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[1.73][CSP - Creative Single Player] Startup quirks

Started by Lupus590, 27 May 2015 - 09:40 AM
Lupus590 #1
Posted 27 May 2015 - 11:40 AM
While investigating this ask a pro I discovered some quirks with (turtles and) startup

Version:
CC 1.73

Description:
On world load with simple "while true spin" script (saved as startup on labelled turtle), after ~3 seconds (lua loading?) turtle turns once and stops until rightclicked. When rightclicked, boots (screen was blank for a moment) and startup script runs.

Exiting the single player world and then going back (same MC client session), turtle keeps spinning.

Tested with second unlabelled turtle, exiting singleplayer world and going back in, unlabelled is still spinning. :blink:/>
Closing MC and restating and then rightclicking the unlabelled turtle makes it spin again (startup file is still there too)


To clarify, there were no other mods installed (and I deleted my configs)

Expected Result:
Labelled turtle spins immediately, unlabelled one losses it's startup file.
Both turtles resume spinning immediately.

Reproduction Steps:
Save this as startup on a labelled (I named it test) and unlabelled turtle

while true do
  turtle.turnRight()
  os.queueEvent("dud")
  os.pullEvent()
end

Video:
[media]https://www.youtube.com/watch?v=EFDKi3vvzD0[/media]
Edited on 28 May 2015 - 01:46 PM
Lyqyd #2
Posted 27 May 2015 - 03:24 PM
Expected result would be that both start up and resume spinning when loaded. The unlabeled turtle would only change IDs if picked up.
Lupus590 #3
Posted 27 May 2015 - 03:27 PM
Really? I'll update the OP.

I thought it would get a new ID on world load.
Edited on 27 May 2015 - 01:30 PM
Creator #4
Posted 27 May 2015 - 03:36 PM
Nope, why would. That would use tons of ids.
Bomb Bloke #5
Posted 28 May 2015 - 02:10 AM
It'd be worth posting a forge log, methinks.

Also worth noting that I tried the test myself (under both 1.73 and 1.74pr20), and could not reproduce Lupus's results. My turtle successfully runs - and keeps running - its startup script, regardless as to whether I just close and re-open the world, or close and re-open the whole game (the latter scenario being the one where it breaks for him). Doesn't seem to matter if I pick the (chunk-loaded) spawn area or move away from it, fly away from the turtle then return, whatever… turtle goes spin-spinny-spin-spin.

That said, I've seen this bug reported over and over since joining this forum. Presumably it has multiple triggers. Beats me how many of those remain from back then.

1.5 - 1.63 - 1.65 - 1.73

The one specific time I can remember encountering this issue myself was on a 1.73 SMP setup, where I only needed to manually boot my systems back up and they resumed normal operation with further server reboots from that point on. My assumption is that an abnormal server shutdown triggered it, in that particular case - if CC decided that all computers in the world had crashed, then it'd save all their states as "off", and therefore wouldn't start them when they next chunk-loaded. I may've seen it on other occasions, but if so they were few and far between (months apart at least), never often enough to pay attention to, let alone a "constant thing".

But even if you put aside that most users who encounter bugs don't report them, this one seems prevalent to the point where there have been many cases where users have been under the impression that this is expected behaviour, and were surprised when informed that no, they should not in fact have to manually click their computers every time they want to turn them on.

So I've no idea as to how common it really is. It's common enough that there's at least one script specifically written to help work around it, anyway.
Lupus590 #6
Posted 28 May 2015 - 03:47 PM
Added the video to the OP
Edited on 28 May 2015 - 01:47 PM