11 posts
Posted 20 May 2012 - 08:08 PM
turtle.drop() works as expected where all items in the stack are dropped.
turtle.drop(1) *should* drop only 1 item if I'm interpreting the API correctly. In 1.31 bukkit ported version, it does nothing.
I seached through the forums for a similar issue and hadn't found one on what I would've thought a commonly used command. Was this syntax introduced in 1.31?
2447 posts
Posted 20 May 2012 - 10:23 PM
Bukkit bugs should not be reported here. However, I will look into it for you as I am one of the maintainers of the bukkit port.
718 posts
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Posted 25 May 2012 - 04:11 AM
turtle.drop() works as expected where all items in the stack are dropped.
turtle.drop(1) *should* drop only 1 item if I'm interpreting the API correctly. In 1.31 bukkit ported version, it does nothing.
I seached through the forums for a similar issue and hadn't found one on what I would've thought a commonly used command. Was this syntax introduced in 1.31?
This can easily be fixed like this:
function drop( _tAmmount )
if _tAmmount == null then _tAmmound = 1 end
for i = 1, _tAmmount do
turtle.drop()
end
end
2217 posts
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3232235883
Posted 25 May 2012 - 04:13 AM
turtle.drop() works as expected where all items in the stack are dropped.
turtle.drop(1) *should* drop only 1 item if I'm interpreting the API correctly. In 1.31 bukkit ported version, it does nothing.
I seached through the forums for a similar issue and hadn't found one on what I would've thought a commonly used command. Was this syntax introduced in 1.31?
This can easily be fixed like this:
function drop( _tAmmount )
if _tAmmount == null then _tAmmound = 1 end
for i = 1, _tAmmount do
turtle.drop()
end
end
he knows this, he is just reporting that turtle.drop(ammount) dosent work
718 posts
Location
Hawaii
Posted 25 May 2012 - 04:16 AM
turtle.drop() works as expected where all items in the stack are dropped.
turtle.drop(1) *should* drop only 1 item if I'm interpreting the API correctly. In 1.31 bukkit ported version, it does nothing.
I seached through the forums for a similar issue and hadn't found one on what I would've thought a commonly used command. Was this syntax introduced in 1.31?
This can easily be fixed like this:
function drop( _tAmmount )
if _tAmmount == null then _tAmmound = 1 end
for i = 1, _tAmmount do
turtle.drop()
end
end
he knows this, he is just reporting that turtle.drop(ammount) dosent work
I was just posting a "fix" for people who don't know how to fix it so they won't keep posting about bukkit bugs.
2447 posts
Posted 25 May 2012 - 09:31 AM
But that fix wouldn't work. It would drop whole stacks instead of single items.
I'll look into it when I get time, being a maintainer of the bukkit port. Not sure when though as just moved house.
11 posts
Posted 26 May 2012 - 02:38 PM
Thanks for looking into this cloudy. I have verified this bug in 1.33 as well (bukkit port, again).
1 posts
Posted 20 July 2012 - 12:13 PM
Hi guys, Im playing bukkit server and have same problem. tried to use
function drop( _tAmmount )
if _tAmmount == null then _tAmmound = 1 end
for i = 1, _tAmmount do
turtle.drop()
end
end
but it is not working. Could you give me the fix? Tried to download another fix, but it allows turtles to break blocks which protected by WorldGuard.
2447 posts
Posted 20 July 2012 - 02:52 PM
Please go to the updated thread on the MCPortCentral forums which has an updated bukkit port.
864 posts
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Posted 21 July 2012 - 12:53 PM
Updated bukkit port is reported not working for the newest update and numerous other updates. (101 +) (I've tested on my server and it doesn't work)
2447 posts
Posted 21 July 2012 - 01:10 PM
Except you posted the bug report before I even released the new version of the port. So you are incorrect.
864 posts
Location
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Posted 21 July 2012 - 01:24 PM
^^ You just replied
RELEASE 3!
I haven't tested yet so..
2447 posts
Posted 21 July 2012 - 02:14 PM
Test it along with the latest version of the bukkit port. If it doesn't work I'll have to work around it for when I do the 1.4 bukkit port.
864 posts
Location
Sometime.
Posted 21 July 2012 - 03:46 PM
Tested and works.
2447 posts
Posted 21 July 2012 - 05:53 PM
Woot! Thanks for the report! That's a load off my mind.
864 posts
Location
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Posted 23 July 2012 - 04:35 AM
@Cloudy
It still crashes when you run a program for a while with sleep(0) - Your own MC it crashes.
2447 posts
Posted 23 July 2012 - 10:15 AM
Do you have a crash log? Or code to repeat it? There's no way the bukkit code even alters anything like that, or could cause a client crash.
864 posts
Location
Sometime.
Posted 23 July 2012 - 10:55 AM
Just go into the program "lua"
(v133 Bukkit Build, R3 CC)
And type, "while true do sleep(0) rednet.receive() end"
2447 posts
Posted 23 July 2012 - 05:12 PM
What makes you think that it crashes? Do you have a crash log? I'm not going to test it out based on a vague description with sparse details.
Do you have a server I could join?
864 posts
Location
Sometime.
Posted 24 July 2012 - 12:19 AM
Yea, my server. IDK what happened though.
It ONLY crashes the client that inputs that line of code… IDK some glitch.