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Computercraft computer reboots when moved by Funky Locomotion (compatibility issue)

Started by legslikecinderella, 25 April 2015 - 07:07 PM
legslikecinderella #1
Posted 25 April 2015 - 09:07 PM
Computercraft computers are rebooted whenever Funky Locomotion moves them. Workarounds via startup are possible, but still it would be preferable if computers would stay powered during locomotion. Is this something that should be realised on the Funky Locomotion end or can this be addressed within Computercraft? Or is it a vanilla constraint?
Bomb Bloke #2
Posted 26 April 2015 - 01:27 AM
It would need to be handled by FL. Unfortunately, the coding required isn't simple, so it's a bit of a big ask. To memory, no one's pulled it off since Redpower - a mod so old that changes to MineCraft since then may've made the process more complex still.

I suspect OpenComputers systems may be immune to this (as there are some differences in the backend), and if not, FL would likely have a much easier time implementing a "fix".
Mining_Pickaxe #3
Posted 27 April 2015 - 08:13 PM
What CC version are you using? There was a bug with this before that it will create a new task every time it moves. This is fixed so, maybe your problem too? Check if you are using the latest version of CC.
flaghacker #4
Posted 27 April 2015 - 09:26 PM
What CC version are you using? There was a bug with this before that it will create a new task every time it moves. This is fixed so, maybe your problem too? Check if you are using the latest version of CC.

His "problem" is not yet fixed, as it's not a problem. It is more like a feature request.
Edited on 27 April 2015 - 07:27 PM