7 posts
Posted 16 January 2013 - 05:08 AM
Im running computercraft 1.46 with feed the beast and having some troubles with computers and turtles sometimes, when booting, giving the error message "File not found".
I haven't made any significant changes to the bios.lua that could cause this problem. Just added _sFile to the error message to see which file that can't be found and it seems to be one of the API-files, different file from time to time. Have checked the read permission on all files and they shall be ok.
Wouldn't be a problem unless I had the GPS-system running up in the sky. Quite annoying to build a high tower all the time to restart the failing computers.
Server.log doesn't give any information.
2447 posts
Posted 16 January 2013 - 05:42 AM
Are the files extracted or in the zip? Is this at server start?
7 posts
Posted 16 January 2013 - 06:22 AM
The files are extracted, yes it happens on server start, but not only. Sometimes when get to far away from the computers/turtles and come back this issue might have happened.
8543 posts
Posted 16 January 2013 - 06:42 AM
For some reason, with the files extracted, the server will occasionally fail to find one or more files when booting computers in multiplayer. As far as I know, they are working on a fix, but the workaround is to re-zip the mod correctly.
2447 posts
Posted 16 January 2013 - 07:39 AM
For some reason, with the files extracted, the server will occasionally fail to find one or more files when booting computers in multiplayer. As far as I know, they are working on a fix, but the workaround is to re-zip the mod correctly.
Or use the built in capability of using stuff in the ComputerCraft folder as well as stuff in the zip.
7 posts
Posted 16 January 2013 - 09:13 AM
ok, so if I just zip the folder with my added API and programs it will work?
2447 posts
Posted 16 January 2013 - 09:16 AM
Yep - but even better is to just put your added programs/api in the ComputerCraft file structure and just use the zip as normal.
8543 posts
Posted 16 January 2013 - 09:23 AM
I wonder if there is a critical mass point at which unzipped files will not reliably be loaded under that method, resulting in missed custom APIs anyway? I know that method does work correctly for a few files, but obviously does not work quite as well when the whole mod's worth of files are unzipped. Perhaps this issue is unrelated to the number of files entirely and simply depends upon the presence, or lack thereof, of certain files in the zip?
2447 posts
Posted 16 January 2013 - 09:54 AM
No, it's nothing to do with the lack of files in a zip.
7 posts
Posted 16 January 2013 - 10:20 AM
Should the zip-file be zipped in a certain way? Cause when I zip it and save it as ComputerCraft1.46.zip the server wont start, got:
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: dan200.ComputerCraft
2447 posts
Posted 16 January 2013 - 10:29 AM
The dan200 folder has to be in the root of the zip - So no ComputerCraft folder in the zip.
7 posts
Posted 16 January 2013 - 10:59 AM
Yes, it seems to start now. Unfortunately I happen to start the server with an empty CompCraft1.46.zip file resulting in all my computers and turtles being deleted. However, my code is not gone which is most important.
Remains to see if the file not found-error is fixed
EDIT: Seems like it works now. Have played for some hours and the problem have not yet occured. Thanks for the help guys.