unfortunately that error is not from my code - that has something to do with one of your mods. Syncing ccDialer doesn't involve gateLiaison and I've never seen that error in my testing so I have no idea which mod might be causing that error. If you could post your FML latest log (either via dropbox or puu.sh or another service) that might give a clue as to what's happening.

Fair warning, even with the log file I may not be able to find the offending mod. You can troubleshoot it yourself, however - the best way to find a misbehaving mod is to remove mods one by one until the error goes away - the last mod you removed is probably the problematic mod. Then replace all the mods you removed except the problematic one and see if the error is still gone. If it is, you found the mod causing the problem - if the problem returns then you probably have more than one mod causing an issue and you'll have to repeat the process. Don't forget to backup your world before doing any of this, though so you can restore it when you're done (minus the problematic mods).
Edited on 15 August 2015 - 10:05 PM
sirjason #139
Posted 16 August 2015 - 12:05 AM
Ouch, yeah, I will deal with it. It will be almost impossible to remove 100+ mods on a server and not have people wanting my head, LOL.
Dog #140
Posted 16 August 2015 - 12:08 AM
Yikes! Try to get that log uploaded - we might be able to find the problem in there (which would save a lot of hassle for you)
sirjason #141
Posted 19 August 2015 - 07:27 PM
Here are the files you requested when the issue happened. http://puu.sh/jHboB.log &amp; http://puu.sh/jHbGl.log Let me know if you need anything else.
Dog #142
Posted 19 August 2015 - 08:33 PM
I looked through both log files and couldn't find anything related to the error you are having, but I did notice that you're using a bukkit/cauldron setup of some sort - that *may* be part of the issue, but that's just a guess. If you keep getting that error, you may have to remove mods one by one until the problem goes away (and you know how fun that can be). Sorry I don't have a better answer for you on that. I'll go through the logs again later and see if there's anything I missed - I'll PM you if I find anything.
Mistercloud #143
Posted 23 September 2015 - 09:36 PM
Hello !

I'm having a problem with the gateBuddy script. Each time I'm trying to run it I have an error message :
gateBuddy initializing … startup:255: attempt to call nil

The stargate is connected with the adapter to an advance computer with a wireless modem.

Thank you for your help !
Dog #144
Posted 23 September 2015 - 11:00 PM
Hey there, Mistercloud,

I'm sorry to hear you're having problems. Not to worry, we'll get to the bottom of the issue. Let me start with the basics:

Are you using LanteaCraft or SGCraft?
Which version are you using?
Which version of ccDHD are you using?

EDIT: If I had to guess, you have the latest version of ccDHD/gateBuddy, and you're using LanteaCraft 1.7.10-70. If that's the case, the solution is either to downgrade your ccDHD programs to 1.5 (available in the downloads section of the OP) or update LanteaCraft to LC2-15. Keep in mind that LC2-15 is alpha so you may wish to go the route of downgrading ccDHD.
Edited on 23 September 2015 - 09:21 PM
Mistercloud #145
Posted 24 September 2015 - 02:17 AM
Hello Dog !
Thank you for the reply ! Now I feel completely stupid : I was indeed using the old Lanteacraft without knowing of the LC 2.
After the LC 2 update the gateBuddy is now working properly.
Dog #146
Posted 24 September 2015 - 06:31 AM
Glad you got it all working, Mistercloud :)/> If you have any other questions, please don't hesitate to ask!
Goneinaflash #147
Posted 13 November 2015 - 07:56 PM
Hello,
I am trying to use the ccdialer with SGcraft and when i click the iris button it asks for the password and after it is entered it just does nothing.
I am not sure whether it is meant to do anything or not or whether i am just not doing it correctly?
Dog #148
Posted 13 November 2015 - 10:17 PM
Hi Goneinaflash!

Sorry to hear you're having problems - let's see if we can sort it out…

A few quick questions:

Do you have an iris installed on the gate you are trying this with? Sorry if this question seems silly - I'm just trying to cover all the bases.

Are you trying to open the local iris or a remote iris? ccDialer only opens the iris on the receiving end of the connection, it doesn't control the iris at the dialing gate.

Are you trying to open or close an iris? I ask because the remote iris feature only opens closed irises - it doesn't close open ones.

Get back to me with those answers and we'll go from there :)/>
Goneinaflash #149
Posted 14 November 2015 - 10:29 AM
Hi Goneinaflash!

Sorry to hear you're having problems - let's see if we can sort it out…

A few quick questions:

Do you have an iris installed on the gate you are trying this with? Sorry if this question seems silly - I'm just trying to cover all the bases.

Are you trying to open the local iris or a remote iris? ccDialer only opens the iris on the receiving end of the connection, it doesn't control the iris at the dialing gate.

Are you trying to open or close an iris? I ask because the remote iris feature only opens closed irises - it doesn't close open ones.

Get back to me with those answers and we'll go from there :)/>


I do have an iris installed and i am trying to open the gates iris I am dialling to.
Dog #150
Posted 15 November 2015 - 05:57 AM
Hmmm…so I take you're waiting until the connection is established before sending the password (that's important). This may seem like an obvious question, but are you sure you're typing in the target gate's correct lockdown password? I just tested it and it's working for me - are you using ccDHD 1.5 or 2.0?
Goneinaflash #151
Posted 15 November 2015 - 04:06 PM
I managed to get it working as it turns out i was connected to the gate i was dialling and not the one i was dialling from.
Dog #152
Posted 15 November 2015 - 07:37 PM
Ahh, excellent - glad you got it figured out! If you have any other questions, comments, concerns, etc., please let me know :)/>
Aaronstar #153
Posted 05 December 2015 - 05:19 PM
hey, ive got a problem with gateleason: startup:884: attempt to call nil
line 884 reads: thisGate = gate.localAddress()

using lanteacraft-1.7.10-70

thanks!
Edited on 05 December 2015 - 04:19 PM
Aaronstar #154
Posted 05 December 2015 - 05:41 PM
nevermind i was just using the wrong ccdhd version. i didn't know lanteacraft had new other versions
Dog #155
Posted 05 December 2015 - 06:12 PM
Hey, Aaronstar - the new LanteaCraft and the old LanteaCraft are very different from a programming perspective, so it was necessary to split ccDHD into two versions.

Sorry for the confusion - I'm glad you got it figured out :)/>
Edited on 05 December 2015 - 05:14 PM
Aaronstar #156
Posted 03 January 2016 - 04:57 AM
is there a way to make a computer reusable if your sg changes addresses?
i wanna put the system on an Archimedes ship but do not want to need to re craft and reprogram two computers each time i land.
Dog #157
Posted 03 January 2016 - 06:18 PM
Hi Aaronstar,

I re-wrote portions of ccDHD and gateLiaison so this will work for you now. Just grab ccDHD and gateLiaison RC9k and you should be set. The computers will need to restart each time you land so gateLiaison can get the new address and ccDHD can get it from gateLiaison. Please let me know if you run into any problems.
Aaronstar #158
Posted 16 January 2016 - 09:16 PM
if the server configs say that a gate can only be closed from one side, yet someone uses your program to close it from the other side, could that cause problems with the server?
Dog #159
Posted 16 January 2016 - 11:08 PM
Hey again, Aaronstar,

The server configs override anything ccDHD (or the standard DHDs) can do - if the configs are set so that only the originating gate can close the connection then ccDHD won't be able to close the connection on the receiving end - you can click "End Call" but nothing will happen. If the server configs are set to only allow one-way closing and you're able to close from the receiving end (either with ccDHD or a standard DHD) then I would guess there's a bug in the mod. Either way, it shouldn't cause any problems with the server.
Yanniclord #160
Posted 27 February 2016 - 10:58 AM
So SGCraft was just updated. Do you think that you need to update your programs to? This is what is says on the thread:

NOTE:
In this version, computer API calls no longer raise exceptions on error, but return nil and an error message. This brings the API more into line with Lua programming conventions and avoids some

incompatibilities between Computercraft and Open Computers concerning formatting of error messages. See the note on Error Handling in the documentation for a way to adapt your existing code.
mrgreaper #161
Posted 27 February 2016 - 04:29 PM
not working in the new 1.8.9 build of sgcraft (not that surprising ofcourse)
running peripherals on the computer attached to the sgcraft computer craft interface sees "stargate" at the back
looking at the methods shows :
https://imgur.com/em8uW6q

is there a way to fix or does it need whole recode? (the gateLiason program says no stargate found)
Dog #162
Posted 27 February 2016 - 04:36 PM
@Yanniclord &amp; @mrgreaper - Thanks for the headsup! I should have a version out sometime today that will work with the new SGCraft. When it's out I'll edit this post and update the OP.
mrgreaper #163
Posted 27 February 2016 - 05:07 PM
@Yanniclord &amp; @mrgreaper - Thanks for the headsup! I should have a version out sometime today that will work with the new SGCraft. When it's out I'll edit this post and update the OP.

in my case i had it set up wrong, the interface needed to be under the gate not behind it
its now all working fully

https://imgur.com/Z70W58u

W
ell the iris isnt closing when the gate connection ends but thats a minor thing, it does open when my mate dials in (as is set for his address :)/> ) though does not open if closed when i dial his(intentional perhaps)
Edited on 27 February 2016 - 04:08 PM
Dog #164
Posted 27 February 2016 - 11:06 PM
Update is available. The 'new' SGCraft (1.11.x) is now supported in ccDHD 2RC9p and the 'old' SGCraft (1.9.x) is now supported by ccDHD 1.5.

This is important - for fresh installs of 'old' SGCraft, use ccDHD 1.5. However, if you're already using 'old' SGCraft with ccDHD 2RC9o or earlier (and you can't upgrade SGCraft for some reason), then stick with the version of ccDHD that you have - DO NOT upgrade and DO NOT downgrade to 1.5 as this *will* cause problems.

Sorry for the confusion, the recent changes made to SGCraft necessitated this split and there was no easier way to do it.


@Yanniclord &amp; @mrgreaper - Thanks for the headsup! I should have a version out sometime today that will work with the new SGCraft. When it's out I'll edit this post and update the OP.

in my case i had it set up wrong, the interface needed to be under the gate not behind it
its now all working fully

https://imgur.com/Z70W58u

W
ell the iris isnt closing when the gate connection ends but thats a minor thing, it does open when my mate dials in (as is set for his address :)/> ) though does not open if closed when i dial his(intentional perhaps)

Cool looking setup :)/> I'm not sure what you mean by 'the iris isn't closing when the gate connection ends' - there is no setting for that in ccDHD. In case you're thinking of the 'END Call Iris' setting, that actually opens the iris when the call ends.

Yes, it is intentional that your iris doesn't open when you call someone else - well, it's intentional in that there is no mechanism for automatically controlling the local iris when dialing out. It's an interesting idea, and I *may* add it to a future release - no promises.

Since you were concerned about the iris closing at the end of a call, I wanted to point this out to you in case you weren't already aware…
If you want the iris closed for everyone but your friends, then do the following in ccDHD:
- In settings turn ON the 'Incoming Iris' switch (this will close the gate for all incoming calls, except whitelisted addresses)
- Add each friend's address to your address book and, in the properties page for each address, set the Iris switch to green
- Don't forget to save your address book.

If I misunderstood anything, or if you have any other questions, suggestions, etc., please let me know :)/>
Edited on 27 February 2016 - 10:07 PM
SkullDrago #165
Posted 15 March 2016 - 09:12 PM
Hi Dog i want to use your programs vor a stargatecenter. now my idea is to use open modular turrets to save the portal when the iris automatic close. where in your code i can do a redstone output for the turrets?
Dog #166
Posted 15 March 2016 - 09:54 PM
The short answer is, "There is no *place* to do that".

The long answer is quite a bit more complicated, but it depends on exactly what you're looking for and which version of ccDHD you're using. For the latest version (RC9p) the following applies…

If you're looking to activate the turrets when the iris auto-closes then you'll need to modify ccDHD between lines 354-364. The line number depends on whether you're using LanteaCraft or SGCraft. Since LanteaCraft doesn't have working irises atm, I'm guessing you're using SGCraft - in that case you would modify line 361.

If you want to activate the turrets any time the iris is closed then you could modify ccDHD (by adding a line after line 326) or gateLiaison (somewhere between lines 542-552 depending on whether you're using LanteaCraft or SGCraft). Again, for SGCraft, you would add a line after line 550.

Good luck with your modifications :)/>
SkullDrago #167
Posted 15 March 2016 - 11:30 PM
Thank you. I will make a video from it and give you a link to it and the credit is certainly yours. ^^
Dog #168
Posted 16 March 2016 - 02:54 AM
What I gave you before will allow you to activate the turrets - to deactivate them, you'll need to do more edits at different line numbers. Let me know whether you chose to edit ccDHD or gateLiaison, and under which conditions you wish the turrets to deactivate - I'll let you know if it's possible and where to edit.
SkullDrago #169
Posted 16 March 2016 - 10:52 PM
I want to activate them if the iris close at incoming dial. they should be deactivated when the iris is remotly opened or opened at the local ccdhd

a simple idea to open and close it at irisstatus is at the moment to add a redstone output in gate liason on line 548 = deactivate turrets and on 550 activate
Dog #170
Posted 16 March 2016 - 11:54 PM
That's where I would probably do it. Note that the turrets will activate anytime the iris is closed (as opposed to activating just on incoming dials). If you just want them activated on incoming dials, then you'll want to stick your activation line in the following code to ensure they only activate on incoming calls…

if incomingAddress then
  --# activate turrets
end
SkullDrago #171
Posted 17 March 2016 - 12:10 AM
Do you mean at line 856 and after in gateLiason?
Dog #172
Posted 17 March 2016 - 12:19 AM
No, around lines 548 and 550 in gateLiaison, as you mentioned above - that's where I'd make the changes, too.
squall2044 #173
Posted 17 March 2016 - 07:30 PM
Hello again Dog. I'm having troubles with discoDialer again when I run it I get "bios:14: [string "discoDialer"]:9: unexpected symbol".
Line 9 is: local label == os.getComputerLabel()
any suggestions?
Dog #174
Posted 18 March 2016 - 12:33 AM
D'oh! That's my fault. The line should only have 1 equals symbol, not two. Fixed - redownload and it should 'just work' - apologies for the trouble.
squall2044 #175
Posted 18 March 2016 - 01:15 AM
just tried it again and got "discoDialer:119: No stargate at address AAAAAAAAA" on a 9 chevron gate and "discoDialer:119: Not enough chevrons to dial AAAAAAAAA" on a 7 chevron gate.
Dog #176
Posted 18 March 2016 - 03:05 AM
What version of SGCraft are you using?

Also, discoDialer only handles 9 chevron addresses. How did you get it to try dialing a 7 chevron address?
squall2044 #177
Posted 19 March 2016 - 01:17 AM
I was using an old version. Its working now. Thank you for your help. I hooked the computer to a 7 chevron gate and it tried to dial a 9 chevron address.
Dog #178
Posted 19 March 2016 - 01:26 AM
Glad it's all sorted :)/>

I didn't take 7 chevron gates into account when I wrote discoDialer. It's really just a proof of concept that I wrote for fun. I'm not sure I'll add 7 chevron support, but I'll take another look at the code and at least make it so it doesn't error out abruptly like it does now. Thanks for letting me know about that :)/>
Aaronstar #179
Posted 26 March 2016 - 09:09 PM
hey i keep getting this error on gateleason: "peripheral:74: too long without yielding" i have to restart both to correct it
Dog #180
Posted 26 March 2016 - 09:29 PM
What version of ccDHD are you using and what version of LC/SGCraft do you have installed?
Aaronstar #181
Posted 27 March 2016 - 06:30 PM
sgcraft 1.9.3-mc1.7.10 ccdhdver = "2_rc9k"

is that what you need?
Dog #182
Posted 27 March 2016 - 06:41 PM
Yep, that's what I needed.

I'm not sure why rc9K is having that problem - unfortunately that's an old version that I don't have any more. Due to a change in SGCraft recently I had to split ccDHD support for SGCraft as follows:

All versions of SGCraft 1.9.x and earlier require ccDHD 1.5
All versions of SGCraft 1.11.x and later require ccDHD 2.0RC9p or later

This means that you would need to downgrade to ccDHD 1.5 to resolve that problem - BUT, that will cause quite a few problems (you'd basically have to install fresh and re-input your gates).

Is there any way you can upgrade your install of SGCraft to 1.11.x or newer?
Aaronstar #183
Posted 27 March 2016 - 08:02 PM
sadly this is a mod pack and server which i dont controll, i can ask the maker to update the mods but he probably will not

could it be caused by lieson being chunckloaded while dhd is not?
Dog #184
Posted 27 March 2016 - 11:03 PM
sadly this is a mod pack and server which i dont controll, i can ask the maker to update the mods but he probably will not

could it be caused by lieson being chunckloaded while dhd is not?
Unfortunately, no - that wouldn't cause the problem you're seeing - in fact, I'm not sure *why* you're seeing that error - it shouldn't be possible. Is it only happening with gateLiaison, or is it happening to ccDHD as well?
Aaronstar #185
Posted 29 March 2016 - 04:40 PM
liaison is the one throwing the error, however it causes problems in dhd, such as the gate status not updating to dialing, closing, ect. i can still use the program to dial the gate but it is a lot slower (though that could just be the server being slow). im going to make a video showing everything, and post the link here.
Edited on 29 March 2016 - 02:48 PM
Dog #186
Posted 29 March 2016 - 05:11 PM
Hmmm…I'll take a look at the video when you post it and see if I can figure out what's happening.

In the mean time, I've put together special versions of gateLiaison and gateBuddy for you to try out. If they work, you'll want to update to the latest ccDHD and ccDialer to make use of them. Keep in mind, though, that you won't be able to update beyond the current version since you're running 'old' SGCraft.

gateLiaison
pastebin get 2jjVqs92 gateLiaison

gateBuddy
pastebin get kfgafcmk gateBuddy
Edited on 29 March 2016 - 03:25 PM
Aaronstar #187
Posted 29 March 2016 - 07:29 PM
the video might be a bit delayed, the error is rather random and does not always show up.
Dog #188
Posted 29 March 2016 - 08:25 PM
If it's truly random, then I doubt I can fix it - besides I don't have a copy of 2.0rc9k anymore. If it happened every time something else happened (like you dialing out, or an incoming call, etc.) then I might be able to track it down, but I'd still need a copy of rc9K which I don't have.

I think the best bet, at this point, is to update one of your problematic gateLiaison computers with the version of gateLiaison I linked above - then upgrade that gate's ccDHD to the latest and see if the problem is solved.
Yanniclord #189
Posted 08 April 2016 - 11:28 PM
Discovery Dialer spits out "discoDialer:22: attempt to call nil", and idea? It seems to have something to do with the Stargate.

Nevermind, i see you need to hook the PC directly to the CC interface of the Stargate, not by cable or so. Btw, is there any way that you could make discoDialer wireless and hook it into the ccDHD system? By that it could save the addresses it found into the ccDHD address book.
Edited on 08 April 2016 - 09:33 PM
Dog #190
Posted 09 April 2016 - 12:13 AM
Discovery Dialer spits out "discoDialer:22: attempt to call nil", and idea? It seems to have something to do with the Stargate.

Nevermind, i see you need to hook the PC directly to the CC interface of the Stargate, not by cable or so…

Hmm…discoDialer does work both directly connected and via modem/network cable - in fact, the only way you could get the error you got would be to disconnect the gate after line 21 of the code executed, but before line 22 executed…and that would be nearly impossible to pull off. I'm really stumped as to why you saw that error message…

…Btw, is there any way that you could make discoDialer wireless and hook it into the ccDHD system? By that it could save the addresses it found into the ccDHD address book.
Sorry to say that won't happen - at least not anytime in the near future (maybe if I ever do a rewrite). It's a good idea, but would require more work than it's worth. I'll have a couple ideas about how to make it easier to get discoDialer session data into ccDHD - I'll play around and see what I come up with.
Yanniclord #191
Posted 09 April 2016 - 12:20 AM
Discovery Dialer spits out "discoDialer:22: attempt to call nil", and idea? It seems to have something to do with the Stargate.

Nevermind, i see you need to hook the PC directly to the CC interface of the Stargate, not by cable or so…

Hmm…discoDialer does work both directly connected and via modem/network cable - in fact, the only way you could get the error you got would be to disconnect the gate after line 21 of the code executed, but before line 22 executed…and that would be nearly impossible to pull off. I'm really stumped as to why you saw that error message…

…Btw, is there any way that you could make discoDialer wireless and hook it into the ccDHD system? By that it could save the addresses it found into the ccDHD address book.
Sorry to say that won't happen - at least not anytime in the near future (maybe if I ever do a rewrite). It's a good idea, but would require more work than it's worth. I'll have a couple ideas about how to make it easier to get discoDialer session data into ccDHD - I'll play around and see what I come up with.

Maybe just output the addresses with a Disk Drive (Floppy). Besides that, how do i actually know if it has found a gate or not? I don't want to stand there waiting for it to find a gate :P/>
Dog #192
Posted 09 April 2016 - 12:30 AM
It'll put something on the terminal when it's found a gate - but if you're not watching it will scroll off. When you quit the program, it'll tell you how many gates it found. When you restart it, it'll start up where it left off (so long as you don't delete .discoverySession), so there's no worry about quitting to see if it found any gates.

EDIT:
…Btw, is there any way that you could make discoDialer wireless and hook it into the ccDHD system? By that it could save the addresses it found into the ccDHD address book.
I've thrown together a quick discoveryImporter - pastebin get AAjVTFA3 discoImport
NOTE: It's completely untested - backup your ccDHD address book *before* you use this. This must be run on the ccDHD computer and requires the discoDialer gateList file to be present on the computer as well.
Edited on 08 April 2016 - 10:50 PM
Yanniclord #193
Posted 09 April 2016 - 01:10 AM
It'll put something on the terminal when it's found a gate - but if you're not watching it will scroll off. When you quit the program, it'll tell you how many gates it found. When you restart it, it'll start up where it left off (so long as you don't delete .discoverySession), so there's no worry about quitting to see if it found any gates.

EDIT:
…Btw, is there any way that you could make discoDialer wireless and hook it into the ccDHD system? By that it could save the addresses it found into the ccDHD address book.
I've thrown together a quick discoveryImporter - pastebin get AAjVTFA3 discoImport
NOTE: It's completely untested - backup your ccDHD address book *before* you use this. This must be run on the ccDHD computer and requires the discoDialer gateList file to be present on the computer as well.

Thank you, i will try it :)/>
Dog #194
Posted 09 April 2016 - 01:13 AM
You're welcome - please let me know how it works for you - and if you have any problems, let me know as well… :)/>
Yanniclord #195
Posted 10 April 2016 - 06:05 AM
Btw, Dog, is there a way to make the ccDHD PC output a redstone signal upon someone dialling in to trigger an alarm? Since the Stargate itself outputs a redstone signal also upon dialling out. Would be something nice to have in the options menu.
Dog #196
Posted 10 April 2016 - 06:51 AM
Since there's no more room in the options screen I'd have to tie it into an existing function such as the incoming iris setting (basically when the iris is set to autoclose on incoming calls, the alarm would also sound) - and I don't want to do that.

I guess I could have ccDHD just output redstone automatically to all sides on any incoming call (no option), but that leaves the question of when to turn off the redstone. Unless you want it to stay on until the connection is closed, there's no easy way I could implement that. There's also the problem that LanteaCraft (in its current state) doesn't currently generate a connect or disconnect event for incoming calls so this would have to be an SGCraft only feature (at least for the time being).

If you're OK with those limitations (SGCraft only, redstone is output on all sides on all incoming calls and stays on until the connection is closed), I can add it for you.
Edited on 10 April 2016 - 04:53 AM
lieven121 #197
Posted 11 April 2016 - 05:04 PM
Since there's no more room in the options screen I'd have to tie it into an existing function such as the incoming iris setting (basically when the iris is set to autoclose on incoming calls, the alarm would also sound) - and I don't want to do that.

I guess I could have ccDHD just output redstone automatically to all sides on any incoming call (no option), but that leaves the question of when to turn off the redstone. Unless you want it to stay on until the connection is closed, there's no easy way I could implement that. There's also the problem that LanteaCraft (in its current state) doesn't currently generate a connect or disconnect event for incoming calls so this would have to be an SGCraft only feature (at least for the time being).

If you're OK with those limitations (SGCraft only, redstone is output on all sides on all incoming calls and stays on until the connection is closed), I can add it for you.
why not make the settings menu in multiple parts or make it a scroll/page menu ?
Dog #198
Posted 11 April 2016 - 05:43 PM
why not make the settings menu in multiple parts or make it a scroll/page menu ?
Basically because that's a lot of extra work for a single setting/function that can be added without an option. Even if I added the option to turn it on and off, it would still have the same limitations I listed above.
Yanniclord #199
Posted 12 April 2016 - 08:01 AM
Since there's no more room in the options screen I'd have to tie it into an existing function such as the incoming iris setting (basically when the iris is set to autoclose on incoming calls, the alarm would also sound) - and I don't want to do that.

I guess I could have ccDHD just output redstone automatically to all sides on any incoming call (no option), but that leaves the question of when to turn off the redstone. Unless you want it to stay on until the connection is closed, there's no easy way I could implement that. There's also the problem that LanteaCraft (in its current state) doesn't currently generate a connect or disconnect event for incoming calls so this would have to be an SGCraft only feature (at least for the time being).

If you're OK with those limitations (SGCraft only, redstone is output on all sides on all incoming calls and stays on until the connection is closed), I can add it for you.

Well the only problem would be the fact that i would not want the alarm to go until i close the connection. If you can make it so that the alarm only goes until a connection is established, and output redstone just on the back, i would be ok with that (i can edit the pastebin file, so that the redstone outputs somewhere else if necessary).

EDIT: Also, it is not that adding this function would be hard (even for me), but your program is so huge, finding the place i need to put it, would be easier for you and faster :/
Edited on 12 April 2016 - 06:01 AM
Dog #200
Posted 12 April 2016 - 06:09 PM
Let me see what I can do. Do you have any problem with redstone being output on all sides instead of just one side?
Yanniclord #201
Posted 12 April 2016 - 10:55 PM
Let me see what I can do. Do you have any problem with redstone being output on all sides instead of just one side?

Well, it depends. I try to keep my Stargate system below the Stargate, like power, redstone output and CCInterface as compact as possible, so redstone out everywhere could interfere with the other redstone contraptions i built for the Stargate. I wouldn't bother that much, but if you could make it just send redstone out the back, and i can change that if necessary, that would be better.
Dog #202
Posted 12 April 2016 - 11:30 PM
I was under the impression that you wanted this change made to ccDHD, but most people don't keep the ccDHD computer under the stargate. Do you want this change made to ccDHD or gateLiaison?
Yanniclord #203
Posted 13 April 2016 - 12:21 AM
I was under the impression that you wanted this change made to ccDHD, but most people don't keep the ccDHD computer under the stargate. Do you want this change made to ccDHD or gateLiaison?

Oh that doesn't matter to me, either one is fine if you ask me, as long as i can get an alarm beeping until the Stargate connection is established, much like the Stargate Center (SGC).
Dog #204
Posted 13 April 2016 - 12:48 AM
OK, I added it to ccDHD. Just redownload ccDHD 2.0RC9q and then edit line 348 (local rsSide = "none") to match the side you want redstone on.
Yanniclord #205
Posted 13 April 2016 - 02:08 AM
OK, I added it to ccDHD. Just redownload ccDHD 2.0RC9q and then edit line 348 (local rsSide = "none") to match the side you want redstone on.

Thank you, i appreciate it :)/>
Dog #206
Posted 13 April 2016 - 02:29 AM
You're welcome. Let me know whether it works the way you expect or if there are any problems.
Yanniclord #207
Posted 13 April 2016 - 02:50 AM
You're welcome. Let me know whether it works the way you expect or if there are any problems.

It doesn't seem to work. I dialed in, and on the ccDHD PC, i did put on a redstone cable, but there was no output. Here, i made the output to the bottom: http://pastebin.com/TmETMnFW
Dog #208
Posted 13 April 2016 - 03:26 AM
Hmmm…weird…I just tested it with the latest SGCraft and a redstone lamp and it worked great for me. The lamp came on with an incoming call and turned off when the connection was established. Just to be on the safe side, I also used "bottom" as my side. I did find one bug - terminating an incoming call didn't turn off the redstone, so I fixed that - you'll want to redownload.

Is your redstone cable just touching the computer with the end of the cable, or is the cable laying across the computer bottom? I know that can make a difference sometimes. Also, are you using vanilla Forge or something different like Cauldron?
Yanniclord #209
Posted 15 April 2016 - 10:37 AM
Hmmm…weird…I just tested it with the latest SGCraft and a redstone lamp and it worked great for me. The lamp came on with an incoming call and turned off when the connection was established. Just to be on the safe side, I also used "bottom" as my side. I did find one bug - terminating an incoming call didn't turn off the redstone, so I fixed that - you'll want to redownload.

Is your redstone cable just touching the computer with the end of the cable, or is the cable laying across the computer bottom? I know that can make a difference sometimes. Also, are you using vanilla Forge or something different like Cauldron?

I use KCauldron. Besides that, i tried without the Security Station from PneumaticCraft, because when someone dialed in, and the PC was turned off, the PC wouldn't turn back on without the Autonomous Activator i put at its side (to auto turn it on, regardless of chunkloaded or not). However, the other PC (ccDHD) actually connected to the gateLiaison and did show the incomming address. However, no redstone signal comes out below, nothing. I show you if you want in a video.

Never mind, fixed it.
Edited on 15 April 2016 - 09:32 AM
Dog #210
Posted 15 April 2016 - 04:31 PM
Glad you got it sorted. For future reference, what was the problem?
Yanniclord #211
Posted 17 April 2016 - 08:49 AM
Glad you got it sorted. For future reference, what was the problem?

Stupidity. No seriously. Anyways, it seems that the gateLiaison was unloaded (the PC), which is why the ccDHD never received a signal to send out a RS signal.
Dog #212
Posted 17 April 2016 - 08:26 PM
That would do it - thanks for letting me know what was up - I'll file that away as another thing to ask if a similar problem crops up in the future.
nidico100 #213
Posted 18 April 2016 - 01:46 PM
I made the setup you showed in the post, it works, but the fuel information is wrong. the power unit has 400,000RF/400,000RF but it shows 37% fuel.
I'm using latest CC for 1.7.10 and latest SGCraft
Dog #214
Posted 18 April 2016 - 03:53 PM
You can have as many as four (4) of the SGCraft power units installed under the gate with the ComputerCraft interface attached. A fuel reading of 100% is based on having four (full) power units installed under the gate. If you use fewer power units your fuel reading will be correspondingly lower. 37% is not a value I'd expect, though - I'm curious, how many power units do you have installed under your gate?
nidico100 #215
Posted 18 April 2016 - 06:43 PM
I have one installed and it's connected to an creative capacitor bank, but the fuel level is not always the same it's between something with 40% and something with 20%
Dog #216
Posted 18 April 2016 - 06:52 PM
ccDHD figures fuel percent based on a fixed value, so if it is fluctuating, that is because the power in the power unit itself is fluctuating. If you're seeing more than 25% with only one power unit then either I have the fixed value wrong or there is a bug in SGCraft - FWIW, I have seen similar behavior when using creative sources for power so I suspect there is a bug in SGCraft. I'll take another look at the SGCraft power units when I get a chance (to make sure I'm basing my percentage on the correct fixed value).
nidico100 #217
Posted 18 April 2016 - 07:49 PM
I think the fuel percentage is not really relevant, btw with 4 units i get >100%
I found two different things, don't know if they are bugs
With ccDialer the iris button is only for open and not close the iris?
And sometimes the the lisaison stops running, something with busy
Dog #218
Posted 18 April 2016 - 11:20 PM
I'll recheck on my end and try to make sure the fuel percentage is more accurate for the next version.

ccDialer only opens the remote iris - it does not close it.

I'll need more information about the gateLiaison problem before I can fix whatever is happening. The exact error message would help a lot.
nidico100 #219
Posted 19 April 2016 - 02:32 PM
There was " The stargate is busy." when I remember correctly
Dog #220
Posted 19 April 2016 - 06:07 PM
That's not an error generated by gateLiaison - in fact, I've never seen that before. Can you tell me what you were doing or what was happening when that error occured - I'd like to try to recreate the issue.

EDIT: Also, what version of ccDHD and what version of SGCraft are you using?
Edited on 19 April 2016 - 04:08 PM
nidico100 #221
Posted 19 April 2016 - 09:34 PM
i'm using the latest version of both

i was playing with ccDialer, don't know what exactly, but calling iris and so on
Dog #222
Posted 19 April 2016 - 11:19 PM
That's not much to go on, but I'll see if I can track down what's happening.
Yanniclord #223
Posted 20 April 2016 - 03:01 AM
Yo Dog, the redstone sytem you added to the ccDHD, could you add it for the older version of your program? Greg_Ewing changed something in the code of SGCraft, which is crashing my server when i use the WarpDrive mod to move my ship around space. Not just WarpDrive mod, but also Remain In Motion, it doesn't crash the server, but the Stargate bugs out, which actually also happens with the WarpDrive mod, after it first crashed the server. And since, in all honesty, Greg_Ewing is ignorant dick at times (quite often if you ask me), he purposely doesn't answer to me, and actually some others too, even if he was online minutes after the post was made, sometimes even hours, there is no way i can rely on him helping me out on this or even explaining it, as in the changelog for 1.7.10, nothing was stated that changed block render methods or block saved data methods. So i most likely am required to check this out for myself, since there doesn't seem to be any other option. If you need more info on my issue, take a look here: ( http://www.minecraft...and-1-8?page=51 ). Anyways, since i probably will need to backdate SGCraft to the version i remember it working the way it SHOULD work, if it would be possible for you to add all the changes you made to the older version of the program, that would be very appreciated (like the 3x3 monitor that shows the locked chevrons and such), if not, i just go with what it has.
Edited on 20 April 2016 - 01:04 AM
Dog #224
Posted 20 April 2016 - 03:36 AM
You want this added to ccDHD 1.5 right? The redstone part was easy to add - redownload ccDHD 1.5 to get the update (edit line 299). As for 3x3 monitor support and remote iris status - don't count on it, but I'll see if I can them in and working - no promises on when that might happen, though.

Be aware that there is no downgrade path from 2.0 to 1.5 - at the very least, you'll need to delete your config file for ccDHD and gateLiaison and put them through first time setup again - at the very worst your address book may not work either (but I don't think that'll happen). If that's the case, let me know and I'll put together a utility to convert the address book for you.

EDIT: Regarding your post in the SGCraft thread: you should pastebin a crashlog and post the link - that'll help Greg track down the issue.
Edited on 20 April 2016 - 03:43 AM
Yanniclord #225
Posted 20 April 2016 - 02:32 PM
You want this added to ccDHD 1.5 right? The redstone part was easy to add - redownload ccDHD 1.5 to get the update (edit line 299). As for 3x3 monitor support and remote iris status - don't count on it, but I'll see if I can them in and working - no promises on when that might happen, though.

Be aware that there is no downgrade path from 2.0 to 1.5 - at the very least, you'll need to delete your config file for ccDHD and gateLiaison and put them through first time setup again - at the very worst your address book may not work either (but I don't think that'll happen). If that's the case, let me know and I'll put together a utility to convert the address book for you.

EDIT: Regarding your post in the SGCraft thread: you should pastebin a crashlog and post the link - that'll help Greg track down the issue.

Ye i will do that. About the addressbook, no worries there, i really don't care about having to add back the 15 gates i have in that list, so not much of a problem.
Dog #226
Posted 20 April 2016 - 05:11 PM
I might have a way you can continue to use 2.0 with the 'old' SGCraft - at least for the short term. Here are copies of gateBuddy and gateLiaison (2.0RC9q) that are written for the old SGCraft - with these you should be able to run ccDHD and ccDialer 2.0RC9q as well - and keep all the recent features I added to 2.0. I don't plan on updating these in the future, so keep that in mind.

gateLiaison
pastebin get 2jjVqs92 gateLiaison

gateBuddy
pastebin get kfgafcmk gateBuddy
Yanniclord #227
Posted 20 April 2016 - 07:07 PM
I might have a way you can continue to use 2.0 with the 'old' SGCraft - at least for the short term. Here are copies of gateBuddy and gateLiaison (2.0RC9q) that are written for the old SGCraft - with these you should be able to run ccDHD and ccDialer 2.0RC9q as well - and keep all the recent features I added to 2.0. I don't plan on updating these in the future, so keep that in mind.

gateLiaison
pastebin get 2jjVqs92 gateLiaison

gateBuddy
pastebin get kfgafcmk gateBuddy

Thanks, i will see if Greg finds a solution to it, or LemADEC. But i will surely use them for now :)/>
marckusfransson #228
Posted 05 June 2016 - 05:30 PM
When I try to start ccDHD 2.0, I get this error: bios:14: [string "startup"]:2218: '<name>' expected
How can I solve this?
I run on CC 1.75 and SGCraft 1.11.2 (MC 1.7.10)
Dog #229
Posted 05 June 2016 - 11:05 PM
Hi marckusfransson :)/>/>
My apologies for the problem you ran into - that was my fault. I've fixed the error and reuploaded ccDHD - please redownload ccDHD and it should work as expected.


EDIT: I just uploaded a fix for gateLiaison RC9r and 'new' SGCraft (9 symbol addresses in local dimensions were being converted to their 7 symbol counterparts which was causing some logging features not to work right) - redownload gateLiaison to get the fix.
Edited on 08 June 2016 - 04:47 AM
marckusfransson #230
Posted 09 June 2016 - 06:45 PM
*This is a message from your cc10 program. I got this error and said this in the message, but you dont seem active on it anymore

When I try to run cc10Host, I get this error:
startup:195: attempt to index? (a nil value)
Can you try to fix it? :)/>
I run on CC 1.75
Dog #231
Posted 10 June 2016 - 07:32 AM
My apologies - I'm not getting notifications for my threads and I sometimes miss a post. I've replied to you in the cc10 thread - everything should work now (once you do one thing on your end - see the cc10 thread for the full instructions).
Aaronstar #232
Posted 11 June 2016 - 04:43 PM
do you know of any cc program to oc converter? i really like this dialer but lots of packs use oc instead because it is more difficult
Dog #233
Posted 11 June 2016 - 04:58 PM
I'm not aware of any. IIRC you are using SGCraft, right? You might want to check out this OC DHD program by DarknessShadow. There are some screenshots on the front page there and it looks like a pretty decent OC based DHD program.
tamsynnimogen #234
Posted 08 July 2016 - 01:22 AM
ok so im using
LanteaCraft-1.7.10-21
ComputerCraft1.75
ccDHD 2.0 RC 2_rc9r
gateLiaison 2.0 RC 2_rc9r
and all work fine (apart from iris control)
how hard would it be to allow the computer that has gateLiason running to emit a redstone signal when iris is set to be closed?
also i know these are in the unsupported section but attempted to use the discoverydialer 2 and i cant seam to get it working just states no gate detected and ive tried linking it to the ccDHD and gateLiasion computers both wirelessly and wired networks and no luck am i doing something wrong here?
Dog #235
Posted 08 July 2016 - 03:31 AM
Hey tamsynnimogen,

OK, first the bad news, the redstone signal thing isn't going to happen. I expect irises to be fixed within an update or two and don't want to add code that I'll have to remove again down the line. Call me lazy (I don't mind), but I just don't want to deal with that.

Now the good news - yes, you're doing something wrong :P/> discoveryDialer should be connected to the StargateBase (either directly or via modem/network cable), not one of the other computers. It's a completely standalone program that doesn't rely on gateLiaison or ccDHD. In fact, I tend to install it on the same computer as gateLiaison and just quit gateLiaison and run discoDialer when I want to scan for gates. Or, if you've got an extra gate, you could have a completely separate/stand-alone gate for discoDialer - so it can run all the time.
tamsynnimogen #236
Posted 09 July 2016 - 02:33 AM
ok thats kool about the redstone thing didnt realise it was being worked on
thank you for the help on the discoDialer its working great now is it the same principle for the discoveryImporter or does that require something else
(sorry for being a pain) also didnt know that wired connections to the gate and a computer worked so thanks for that
Dog #237
Posted 09 July 2016 - 03:41 AM
You're not being a pain :)/>

discoveryImporter can be run on the same machine as discoveryDialer or on the ccDHD machine. Either way you'll need to copy something over to floppy and take that floppy to the ccDHD machine to make use of it. You can either:

A: Copy the discoveryDialer list to floppy, then place the floppy in the ccDHD machine's disc drive and copy the list to the root directly of the ccDHD machine. Run discoveryImporter on the ccDHD machine and the addresses will be automatically added to your address book.

or

B: Run discoveryImporter on the machine it's on and it'll create a new ccDHD address book. Copy the new address book (/data/DHDGates) to the floppy (/data/DHDgates) - you must keep the data directory. Then place the floppy in the ccDHD machine's disk drive and use the Merge! feature in ccDHD to merge the address book on the floppy with your current one. Don't forget to save your address book after merging.
Edited on 09 July 2016 - 01:45 AM
tamsynnimogen #238
Posted 09 July 2016 - 09:21 AM
ah ok kool thank you again
Dog #239
Posted 10 July 2016 - 03:01 AM
Happy to help :)/> If you have any other questions, please let me know!
tamsynnimogen #240
Posted 10 July 2016 - 10:19 AM
ok sorry what exactly are biolocks and how do they work?
Dog #241
Posted 10 July 2016 - 03:46 PM
Biolocks are part of another mod - Gopher's Peripherals. One or more biolocks can be connected to a ccDHD machine: this allows you to either control the Iris or control Lockdown mode with the swipe of a hand instead of having to go into the computer interface to do it. It's as close as I could get to the iris control hand-scanner in the show. In order to work, biolocks must be programmed; you can use BioPup (linked in downloads) to program them.
tamsynnimogen #242
Posted 10 July 2016 - 06:55 PM
ah kool i'll take a look at this looks interesting thank you
Dog #243
Posted 10 July 2016 - 09:49 PM
You're welcome! Remember, biolocks are completely optional - they aren't required to use ccDHD. Have fun :)/>
tamsynnimogen #244
Posted 12 July 2016 - 11:21 PM
errr ok so just building a test world for me and my friends and for some reason the gate addresses are not saving when i turn minecraft off (this is on a single player world) any ideas what could be going on?
Dog #245
Posted 13 July 2016 - 01:42 AM
What do you mean the gate addresses aren't saving? Do you mean they aren't being save in ccDHD? Are you saving the address book after you make changes?
wasd12345w #246
Posted 13 July 2016 - 10:40 PM
i cant get the program to start - startup:733: attempt to perform arithmetic __div on nil and number - lanteacraft 1.7.10
Dog #247
Posted 14 July 2016 - 07:09 AM
Hey wasd12345w,

Which version of ccDHD? 1.5 or 2.0RC? Which LanteaCraft for 1.7.10? Build 70 (old LanteaCraft) or Build 21 (new LanteaCraft)? And finally, which program is generating that error? ccDHD, gateLiaison, ccDialer, gateBuddy?
wasd12345w #248
Posted 14 July 2016 - 02:30 PM
dog 1.5

ccDHD

and whats host psync
Dog #249
Posted 15 July 2016 - 12:18 AM
OK, so you're using ccDHD suite version 1.5 and the program that generated the error was ccDHD, right? I have a suspicion about why you're getting that error (it shouldn't be possible with the right version of LanteaCraft), but I still need to know what version of LanteaCraft you're using. I can't help until I know that.

Host pSync is for using ccDialer (on a wireless advanced pocket computer). If you aren't using ccDialer then you can leave it OFF. If you *are* using ccDialer then turn pSync ON. You can find more information in the OP.
Edited on 14 July 2016 - 10:21 PM
wasd12345w #250
Posted 15 July 2016 - 04:39 PM
lantencraft 1.7.10-70
Dog #251
Posted 15 July 2016 - 06:24 PM
Hmmm…that's odd. I just tested ccDHD 1.5 with LanteaCraft 1.7.10-70 and I can't duplicate the problem you're seeing. Since I can't seem to find any problem on my end, I went ahead an re-uploaded ccDHD 1.5 to pastebin - please redownload ccDHD 1.5 and let me know if it is working for you.
Edited on 15 July 2016 - 04:24 PM
wasd12345w #252
Posted 15 July 2016 - 10:59 PM
https://drive.google.com/open?id=0B21_8JPYUZs9QTB2bkpDSGZ0Vlk
Dog #253
Posted 16 July 2016 - 01:18 AM
The line you're getting the error on is for SGCraft stargates, not LanteaCraft stargates - basically, that shouldn't be able to happen and I'm not sure why it is happening to you. I've tested on my end have been unable to reproduce the error. Do me a favor and re-download gateLiaison and see if the problem is solved by doing that (I've reuploaded gateLiaison in case the problem was there, since it is the script that detects what kind of gate is connected).
wasd12345w #254
Posted 16 July 2016 - 05:37 PM
still no
Dog #255
Posted 16 July 2016 - 06:28 PM
Are you playing single player or multiplayer? What is your mod list? I'm going to try to recreate your environment and see if I can figure out what's happening.
Yanniclord #256
Posted 06 August 2016 - 06:03 PM
Yo Dog. Is there a function in your program that lets you kill a connection automatically when being dialled in by a Stargate? Like a blacklist in which you can add addresses that automatically kill the connection once it recognizes from where the dial is comming from.
Dog #257
Posted 06 August 2016 - 06:25 PM
Nothing for killing the connection - there is 'per gate blacklisting/whitelisting' in that you can have the iris automatically close (or open) for any particular address that dials in - that's the iris switch in each address entry. Killing the connection isn't a feature I'll be adding, though.
Yanniclord #258
Posted 06 August 2016 - 09:01 PM
Nothing for killing the connection - there is 'per gate blacklisting/whitelisting' in that you can have the iris automatically close (or open) for any particular address that dials in - that's the iris switch in each address entry. Killing the connection isn't a feature I'll be adding, though.

Ye i know about the white/blacklist feature, thought you maybe would add it. Thanks anyways!
Dog #259
Posted 06 August 2016 - 09:29 PM
Let me play around with the idea - it's not something I'm particularly keen on, mind you, but maybe I'll come up with something. The bottom line is that it would involve modifying the address book format, which introduces all sorts of potential problems (especially for those using mixed versions of ccDHD).

EDIT: I've added call dropping support for new SGCraft (new LanteaCraft doesn't provide incoming addresses) - the next release will have it.
Edited on 14 August 2016 - 10:35 PM
Yanniclord #260
Posted 16 August 2016 - 12:48 PM
Let me play around with the idea - it's not something I'm particularly keen on, mind you, but maybe I'll come up with something. The bottom line is that it would involve modifying the address book format, which introduces all sorts of potential problems (especially for those using mixed versions of ccDHD).

EDIT: I've added call dropping support for new SGCraft (new LanteaCraft doesn't provide incoming addresses) - the next release will have it.

Lanteacraft? I never wanted to say it there because the Minecraftforums Moderators are so over sensitive and cringy, but that mod is slowly dying and the developer AfterLifeLochie doesn't really give a shit either (the other mentioned developer, MichiyoRavencroft does nothing to the mod, he is mentioned as a developer for no reason, he does not add a single thing to the mod, as he is active in the forums but does never say anything about the mod itself, only Lochie does), he doesn't open source it (the "newer" unstable versions of it) and doesn't give us anything to live with, like some kind of update of him saying he is still working on it or so, just nothing. The mod was once very well made, far better than SGCraft, but i became used to SGCraft now, since Lanteacraft is an absolute mess and a shit glitched piece of junk. The mod crashes all the time (when in a multi mod environment, because honestly, who plays Minecraft with just Lanteacraft, that would be a bit too boring), it also crashes for itself (without other mods in place) when for example right clicking with the painting brush to change the base into other blocks, the Stargate's ring spins WAAAAY too fast for an actual Stargate, which is stupid, the gate also has a tendency to either not establish a connection, or when it does, often it's just not able to close that connection, even when one side was closed, the other would still be open, or both stay open but you cannot travel through them. In addition to all that, most of the mod doesn't even work, and there are items added that have no use or meaning to them being there, when they do nothing anyways. And instead he is also adding stupid decoration items/blocks, instead of fixing the damn Stargate, which is the MAIN part of the mod, and the thing we all want, but instead he adds everything else we don't want/need. The mod is a mess, its an absolute glitch and crash-fest, and i am happy that i finally said it. I haven't felt it like this about any mod since Traincraft way back in the days. Lanteacraft once was great, but its glory days are past due.

Hate me for my opinion, but you cannot deny that i am right about this, since many clearly are complaining about it on the forums.

Dog, i think you are just better off focusing your programs on just SGCraft or possibly other Stargate mods, just not Lanteacraft. If you are willing to support it, we all are fine with it, but i think that you would be saving yourself a lot of work not maintaining it for Lanteacraft anymore, as i can almost assume that no one is using this program for Lanteacraft, and if so, only for the old versions, which are up here already. For the future, you might be better off dropping Lanteacraft, but the decision is yours to make.

Just as a note: SGCraft is far from perfect, but it at the very least works. I hate it that the gate is 5x5 and Greg refuses to even listen to my or others recommendations or alike, but at the very least it is stable, it works, and is almost right when it comes to the SG universe (though again, a 7x7 gate REALLY wouldn't hurt anyone, and i would really appreciate it if the gate was made about half the thickness, so maybe 50% slimmer, as the gate is waaay too "fat").

Captain Rant over.
Edited on 16 August 2016 - 10:58 AM
DannySMc #261
Posted 16 August 2016 - 01:16 PM
Let me play around with the idea - it's not something I'm particularly keen on, mind you, but maybe I'll come up with something. The bottom line is that it would involve modifying the address book format, which introduces all sorts of potential problems (especially for those using mixed versions of ccDHD).

EDIT: I've added call dropping support for new SGCraft (new LanteaCraft doesn't provide incoming addresses) - the next release will have it.

Lanteacraft? I never wanted to say it there because the Minecraftforums Moderators are so over sensitive and cringy, but that mod is slowly dying and the developer AfterLifeLochie doesn't really give a shit either (the other mentioned developer, MichiyoRavencroft does nothing to the mod, he is mentioned as a developer for no reason, he does not add a single thing to the mod, as he is active in the forums but does never say anything about the mod itself, only Lochie does), he doesn't open source it (the "newer" unstable versions of it) and doesn't give us anything to live with, like some kind of update of him saying he is still working on it or so, just nothing. The mod was once very well made, far better than SGCraft, but i became used to SGCraft now, since Lanteacraft is an absolute mess and a shit glitched piece of junk. The mod crashes all the time (when in a multi mod environment, because honestly, who plays Minecraft with just Lanteacraft, that would be a bit too boring), it also crashes for itself (without other mods in place) when for example right clicking with the painting brush to change the base into other blocks, the Stargate's ring spins WAAAAY too fast for an actual Stargate, which is stupid, the gate also has a tendency to either not establish a connection, or when it does, often it's just not able to close that connection, even when one side was closed, the other would still be open, or both stay open but you cannot travel through them. In addition to all that, most of the mod doesn't even work, and there are items added that have no use or meaning to them being there, when they do nothing anyways. And instead he is also adding stupid decoration items/blocks, instead of fixing the damn Stargate, which is the MAIN part of the mod, and the thing we all want, but instead he adds everything else we don't want/need. The mod is a mess, its an absolute glitch and crash-fest, and i am happy that i finally said it. I haven't felt it like this about any mod since Traincraft way back in the days. Lanteacraft once was great, but its glory days are past due.

Hate me for my opinion, but you cannot deny that i am right about this, since many clearly are complaining about it on the forums.

Dog, i think you are just better off focusing your programs on just SGCraft or possibly other Stargate mods, just not Lanteacraft. If you are willing to support it, we all are fine with it, but i think that you would be saving yourself a lot of work not maintaining it for Lanteacraft anymore, as i can almost assume that no one is using this program for Lanteacraft, and if so, only for the old versions, which are up here already. For the future, you might be better off dropping Lanteacraft, but the decision is yours to make.

Just as a note: SGCraft is far from perfect, but it at the very least works. I hate it that the gate is 5x5 and Greg refuses to even listen to my or others recommendations or alike, but at the very least it is stable, it works, and is almost right when it comes to the SG universe (though again, a 7x7 gate REALLY wouldn't hurt anyone, and i would really appreciate it if the gate was made about half the thickness, so maybe 50% slimmer, as the gate is waaay too "fat").

Captain Rant over.

Yes I actually completely agree, I saw some of the tests the mod developer was doing and they looked amazing, but they are years old, so I agree, the mod is just slowly dying…
Dog #262
Posted 16 August 2016 - 04:52 PM
I've not experienced the bugs you have, but I test in a relatively clean environment. Being a member of the LanteaCraft development team, I, too, am bummed about the lack of progress recently :(/> However, I know that Lochie and Michiyo (who actually does work on the mod, just not as 'publicly') are busy in their personal lives right now so development is stalled for an indeterminate amount of time unfortunately. As for the baubles being developed instead of the stargates, I agree - I, too, wish the development would focus on getting the core of the mod complete and stable before moving on to other stuff, but Lochie has his own development style, so it'll go however it goes.

Is LanteaCraft 'dying'? I'm really not sure - although I haven't spoken to Lochie in awhile the impression I get is that there are plans in progress, they're just moving very slowly.
ExVee #263
Posted 07 September 2016 - 09:13 AM
Hi, I'm sorry if I'm missing something reasonably obvious, but I need a little help. Does ccDHD not produce any message to indicate a dial has failed for absence of adequate power? I have a Twilight Forest address which I unthinkingly tried to dial once without extra power units attached to my Stargate. Of course the attempt failed, but I noticed it also didn't actually tell me why it failed, anywhere I could find. Are there error messages someplace I'm not thinking to look for them? If not, is error reporting something that could be added to the dialing interfaces?

Looking forward to any help - loving the program otherwise!
Dog #264
Posted 07 September 2016 - 05:23 PM
Hey ExVee,

Glad to hear you're finding the program useful!

ccDHD doesn't report errors or problems like that and it would be a rather large undertaking to add that at this point - so it's not something I'll probably add, although I'll play around with the idea and see if I can come up with something that works - no promises, though.

ccDHD does have a low fuel warning (the fuel level text turns red), but that only comes on if your fuel level is around 5% or less of the max possible fuel level with 4 power units iirc. I can raise that value so you get a low fuel warning with more fuel, which would then give you warning if you don't have enough fuel for interdimensional travel - do you happen to know how many SGCraft energy units it takes to dial interdimensionally? If not, that's OK, I can figure it out at some point and make the change.
ExVee #265
Posted 07 September 2016 - 07:30 PM
I had adapted one of the example programs on the SGCraft website so it would give an energy requirement readout when it displayed a list of saved addresses. The only interdimensional address I had there was to a Mystcraft age which reported a power requirement of over 70,000 - about one and a half RF power unit capacities. Greg the mod author noted somewhere that most any situations would be satisfied by having three connected, so I assume there is some point at which dialing energy would exceed 100,000.

I understand if implementing error reporting is a bit like trying to add the bottle after the ship has been built. For what it's worth I wasn't looking for anything super fancy, and had been thinking maybe the existing messages the DHD reports could be passed along. But as I think on it more, I bet that doesn't make it any more simple, does it? :D/> In the meantime I might explore this myself and see if I can find a way to kludge together something like a "diagnostic console" to add to the system.
Dog #266
Posted 07 September 2016 - 08:20 PM
Hmmm…I was only thinking about fuel consumption between dimensions, I wasn't taking into account the distance from the origin point in the new dimension - which would make the fuel consumption quite variable. Thank you for those numbers - they help. The only quick solution I can think of atm would be to have the fuel color change from green to orange when it's under 70K-100K and red when it hits 5% or so. It wouldn't be too informative, but I guess it would be better than nothing. I'll play around with it a bit and see what I come up with. Good luck with the diagnostic console - I'd love to see what you come up with.

EDIT: Apparently I already added this - I'll just have to tweak the values a bit. Currently the fuel readout turns orange if fuel is under 26%
Edited on 07 September 2016 - 06:24 PM
ExVee #267
Posted 11 September 2016 - 09:39 AM
So I have a bit of an issue. I added gateBuddy to a remote gate and put ccDialer on a portable computer. pSync with my main gate and downloading the address list worked fine, and ccDialer will dial either gate I sync to. But I can't get an iris status or have the iris opened using ccDialer. I also found that after enabling pSync on my main gate system, gateLiason was having a tendency to hang statuses. Like, it would hold at "disconnecting" even long after the gate closed. If I tried to use the iris from ccDHD, it would execute an action once, but then be stuck in a closing or opening state in the computer where I couldn't use it anymore. Rebooting gateLiason restored functions, but only for a little while. I didn't find any of these conditions to be present before I started trying to use ccDialer tonight.

It all kind of concerns me, but I'm most interested in why ccDialer isn't able to connect with the destination gate's iris since that's the big safety hazard. It may not be a big deal when I'm playing around in single player such as my test environment, but I'm also using all of this in a small private multiplayer server and, well, it'd be nice to have insurance that no one will decide to splat me against an iris for the lols one day. ;)/>
Dog #268
Posted 11 September 2016 - 04:35 PM
I just tested the latest version in my test world and was unable to duplicate any of the problems you reported. ccDialer won't affect gateLiaison as the two never talk to each other - I'm not sure why you're seeing a slowdown in gateLiaison when you use ccDialer. The only program that messes up gateLiaison that I've been able to verify is the countdown timer program that is unsupported - if you're using that, I suggest you stop using it with SGCraft until I find time to track down why it causes a crash in CC (I suspect it's a bug in CC, but I'm not sure yet). In my tests I also received remote iris status updates fine in ccDialer and was able to remotely open the target gate's iris without issue. I tested everything twice to make sure it all worked and didn't come across any problems.

Just to clarify, you are using SGCraft, right? What version of SGCraft are you using?
ExVee #269
Posted 12 September 2016 - 12:57 AM
Yeah, it's SGCraft 1.11.2. I'm not using countdown or any of the other unsupported software. Would it matter if one gate still has a regular DHD associated with it while I'm trying to use CC controls? Because it didn't occur to me to remove the DHD from the remote Stargate when I hooked up the computer and installed gateBuddy.
Dog #270
Posted 12 September 2016 - 05:37 AM
Regular DHDs shouldn't affect anything.

Can you give me a list of steps I can follow that reliably produce the problem for you? I'll test again and see if I can uncover anything.
ExVee #271
Posted 12 September 2016 - 10:04 AM
I was all set to give up and declare my test world glitched in some way beyond the mods or programs. I generated two fresh test worlds to make sure the behavior was able to be reproduced. But everything worked. Different combinations of set ups, both emulating the original troubled system, as well as other variants to explore different scenarios. Everything worked, and I was in the middle of writing a reply conceding defeat. Then I realized I hadn't quite precisely replicated the original conditions.

See, I'm a Stargate nerd, so I wanted to build an approximation of Stargate Command - the gateroom and control room, at least. And I was using terminals and monitors to populate the control room with functional displays. One of which was the gateLiason terminal, which thusly was attached to the ComputerCraft Stargate interface by modem and cable, over a not huge but still fair distance. I tried using modem and cable in the new world testing, but had no issues. Until I realized I probably crossed a chunk boundary originally. So back I went and laid a longer stretch of cable to a further away Liason terminal, and that did it.

So, steps to reproduce: Attach modem and network cable to Stargate interface block, run the cable to an adjacent chunk and connect a gateLiason terminal in that adjacent chunk. Go a far enough distance that those chunks unload from memory, then dial in and discover as I did that it can't report or affect iris status. And I'm also finding the dialing controls to be frozen again. Getting that result may require the act of teleporting to the destination gate and back, I'm not 100% sure but it seems a good possibility since I was doing that in the process of all testing out of necessity.

The only inconsistency right now is that I tried putting a chunkloader in the original test world to encompass the whole area and it didn't seem to make a difference. That aside, the whole problem makes sense and is very likely not something you can (or should be expected to) fix, unless you have some inspiration to tackle it. An advisory in the instructions to keep gateLiason within the same chunk as the Stargate to ensure complete correct operation might not be a bad idea, though. For my own part I'll just have to adjust the build for the multiplayer server to take this discovery in to account.

Thanks for trying to investigate it, though!


Addendum: Chicken Chunks Chunk Loaders didn't seem to help, nor apparently did the default chunk loading behavior the Stargates are supposed to have. But the Spot Loaders from Chicken Chunks *will* help, provided you can place one in each chunk containing gate, network cable, and gateLiason terminal. In case anyone ever encounters this issue and needs a better solution than "don't run the gateLiason terminal outside the chunk the gate is in". :D/>
Edited on 12 September 2016 - 08:59 PM
Dog #272
Posted 12 September 2016 - 11:20 PM
Wow - thank you so much for such a complete and detailed tear-down of what was going on. You're right - there isn't really anything I can do fix it from the Lua side, although I *might* be able to come up with some kind of work around, that's more than I want to tackle. Sounds like your solution is the way to go - I've added a quick warning to the OP in the requirements section.
Edited on 12 September 2016 - 09:33 PM
Wallibuck #273
Posted 13 September 2016 - 10:10 PM
Hi. Great program but I might have a problem. I am usinh your dhd program(mc 1.7.10, newest computerctaft)
and I clicked on lockdown on accident. Now it requires password even thou I didn't set up one. Is there some default pass? If yes could you write it with instructions how to change it?
Dog #274
Posted 14 September 2016 - 01:36 AM
The default password is 'password' (without the quotes). You can change the password in settings, which you can get to from the pulldown menu (click on -DHD- at the top left of the main screen).
Edited on 13 September 2016 - 11:39 PM
Wallibuck #275
Posted 14 September 2016 - 06:42 AM
Thanks!
Dog #276
Posted 14 September 2016 - 04:19 PM
You're welcome :)/> When you have some time, take a look at the ccDHD &amp; ccDialer Operation section in the OP, it should answer most of your questions - however, if it doesn't please feel free to ask - I'm always happy to help.
AdingoD #277
Posted 08 October 2016 - 07:39 PM
Hello, i've been experimenting with the programs a bit, and I've encountered a problem:
My ccDialer won't detect iris state of the ccDHD-ed gate, so I can't toggle it from the other side of the gate.

Any ideas for troubleshooting?

Thanks :)/>
Dog #278
Posted 08 October 2016 - 11:44 PM
OK, I'm a little unclear:

1. Your target gate has ccDHD installed right?
2. Does the gate you're dialing from have a computer attached?
3. If a computer is attached, is gateBuddy installed or did you do a full install of gateLiaison &amp; ccDHD?
AdingoD #279
Posted 09 October 2016 - 04:11 AM
OK, I'm a little unclear:

1. Your target gate has ccDHD installed right?
2. Does the gate you're dialing from have a computer attached?
3. If a computer is attached, is gateBuddy installed or did you do a full install of gateLiaison &amp; ccDHD?
Yes, my target has ccDHD installed.
I'm dialing from a normal stargate (i'd expect the ccDialer to be like a GDO &amp; IDC..), not from a gate with a computer.

Thanks for the help.
Dog #280
Posted 09 October 2016 - 07:02 AM
Happy to help :)/>

OK, the problem is that without a computer, ccDialer can't talk to the stargate - there's just no way to do it. That's what I wrote gateBuddy for. Instead of requiring a full install of ccDHD and gateLiaison, you only need a CC Adapter (from SGCraft), a single computer (with a wireless modem), and gateBuddy installed; it'll manage communications between the gate and ccDialer allowing you to make and end calls, get remote iris status, open the remote iris, etc.

Keep in mind that remote iris status and control is managed either by gateLiaison/ccDHD or gateBuddy (they query the gate to get the information) - you won't get remote iris state or be able to control the iris of any remote gate that doesn't have gateLiaison/ccDHD or gateBuddy installed. The same goes for the local gate - you won't be able to dial/end calls with ccDialer unless either gateLiaison/ccDHD or gateBuddy is installed.

I realize it seems a bit complex, but it's the simplest approach I could find in order to provide mobile dialing/iris control, etc. I think after you've installed gateBuddy on a couple gates you'll find it to be relatively easy.
Dex_Luther #281
Posted 27 May 2017 - 06:04 AM
First, I've got to say Dog, I hope you still hang around here. I assume you do because the OP seems to have been updated "recently" (as in this year), so I want to say thank you for this program. Reading through a few pages of this thread (because there's way too much to have gone through all of it!) you've spend a lot of time and effort making, updating and supporting this program, which is awesome. Again, Thank-you.

I'm using MC 1.7.10. I know old, but a lot of the mods I love haven't updated "yet" or were abandoned. Anyways, I have both SGcraft and Lanteacraft installed. Both whatever the latest version that could be found for my version of MC on Curse. Using the lastest version of the Direwolf20 pack for 1.7.10

I'm working on a world that a friend what has never played minecraft with mods before (Trying to pull him away from the PS4 Minecraft lol) and I are going to be playing on. Setting up a spawn with a few simple machines set up like automated farms and Tinker's smeltery, and autocrafters feeding into storage drawers so that he can see some examples of what the mods are like, and giving him the change to grab some food and simple tools out the drawers to give him a little bit of a head start with the basic wooden tools and such.

Anyways, my plan is that once we're done taking a tour of the spawn we head through a stargate to start our adventure, and the perfect place to feature ComputerCraft running your gate control program.

I really like the 3x3 monitors that show the gate, but was wondering if there was a way to have an option to have a second 3x3 monitor show the list of gate addresses? I would probably add an abort button down at the bottom in a corner that cancels dialing/disconnects the gate, but I could probably figure out how to add that myself. Kind of like what the 1x1 monitor displays only bigger, and without the need to click on the 3x1 monitor to start the dialing.
Dog #282
Posted 27 May 2017 - 07:19 AM
Hey, Dex_Luther - thank you for the kind words, they're always appreciated.

Unfortunately, in order to provide the functionality you want, I would have to completely rewrite some not insignificant parts of ccDHD and provide a method to select which 3x3 monitor is which. Doing it during setup wouldn't work because you can add and remove monitor arrays whenever you like and a restart will always sort ccDHD out again. Figuring out a sane way to provide selection support for an unknown number of 3x3 monitor arrays (which is what would really need to happen to make this work well for anyone) is not something I'm keen to tackle and would (most likely) greatly complicate the ccDHD interface (which is already complicated enough).

If I can come up with a way to do with a 2 wide x 3 tall array (or something similar) I'll add it with one of the next updates. However, I'm not making any promises - ccDHD is basically feature complete - the only reason it's still in RC status is because LanteaCraft is still in flux and hasn't yet released with a full CC feature set yet.

FWIW, I like the idea, so I will definitely tinker with it - I just can't promise it'll make into the final product.
Dex_Luther #283
Posted 27 May 2017 - 06:55 PM
Hey, Dex_Luther - thank you for the kind words, they're always appreciated.

Unfortunately, in order to provide the functionality you want, I would have to completely rewrite some not insignificant parts of ccDHD and provide a method to select which 3x3 monitor is which. Doing it during setup wouldn't work because you can add and remove monitor arrays whenever you like and a restart will always sort ccDHD out again. Figuring out a sane way to provide selection support for an unknown number of 3x3 monitor arrays (which is what would really need to happen to make this work well for anyone) is not something I'm keen to tackle and would (most likely) greatly complicate the ccDHD interface (which is already complicated enough).

If I can come up with a way to do with a 2 wide x 3 tall array (or something similar) I'll add it with one of the next updates. However, I'm not making any promises - ccDHD is basically feature complete - the only reason it's still in RC status is because LanteaCraft is still in flux and hasn't yet released with a full CC feature set yet.

FWIW, I like the idea, so I will definitely tinker with it - I just can't promise it'll make into the final product.

Cool beans. 2x3 seems like it would be a good fit.

Alternatively, I don't know how possible it would be, but a small button in the corner of the gate display on the 3x3 sounds like something that could be doable. Tap the button to switch it to the list display. With multi 3x3 arrays it would be a matter of hitting the button on one of them (or all of them).

I do really like the 'modularness' though. Glad you didn't just consolidate tons of information on one huge monitor array.
Dog #284
Posted 27 May 2017 - 08:45 PM
I'll see if I can come up with something - I definitely like the idea; but I don't code as often as I used to so, even if I do manage to work it in, it'll probably be quite awhile before it's released.
Aaronstar #285
Posted 07 June 2017 - 01:16 AM
so i have a problem where if the computers unload they shut down and i have to go remove blocks so i can access both computers and turn them on every time. is there a way to fix this (without chunkloaders we dont have them)
Bomb Bloke #286
Posted 07 June 2017 - 01:34 AM
There aren't any known "solutions", but one workaround is to connect an easily-accessible computer to the others using wired modems, then give it a startup script along these lines:

peripheral.find("computer", function(comp, periph) periph.turnOn() end)
os.shutdown()
Dog #287
Posted 29 June 2017 - 03:20 AM
There aren't any known "solutions", but one workaround is to connect an easily-accessible computer to the others using wired modems, then give it a startup script along these lines:

peripheral.find("computer", function(comp, periph) periph.turnOn() end)
os.shutdown()

Thank you, Bomb Bloke :)/>/>

Cool beans. 2x3 seems like it would be a good fit.

Alternatively, I don't know how possible it would be, but a small button in the corner of the gate display on the 3x3 sounds like something that could be doable. Tap the button to switch it to the list display. With multi 3x3 arrays it would be a matter of hitting the button on one of them (or all of them).

I do really like the 'modularness' though. Glad you didn't just consolidate tons of information on one huge monitor array.

Hey Dex_Luther - I've figured out a way to add a dialing list to the 3x3 monitors, but there are some limitations. This feature only works for ccDHD monitors (not for gateLiaison monitors) and changing the view on one monitor changes the view on all monitors connected to that install of ccDHD. Handling the monitors separately is more than I wanted to tackle. Also note that in order to get this working I had to do an ugly hack in order to not break the program. Because of that, this will be the last feature I add to ccDHD.

I'm still testing the new version, but if you'd like to try it out before it's released let me know and I'll send you a download URL.

EDIT: RC9Y with 3x3 address book and dial/hangup support is released - you can download it via the instructions in the OP.
Edited on 02 July 2017 - 12:55 AM
JacenK #288
Posted 21 July 2017 - 02:01 AM
I really like the look of your program, I am very new to ComputerCraft, so I'm sorry if it is an obvious question.
If I connect gateLiason and ccDHD with wireless modems will they set up the modems themselves during installation? Or will I have to manually do that before installation. Same goes for wired modems, do I have to set anything up or if they are connected via cable will the programs take care of it? if I do have to do it manually, how do I do it?
Thanks
Dog #289
Posted 21 July 2017 - 04:42 AM
Hey JacenK,

Welcome to ComputerCraft and the CC forums!

All programs in the ccDHD suite autoconfigure themselves - you don't have to do anything. If that doesn't work for you for some reason, please let me know what you're trying and what result your getting and I'd be happy to help.
JacenK #290
Posted 25 July 2017 - 06:28 AM
Hey Dog,
I got the program setup and it works great! I only have three questions. First, is that when editing/creating an address in the address book, there is a "Drop" toggle, I can't find anything saying what it does and wanted to know. Second, is it possible to remotely lockdown your gate using ccDialer? Third, is there anything preventing someone else from connecting to my ccDHD's pSync host and copying the address book?
Thanks for the fabulous work,
JacenK
Dog #291
Posted 26 July 2017 - 02:20 AM
Heya JacenK,

Glad to hear you're having a great experience with ccDHD :)/>


Let me answer your questions in order…

The "Drop" toggle tells ccDHD to automatically attempt to hang-up on the call if that particular address is dialing in (it's a way of blacklisting gates if the server allows both sides to terminate the connection).

Yes, you can remotely put another ccDHD system into lockdown by sending the lockdown password (this can also be used to clear lockdown). The iris password strictly controls the iris (and doesn't work if the target gate is in lockdown).

No and yes. When pSync is set to "Full", anyone with ccDialer can pull your address book (or send theirs) - that's why I added "Basic"; it allows control of the gate without allowing remote access to the address book. FWIW, what I do is leave it on basic and only turn it to full when I need to sync (or want to share) my address book.


If you have any other questions or comments, please let me know.
Edited on 26 July 2017 - 12:22 AM
JacenK #292
Posted 14 August 2017 - 06:50 AM
How hard would it be to port this to OpenComputers? Because as much as I love ComputerCraft, the server I play on almost exclusively just removed it in favor of OC.
Dog #293
Posted 14 August 2017 - 04:08 PM
Heya JacenK,

How hard would it be to port this to OpenComputers?
For me, it would be a major project - not one I'd want to tackle. I've considered it in the past, but the differences would require re-writing major portions of all the programs in the suite.

…the server I play on almost exclusively just removed (CC) in favor of OC.
I understand your frustration. Hopefully, when CC starts getting official opensource releases this will change.


EDIT: If you require an OC based DHD program check out DarknessShadow54's OpenComputers DHD program
Edited on 14 August 2017 - 04:07 PM
darkdragon #294
Posted 24 December 2017 - 02:44 PM
i tried your ccDHD and gateLiaison 2.0 RC gives startup:26: attempt to index ? (a nil value) so cant finish setup
Dog #295
Posted 24 December 2017 - 05:00 PM
Hey darkdragon. Sorry to hear you're having problems with ccDHD. You're actually the second person that has reported that error. Unfortunately, as far as I can tell, it's not something in my code (that line is just assigning variables) - it appears to be something in your modpack is overwriting either the term or the os APIs that are built into ComputerCraft.

If you could provide the following information it would go a long way toward helping me figure out what's really going wrong…

1. What modpack are you using?
2. What versions of MC / CC / Forge are you using?
3. What version of LanteaCraft or SGCraft are you using (and which mod)?

I'm going to guess you're using the latest ccDHD - if that's not the case, please let me know. Knowing the previous information should help me not only figure out what's going on but also whether there's a fix for it.


EDIT: Thanks to Bomb Bloke for pointing out my obvious blunder - a fix will be up shortly.

EDIT2: Fix is up - redownload gateLiaison and it should work fine for you now. My apologies for the inconvenience - especially for such an obvious issue.
Edited on 24 December 2017 - 11:44 PM
Bomb Bloke #296
Posted 25 December 2017 - 12:24 AM
You're also attempting to index into the os.getComputerLabel() string metatable (to get "sub"), but at that point you haven't ensured that the label is non-nil.
Dog #297
Posted 25 December 2017 - 12:38 AM
You're also attempting to index into the os.getComputerLabel() string metatable (to get "sub"), but at that point you haven't ensured that the label is non-nil.

Oh my gosh - how did I not see that obvious mistake?!? Thank you Bomb Bloke - I can work around that.

EDIT: Fix is up!
Edited on 24 December 2017 - 11:44 PM
darkdragon #298
Posted 25 December 2017 - 04:59 AM
You're also attempting to index into the os.getComputerLabel() string metatable (to get "sub"), but at that point you haven't ensured that the label is non-nil.

Oh my gosh - how did I not see that obvious mistake?!? Thank you Bomb Bloke - I can work around that.

EDIT: Fix is up!

thank you for the quick fix and response it is an awesome add-on to a server with stargates on it just wish there where transport rings lol

now all i get is no stargate detected

gateliaison is offline

but the startgate base block is on top of the advanced wireless turtle
Edited on 25 December 2017 - 09:51 AM
Dog #299
Posted 25 December 2017 - 04:47 PM
Do you have a stargate/CC adapter block installed between the stargate and the turtle? Without that adapter block the turtle or computer won't be able to see the stargate.
darkdragon #300
Posted 25 December 2017 - 11:39 PM
oh ok ill try that lol
ty
darkdragon #301
Posted 25 December 2017 - 11:53 PM
ok sorry about this but now that is fixed why is ccdhd getting 944 attempt to call nil
Dog #302
Posted 26 December 2017 - 04:07 AM
What versions of ccDHD, MC, CC, and SGCraft are you using?
Bomb Bloke #303
Posted 26 December 2017 - 04:56 AM
929:

local random, unpack = math.random, table.unpack

I'm not 100% certain you can get away with this - I believe you'll need to use "unpack or table.unpack" instead of just "table.unpack".
darkdragon #304
Posted 26 December 2017 - 04:42 PM
i am using ccdhd 2.0 mc 1.7.10 and SGCraft-1.13.3-mc1.7.10
Edited on 26 December 2017 - 03:42 PM
Dog #305
Posted 26 December 2017 - 04:49 PM
i am using ccdhd 2.0 mc 1.7.10 and SGCraft-1.13.3-mc1.7.10
What version of CC? If you're not running 1.75 I recommend you update to that version. That *should* solve all your problems. In the mean time, I've applied the fixes recommended by Bomb Bloke for older versions of CC (although more errors could crop up - I've been lazy and haven't tested in 1.6x since I added hashing/encryption).


929:

local random, unpack = math.random, table.unpack

I'm not 100% certain you can get away with this - I believe you'll need to use "unpack or table.unpack" instead of just "table.unpack".
Thanks, again, BB. Fixes applied.
darkdragon #306
Posted 26 December 2017 - 10:09 PM
ok i have it all working but what fuel and how do i get it in to the gate please as if can do with out naquadah and original dhd attached would be good
Edited on 26 December 2017 - 10:25 PM
darkdragon #307
Posted 26 December 2017 - 10:25 PM
and is thier a way with out the original dhd and how hard would it be to have iris close on incoming wormholes that has to have the idc or person on other end open it
Dog #308
Posted 26 December 2017 - 11:37 PM
ccDHD is designed for the gate to be powered externally - either manually with naquadah or by way of a mod that provides IC2 or RF power to the gate. (EDIT: although the pictures show the power adapter under the base block, they can be placed under any of the five bottom blocks and they will work).

As for automatically closing the iris - you have two choices:
1. In ccDHD settings there is a switch to make the iris automatically close on all incoming calls.
2. If the address is in your address book, you can selectively have the iris automatically open or close (or do nothing) for each individual address in the address book.

ccDailer (install on an advanced wireless pocket computer) acts as an IDC with some restrictions. Both gates that are connected must have either ccDHD/gateLiaison or gateBuddy installed - then the remote gate iris can be opened with the proper iris password (which is also set in ccDHD settings - if the remote gate is running gateBuddy, any password will open the iris).
Edited on 26 December 2017 - 10:38 PM
darkdragon #309
Posted 26 December 2017 - 11:53 PM
so settings for ccdhd is that with edit startup or does it create a file in mc folder
Dog #310
Posted 27 December 2017 - 12:00 AM
While you're in ccDHD, click on the word 'DHD' at the top left, then select settings from the drop down menu. Don't forget to click 'Save' at the top, right of the settings screen once you have everything set the way you want.
darkdragon #311
Posted 27 December 2017 - 01:45 AM
thank you
Dog #312
Posted 27 December 2017 - 01:49 AM
You're very welcome :)/>

If you have any other questions, comments, or concerns, please let me know.
PhoenixIO #313
Posted 06 January 2018 - 01:48 AM
Is there any possibility for an update of this awesome program to/for version 1.8 of computer craft
Dog #314
Posted 06 January 2018 - 04:25 PM
Hi PhoenixIO - welcome to the CC forums :)/>

ccDHD should work fine with the 1.8x branch of CC but, to the best of my knowledge, neither LanteaCraft of SGCraft support CC 1.8x yet. Unless I've missed an update (which is quite possible), you'll have to wait until one of those mods adds support for CC 1.8x. As far as I'm aware, the latest LanteaCraft only supports MC 1.7.10 (CC 1.75) and the latest SGCraft to support CC is 1.13.2 for MC 1.8.9 (CC 1.79).
PhoenixIO #315
Posted 07 January 2018 - 05:48 PM
someone did a port to 1.12 for SGCraft (https://minecraft.curseforge.com/projects/sg-craft?gameCategorySlug=mc-mods&amp;projectID=241583 it is post #46) I went into a 1.7.10 testing world and set up ccDHD and then went to my 1.12 world and did the same setup procedure and got this error on the ccDHD computer: startup : 4263 bad argument #2 (expected number, got number)
Dog #316
Posted 08 January 2018 - 03:27 AM
Without knowing more, it almost looks to me like there's a problem in the build of CC you are using (expected number, got number). Are you using CC 1.80pr1 or a different build? I'd like to duplicate your setup and do some testing.

EDIT: I've tested with CC 1.80pr1 and get the same error. I'll need some time to do some research before I have an answer.

EDIT2: The error appears to be related to this bug in CC 1.80pr1. The bug has been fixed but a new build hasn't been released by dan200 yet. I believe one of the other forum members has released updated, unofficial builds, but I'm not sure where to get those. If I can find a link to the unofficial builds I'll post it here.
Edited on 08 January 2018 - 03:31 AM
PhoenixIO #317
Posted 08 January 2018 - 04:02 AM
thank you for doing the testing. I can't wait to get the program up and running in my 1.12.2 world thank you for building such an awesome program
Dog #318
Posted 08 January 2018 - 04:49 PM
You're very welcome. I fixed the bug in my copy of CC 1.80pr1 and ccDHD works well - so once a new release is dropped you should be able to use ccDHD without issue. If you'd like to try an unofficial build of CC so you can get things going sooner, you can try the unofficial builds by Crazed Programmer here.
PhoenixIO #319
Posted 08 January 2018 - 11:04 PM
yes, the new version worked for me as well. Thank you again for your help
PhoenixIO #320
Posted 10 January 2018 - 02:43 AM
I don't know if this is just my setup but for me, the program is getting stuck after opening/closing the iris and well as terminating calls ( it gets stuck in the Disconnecting phase) This happens with all three modems (Ender, Wireless, Wired) If I could get some help that would be awesome
Dog #321
Posted 10 January 2018 - 03:07 AM
OK, I did some testing in 1.12.2 and you're right - it *is* getting stuck. It's definitely not your setup.

Based on my testing it appears the reason ccDHD is getting stuck is because the build of SGCraft for 1.12.2 isn't generating some (or possibly any) events for CC - without those events ccDHD has no idea what's going on and won't be able to keep itself in the right mode of operation. Your best course of action, at this point, is to report this to the person who made the build (since it's non-official) and see if they'd be willing to drop another build with the necessary fixes for CC 1.80pr1.

I wish I had a better answer for you. Hopefully, when CC 1.80 official drops, Greg will drop a new build of SGCraft with proper CC support.
Edited on 10 January 2018 - 02:08 AM
PhoenixIO #322
Posted 10 January 2018 - 04:52 AM
I hope that too
doctorwhofan92 #323
Posted 28 February 2018 - 11:03 PM
Will this program be updated to 1.12.2? (CC 1.80) I run it on my server however the iris keeps closing even when I don't have it set to close and it also keeps turning the gate off when I put in the iris passcode
Dog #324
Posted 01 March 2018 - 06:21 AM
Hey doctorwhofan92! Welcome to the CC forums :)/>

I've done some preliminary testing under 1.12.2 and it *seems* to work using Crazed Programmer's build of CC and soccerguy3's build of SGCraft. If you're not using those builds, try those and see if it works. If you continue to have problems, please let me know and I'll do my best to get things straightened out.
PhoenixIO #325
Posted 02 March 2018 - 07:38 AM
How does the remote iris work? I tried entering the password on both ends with the ccDialer and neither will open the iris
Dog #326
Posted 02 March 2018 - 05:02 PM
Hey PhoenixIO :)/>

Remote iris relies on there being a ccDHD component installed at each gate. It can be a full install of ccDHD (ccDHD &amp; gateLiaison) or an install of gateBuddy. But one of them has to be installed at each gate for remote iris to work. I usually install ccDHD &amp; gateLiaison at my bases &amp; outposts and install gateBuddy at all the other gates (including gates in the wild - unless someone actually takes the gate, nobody will notice that there's a computer or wireless turtle installed underneath the gate).

If that's not the issue, or if you have other questions - please don't hesitate to ask - I'm happy to help :)/>
UncoveredKhan09 #327
Posted 02 March 2018 - 09:39 PM
So i need help with the Lockdown, once it's engaged i can't seem to fix it, please help
Dog #328
Posted 03 March 2018 - 03:38 AM
Greetings, UncoveredKhan09 :)/>

The default password for lockdown is "password" without the quotes - same for the default iris password. If that doesn't get you going and you're still having problems, please let me know and I'll do my best to help you get it all sorted.
doctorwhofan92 #329
Posted 06 March 2018 - 04:10 AM
Thank you for replying. soon after I posted that I realized that I had unloaded the dimension I was having trouble with. Do you plan to add a correlative update for the program so that they can stay synced with one another? I have little to no knowledge of CC programming so I don't know if this is possible but seeing as you can send the iris password through an active wormhole it leads me to believe this could be possible.
Dog #330
Posted 06 March 2018 - 04:32 PM
I can't do anything about unloaded chunks - standard and advanced computers have no ability to affect that.

As for sending the signal through the wormhole instead of relying on another computer (e.g. gateBuddy) and gate communication: ccDHD was originally written for LanteaCraft which didn't have the ability to send transmissions through the wormhole - when I updated it to work with SGCraft I wasn't aware of that feature, and even if I had been I probably wouldn't have added support as it would have required rewriting too much of the underlying code to make it work. In the future I *might* revisit this, but it's not something I plan on addressing in the near term. Besides, adding that feature wouldn't change the requirement for a computer to be connected to the gate in order for ccDialer to be able to dial other gates.

To my knowledge, each gate acts like a chunk loader when it's dialed, and in all my testing that's been the case, so dialing distant gates and communicating with them via the means provided in ccDHD should work the same as sending the signal through the wormhole - either way the receiving chunk will need to be loaded in order to receive the signal.

I'm not sure what you mean by 'stay synced with one another' - ccDHD has no concept of 'staying synced'.
doctorwhofan92 #331
Posted 06 March 2018 - 08:44 PM
What I was referring too was similar to how the ccDialer can 'Sync' its gate addresses with a ccDHD then could a ccDHD sync it's address book through the sgcraft gate with the other ccDHD assuming both gates had a ccDHD
Dog #332
Posted 07 March 2018 - 03:43 PM
No - ccDHD doesn't sync with other ccDHD machines (that would introduce a slew of issues I don't want to deal with) - only with ccDialer. But, since SGCraft supposedly allows signals through the wormhole; you could establish a wormhole, sync ccDialer with one ccDHD install then sync with the other without going through the gate (theoretically) - that's the easiest solution I can think of with the way ccDHD is set up.
doctorwhofan92 #333
Posted 25 March 2018 - 09:35 PM
So I have an ender Modem on a advanced pocket computer running ccDialer. Is it possible to extend the list of possible host connections or only show the connections in your dimension?
Dog #334
Posted 25 March 2018 - 10:58 PM
Unfortunately ccDHD was conceived before Ender modems were introduced. With the method I chose for communication I'm rather limited in what I can do to resolve the issue. The only thing I can really do on my end is possibly extend the Sync list (if the code will easily allow for it without breaking). If I come up with an acceptable solution I'll release another update.

EDIT: I've started working on expanding the list to multiple pages - you'll be able to scroll through the pages with the mouse wheel and pageUp/pageDown.

EDIT 2: The first test version is done - I've PM'd you with a link.

EDIT 3: Final version is done and has been released as part of RC12 - use the normal download link
Edited on 03 April 2018 - 04:54 PM
doctorwhofan92 #335
Posted 27 March 2018 - 01:46 AM
Is there a way to combine the pastebin link for ccDHD and gate liaison so that when you put the startup code in it'll detect computer craft adapter block and act as the gate liaison otherwise it'll act as a ccDHD? Sorry if this is to much to ask.
Dog #336
Posted 27 March 2018 - 02:05 AM
That's actually an interesting idea - it would essentially have to be an install type script that detects which script to install (ccDHD or gateLiaison). I'm honestly not sure how much value it would add, but I'll go ahead and create an install script that does this. It won't be official - I'll PM you the link when it's done.
Dog #337
Posted 02 September 2018 - 05:47 PM
Big update: This update contains all the back-end changes I've wanted to make for awhile. The good news is that this should be the last release until LanteaCraft releases new features. The bad news is that upgrades from previous versions will require you to update ALL your scripts (ccDHD, ccDialer, gateLiaison, gateBuddy) or things won't work.

This update (RC15) wasn't all just optimization, bug-fixes, and back-end tweaks and changes, though - there are some of new features that I hope you'll find useful:

- ccDHD: Gate names can now be 12 characters long instead of only 9
- ccDHD: The Import button now works like the Merge! button used to, but it also updates existing entries' default data with non-default data from the imported address book (if it contains such data).
- ccDialer: Sync hosts are now color coded to indicate Dial-Only hosts (red) and Full hosts (green) in the host selection screen

As always - if you have any questions, comments, issues, or concerns, please let me know.
Edited on 02 September 2018 - 03:49 PM
doctorwhofan92 #338
Posted 12 September 2018 - 12:28 AM
I'm having an issue where the gate liaison is getting this error "startup:1645: attempt to concatenate up value 'gateStatus' (a nil value)"
Dog #339
Posted 12 September 2018 - 01:39 AM
Is this with the latest version (RC15)? Anything else you can tell me about your setup would also be helpful. You're using SGCraft, right? ATM, I'm not sure why that's happening.
Edited on 11 September 2018 - 11:44 PM
doctorwhofan92 #340
Posted 12 September 2018 - 02:00 AM
I'm using the most up-to-date version. Though I have been using your setup program you made for me I updated it manually just in-case. Same results. This is SGCraft but it is Docker's version not soccerguy
Dog #341
Posted 12 September 2018 - 02:59 AM
It looks like Dockter's builds aren't returning the same information that soccerguy's builds are so I'm going to have to do some testing - which version of Dockter's build are you using?

FWIW, soccerguy's builds are returning data as it was returned by the original mod - if you can run soccerguy's version you should have no problems.

EDIT: It looks like the issue is already known and the question has already been asked on the Discord channel - I'll check in on it occasionally and see if there's progress.

EDIT 2: I've done some preliminary testing (with the Forge version) - I've duplicated the gateStatus bug, and although I can initiate a dial, I can't stop it or get the proper address information from the gate. From what I can tell CC functionality has either been drastically changed in Dockter's version of the mod or it is broken - if I find out more I'll post another update.

EDIT 3: The latest version of Dockter's build (with a small tweak to gateLiaison) now works great - no more problems that I'm aware of - the updated version of gateLiaison has been uploaded and is now available.
Edited on 20 January 2019 - 04:03 AM
weirdwolf #342
Posted 19 February 2019 - 05:33 PM
Hello, i seem to be having a small issue trying to get the ccDHD to work, i keep getting an error from line 4400 " bad argument #2 (expected number, got number) " i've tried looking through the code of both ccDHD and gateLiaison, but im not all that experienced, so i couldn't find anything.

This happens on the ccDHD computer once it gets a connection to the gateLiaison computer.

im running ComputerCraft 1.80pr1 and SGcraft 1.13.2, don't know if that'll have any influence on things.

Thanks in Advance for the help :)/>

EDIT: I had a more experienced friend of mine look over the code, he found out it was an issue with ComputerCraft itself, and then he pointed out you recommended using CC: Tweaked, i guess this is why.. I fixed the issue by changing over to CC: Tweaked.
Edited on 19 February 2019 - 07:47 PM
Dog #343
Posted 19 February 2019 - 10:58 PM
Hey weirdwolf - yes, the problem you ran in to was indeed an issue with that build of ComputerCraft - glad you found CC:Tweaked and got it sorted. If you have any other questions, comments, etc. please let me know.
Bomb Bloke #344
Posted 20 February 2019 - 07:45 AM
EDIT: I had a more experienced friend of mine look over the code, he found out it was an issue with ComputerCraft itself, and then he pointed out you recommended using CC: Tweaked, i guess this is why.. I fixed the issue by changing over to CC: Tweaked.

To be clear, "pr1" stands for "pre-release 1": you were using a testing build of ComputerCraft, not a stable release.

Beats me how people keep stumbling across that one. Has someone decided to put it in a modpack or something?
SquidDev #345
Posted 20 February 2019 - 07:59 AM
To be clear, "pr1" stands for "pre-release 1": you were using a testing build of ComputerCraft, not a stable release.

Beats me how people keep stumbling across that one. Has someone decided to put it in a modpack or something?
It's the only 1.12 version which is on CurseForge, and so it ends up in a lot of mod packs - 1.80pr1 currently has 2.2 million downloads.
weirdwolf #346
Posted 20 February 2019 - 11:02 AM
Honestly i feel like part of the issue lies with CC: Tweaked being named just that, instead of ComputerCraft: Tweaked (i know CC is short for ComputerCraft, but still) so if you don't know it exists and you want computercraft, it probably won't come up in your search results.
Dog #347
Posted 20 February 2019 - 03:16 PM
Good point. That's actually why I put a link to CC:Tweaked in the OP.
Dex_Luther #348
Posted 29 March 2019 - 09:50 AM
Thanks a lot for this program. It's easy to set up and really useful. I'm running into an issue though. I have the ccDHD installed on an Advanced Computer, but can't actually click on anything. Most of the time nothing happens and I get weird tooltips.

I can however click on -DHD- and enter settings, but can't actually change anything. Once there though, the only way I can get back to the main screen is by rebooting the Computer.




EDIT: Managed to fix it. I guess either the program or Tweaked:CC don't like people in creative mode.
Edited on 29 March 2019 - 09:14 AM
Dog #349
Posted 29 March 2019 - 02:15 PM
That's odd. I do all my testing with cc:Tweaked in creative mode and haven't run into any problems like you describe. I'm pretty sure it's not ccDHD, but if it happens again, collect your logs, put them on pastebin, and post back here - *maybe* we can narrow down what's causing the problem.
Dex_Luther #350
Posted 30 March 2019 - 07:55 AM
That's odd. I do all my testing with cc:Tweaked in creative mode and haven't run into any problems like you describe. I'm pretty sure it's not ccDHD, but if it happens again, collect your logs, put them on pastebin, and post back here - *maybe* we can narrow down what's causing the problem.

The problem seems to happen when JEI's cheatmode is activated. Turning that off gets rid of the issue.

I do however have another question: Is it possible to turn off password hashing? I changed the iris password and lockdown password to "atlantis" and "atlantislock" respectively, but when I enter the iris password in my Advanced Pocket Computer with CCdialer installed, the iris doesn't open.

I've tired opening the DHDconfig program in notepad++


{
  password = "224181199193731782218411831561917444261891351459823016515814523916218518421758489",
  detailedMarquee = true,
  irisPassword = "162138190751621939424222224616913516716568922778221246528912521671520025215875109107",
  logs = true,
  ecIris = false,
  sync = true,
  gate = 1,
  hashedPWs = true,
  bio = {
    lock = false,
    func = "none",
    fAuth = 2,
    auth = 4,
  },
  incomingIris = false,
  newHash = true,
}

I've tried changing the two places that mention Hash to false, but when I restart the computer in game the entries are set back to true,.For now I just removed the iris.
Dog #351
Posted 31 March 2019 - 12:32 AM
Hey Dex_Luther,

There is no way to turn of the password hashing, and it's not something I plan to add. Having said that, you can set the passwords to what you want by doing the following:

1. Exit ccDHD
2. Edit DHDconfig
3. Change hashedPWs to false
4. Change newHash to false
5. Change password to the password you want (don't forget the quotes)
6. Change irisPassword to the iris password you want (don't forget the quotes)
7. Save DHDconfig
8. Start ccDHD

That will rehash the passwords you entered and allow you to use them.
Dex_Luther #352
Posted 03 April 2019 - 11:40 AM
Hello Sir,

I think I found a bug. When a gate is "over powered" using a ZPM in a ZPM Console Gate Liason shows the power as "inf%" since it essentially has infinite power. The problem is that under these conditions CCDHD crashes with an error in line 2438. Something about comparing to Nil.

I forgot to get a screenshot of the error. Removing the ZPM and then restarting CCDHD solves the problem and then shows fuel at 13421%. The problem seems to occur when the chunk is unloaded and then loaded again. That's when Gate Liason then changes to "inf%", which CCDHD doesn't seem to be able to handle properly.

I'll try disabling my chunk loading to recreate the issue and get screenshots.

For reference line 2438 of CCDHD:

  local fuelColor = fuelPercent > 24 and lime or orange

Edit:

I was able to recreate the issue by closing the world and hopping back in.

Gate Liaison Screen:
Spoiler

Power Setup:
SG Power Unit and ZPM console
Spoiler

CCDHD Monitors are off showing that CCDHD crashed:
Spoiler

CCDHD Crash Message:
Spoiler
Edited on 03 April 2019 - 09:55 AM
Dog #353
Posted 03 April 2019 - 03:43 PM
Hey Dex_Luther,

Thanks for the detailed bug report - very helpful :)/>

After some testing, I'm not entirely convinced this is an issue with SGCraft - it appears that it might be in ComputerCraft. Either way, I've uploaded the fix. Re-download gateLiaison for the fix (fuel percent will now read 100% max).
Dex_Luther #354
Posted 04 April 2019 - 03:04 AM
Hey Dex_Luther,

Thanks for the detailed bug report - very helpful :)/>

After some testing, I'm not entirely convinced this is an issue with SGCraft - it appears that it might be in ComputerCraft. Either way, I've uploaded the fix. Re-download gateLiaison for the fix (fuel percent will now read 100% max).

I didn't think it was an issue with SGCraft since the ZPM and gate seem to work properly. Gate Liaison shows the Fuel number as "Infinite," and CCdialer didn't seem to know what to do with that since "Infinite" isn't a number.

what's strange is that the Fuelpercent appears as some really high number like "13482%" when the ZPM is initially plugged in and everything works fine. Only when the chunk was unloaded and reloaded does Gate Liaison change to reading "inf%," which is when CCdialer breaks. I wonder why the reading changes from a number to infinite.

Anyways, Thanks for the quick fix. I'm starting Minecraft now and the new Gate Liaison a try.
Dog #355
Posted 04 April 2019 - 03:11 AM
The reason you were seeing things like 13K% was because I based 100% around there being 4 power modules and 1 CC interface aligned with the 5 blocks that make up the bottom of the gate. Now that there are ZPMs and other power sources, it's pretty easy to get well past what 4 power modules can hold. Part of the fix I released now caps the power percentage at 100% so you shouldn't see any more strange readings.