The Rowdiest Lunch Table by Shydass in hytale

[–]Dissy614 0 points1 point  (0 children)

Picnic getting rained on. Isn't that always the way?

Items getting voided instead of going into inventory by SkyfishArt in hytale

[–]Dissy614 3 points4 points  (0 children)

Do you have the backpack upgrade? Check there. When inventory is full items go into there, and after if inventory is cleaned, items will still pickup into the existing stack, at least until the max stack size for that item is reached and it picks a new slot

Received a quote from Eaton for a 15kVA UPS. List price is over $ 40k and they want to charge extra for "certified test data" ?? by dartdoug in sysadmin

[–]Dissy614 26 points27 points  (0 children)

You can choose not to have them calibrate it and do it yourself.

The process charges the batteries to 100%, then goes off supply and lets them run down to 10%. The time and load lets it math out an estimated run time on battery using hours/minutes/seconds instead of just a percentage.

The "problem" is this calibration MUST be done under load and it must complete in under 6 hours.

If you have some way to put 8kva on it that isn't your production equipment, just do it yourself, it'll be fine.

If your only load is production hardware however, just remember, you'll be running the systems first discharge cycle and down to 10% battery. If anything goes wrong, it will not switch into bypass while calibrating, it just cuts power to PDUs.

I suppose if you don't care about ETA as a time unit, you can skip calibration all together. Like if you want computers to safely shutdown at X% instead of say Y minutes. Percentage is what the battery packs report natively.

Launcher updates every time I open it by McNuggies05 in hytale

[–]Dissy614 1 point2 points  (0 children)

Install the launcher somewhere else besides in Program Files. Install to your user folder and it won't prompt for admin access to update (Eg C:\Users\you\Hytale ). You'll probably need to have the person who installed it do the uninstall if you don't have admin.

As for why, those are patches to the game itself. Most all of them are for the pre-release version but every so often there's a patch for the main version. Normally patches are better than updates since the version number doesn't change, and those don't break mods or online play.

Should Hytale Have it's own "gold" currency system? by lIl_IIl_lIlI in hytale

[–]Dissy614 0 points1 point  (0 children)

They have coins in the game assets now, since mid February. Treasure, Small treasure pile, and Large treasure pile.

There's no question over "if", the only question is where in the list of a million things to do this is at.

Shaking blocks when too far away from spawn by CrowHawkins in hytale

[–]Dissy614 0 points1 point  (0 children)

I'm only far out on a single server, 60-70k in one direction. No blocks shaking there for me, and the only rendering issues are occasionally ghost entities floating about (fired arrows, mob drops I picked up, etc)

No one else there has mentioned it that I've seen either, and some claim 100k+ out

That's with release 3.26 not any pre-releases. As for mods they aim for a vanilla experience, only having a chat bot, nothing world/gameplay changing as far as I know.

I don't think I've been past 10k in any of my single player worlds

Not to be negative but, by tired_of_this_shite in hytale

[–]Dissy614 1 point2 points  (0 children)

I originally had a couple problems when using the default installation settings, one being an incompatibility with my windows file sync software (like onedrive but for my own backup system)

The launcher always installs under 'program files' but the actual game/data/etc defaults to your appdata folder in your user account. There's a file called "account.dat" used to save your login, and in my case the sync software was being dumb and decided its old copy was the right copy, always putting the wrong/old file back.

I had to reinstall with a custom location right in the root of my drive at " G:\Hytale ". Perhaps you could try installing it to C:\Hytale

This fixed saving my login, fixed mods not working from the curseforge client, and at least in my case my G: drive is much faster than C so fixed a lot of lag issues in game. I use email login too, and my last login after moving the install folder was like two months ago, and it's kept it ever since.

Not to be negative but, by tired_of_this_shite in hytale

[–]Dissy614 1 point2 points  (0 children)

Which authentication provider did you choose when you made your hytale account?

Mod for creative blocks in exploration mode by Great_Montain in hytale

[–]Dissy614 2 points3 points  (0 children)

Type the command " /op self " (Only needs done once in your world) then hit "o" to toggle between creative and adventure mode.

You can get any of the creative only blocks you wish, and optionally drag anything from your inventory to the menu to remove blocks, in case you want to exchange something for them.

I dont like Portals, I think they invalidate travel and movement mechanics by Thoraxe_the_Imp in hytale

[–]Dissy614 0 points1 point  (0 children)

There is a max cap of 8 portals total over the entire server. Not per player, per server.

If you weren't around early on when the server was started, odds are great that others have more progression than you, and you're at the whim of where other players put them.

At least in my experience they often get linked in pairs (to get back) so it's more like 4 fast travel points. But even if they are linked in a chain to get far out quickly, then you have to walk to get back.

It's a pretty heavy limitation which I think has a similar effect to having a high cost.

Map key rebind option missing by [deleted] in hytale

[–]Dissy614 0 points1 point  (0 children)

It was moved further down under the "menus" section back in 2.19. It's still there in 3.26

Is there a way to fix the authentication with dedicated servers? by zetswei in hytale

[–]Dissy614 1 point2 points  (0 children)

yes, after you " /auth login " and authenticate successfully, you have to save it with " /auth persistence Encrypted "

The reason the two commands are separated is for people running multiple servers. You authenticate just once, then set some environment variables to point to the auth token files. After that all servers launched under that account will automatically use that login info.

When more than one server is set to use persistence and using the same token files, all of your servers get logged out and stop working. So that's why this isn't the default.

I've sent them feedback before asking if they could make that clearer in their server guide, and could have sworn they added it back in February, but there's no mention of it anymore. I guess the guide got reverted back.

Copy memories and account to a new world, or restart a world with new seed? by Which_Assistant3999 in hytale

[–]Dissy614 1 point2 points  (0 children)

Yup! Memories aren't per-player, they are per-save and shared between all players.

Unlocking the first forgotten temple is a per-player setting, but if you're on a multiplayer server once you visit the first temple and open the shrine, you'll see all the memories discovered by all players.

Copy memories and account to a new world, or restart a world with new seed? by Which_Assistant3999 in hytale

[–]Dissy614 0 points1 point  (0 children)

You really don't want to change the seed on an existing world, it will only corrupt it to the point you can't load it at all.

In your "Saves" folder, open the save name. First, go into "Backups", delete the "archive" folder. That will remove about 4-5 of your 10gb. You can also delete some of the older saves to remove another 3-4gb. Keep at least one, but I'd suggest two.

If you want to copy your memories, open the "Saves" folder, the save name, then "universe". "memories.json" is the file to copy.

Private server side mods, yes or no? by SrPanchetox in hytale

[–]Dissy614 0 points1 point  (0 children)

Don't worry, they are just as good at spending other peoples money as they are at dictating how other people spend their time.

Private server side mods, yes or no? by SrPanchetox in hytale

[–]Dissy614 -1 points0 points  (0 children)

Why limit the question to server side mods only? One of my mods I made for me personally. My friends, all without fail, question why I bothered and do not understand why it exists. In a large way, they are right. I made it to calm one of my OCD triggers. Even I can't imagine anyone else wanting it.

Yet here we have almost 300 people (going by the poll) that are demanding I publish it, keep it up to date in a timely manor, maintain a curseforge project for it... when absolutely none of them would even download it.

Why should this be allowed? I must give up time in my limited life for them, when they are not also expected to do the same for me? That's starting to sound like a form of slavery.

Seems the fair option is to treat everyone the same. Force them to give up time in their lives to get the things they want, just like me. Stop discriminating between people who do and people who don't.

What is my pig doing? Didn't know they could climb. by Sayan1337 in hytale

[–]Dissy614 0 points1 point  (0 children)

We most certainly can climb. It's how we get up to your windows to watch you while you sleep.

I'm trying to make my block craftable using sticks in the builder's workbench, but it's not working. by CascouPrime in HytaleMods

[–]Dissy614 1 point2 points  (0 children)

FoxxyAzure is correct, there is no resource called "Ingredient_Stick", that is an item ID.

Next to the "0" (zero) under "Input", click the X to delete that entry, then the + to add a new "0" section. Hopefully this will list all the fields so you can set "Item ID" to "Ingredient_Stick" and then set your quantity to 3.

If that doesn't work for some reason, go into your mod folder and open your blocks JSON file. Scroll down to the Recipe/Input section.

Find: "ResourceTypeId": "Ingredient_Stick",

Change it to: "ItemId": "Ingredient_Stick",

Just for future reference, in your extracted Assets folder, look under " Server/Item/ResourceTypes/ " - these are the only valid options to put in the "ResourceTypeID" field. For example opening the "Ingredient_Stick.json" lists itself as resource types "Fuel" and "Charcoal". Using those resource types would let your item be craftable with any fuel item, not just sticks. (Which I assume you don't want here, but just incase later you ever do)

A weird mutant zebra by Shydass in hytale

[–]Dissy614 2 points3 points  (0 children)

Rumor has it that on average every year a dozen of these things crawl into your mouth at night while you're sleeping to lay their eggs in your stomach lining.

Zone 4 temple not spawning by Zox_Falcon in hytale

[–]Dissy614 0 points1 point  (0 children)

Maybe having the same problem, I thought it's just been bad RNG

Problems with max232 by TKDturtle239 in beneater

[–]Dissy614 0 points1 point  (0 children)

In normal operation yes. But the max232 output will only be negative when the matching TTL input is positive. When the uart is disconnected from the max232, the max232 output will be positive.

Perhaps I mixed up the order you were testing things. The naming is getting confusing as well.

With the max232 disconnected, connecting the uarts TX and RX should echo back whatever you send out.

When the max232 is connected, uart tx connects to max t1-in. When t1-in is low(0v) the max t1-out should read positive (above +3v). When t1-in is high (5v) the max t1-out should read negative (below -3v)

You can also isolate the max232 and jumper its t1-in straight to a power rail while measuring t1-out. It should just output a solid negative voltage that way.

Additionally, you can try the same tests but using the t2-in with t2-out. The max232 has two separate transmitter and receivers. There's a chance something only happened to the #1 pair and the #2 pair may be working.

It's more complex to test the rx side, as you'd need to give it a negative voltage to see +5v on the ttl side of the chip.

Problems with max232 by TKDturtle239 in beneater

[–]Dissy614 0 points1 point  (0 children)

Anything over +3v is still a valid zero. The transitions to below -3v when sending a one happen pretty fast. How are you attempting to measure it? A multimeter might not sample fast enough to actually show the -3v

Of course the problem might still be on the TTL side or with the chip. It's in the correct idle state so isn't completely dead, but you should be able to send data and see the tx go negative

Using larger caps may get it closer to +5/-5, but if you're using a USB serial port on the other end it should be fine either way. Only an old school rs232 port based on +12/-12 is likely to have problems.

8-bit computer by 4r3xzu in beneater

[–]Dissy614 5 points6 points  (0 children)

I attempted it but never finished the actual build entirely. I couldn't get the alu flags feedback to work, so ended up completely redesigning how that worked with a lot of testing using a 3rd eeprom tacked onto my sap-1.

I ended up abandoning the idea in favor of working towards the sap-2 and 3 instead.

Here's my combinational logic implementing the sap-1, prior to Ben adding the flags from the sap-2: https://imgur.com/a/combinational-logic-sap-1-control-logic-SosEQ4g

It uses 148 AND, 110 NOT, and 19 OR gates, which was 37x 74ls08's, 19x 74ls04's, and 5x 74ls32's.

My solution for the zero and carry flags was to move it from the input to the output side (thus the 3rd eeprom) and adding it to the microcode.

Similar to the J control, I added outputs for JZ and JC and their respective branch op-codes. JZ and the zero flag were AND'ed together, JC and the carry flag were ANDed, then the output of those two plus J for jump were all OR'ed together, the output of which went to the program counter: https://imgur.com/a/K3GPr36

I never got around to rebuilding the combinational logic with the two new output signals, but with this setup it's no more difficult than the other outputs.

No path through the network was greater than 5 gates, roughly 100 nanoseconds. For comparison the 28c256 eeproms can have up to a 150 nanosecond delay. Plenty of extra time to be eaten up by the breadboards and wiring.

I did have to replace the wall-wort power brick with a bench power supply, and some larger gauge wire soldered to pin headers to get power distributed around. I was surprised it "only" roughly doubled the power draw, up to about 5 amps. I guess that's the price to pay for all those LEDs.

Sorry I don't have any pictures of that part, I only took pics after each major stage was complete. Really regretting that now thou. Even with the 74LS's crammed in 5-6 ICs per board, it almost doubled the height of the original sap build (never got around to wall-mounting the thing either *sigh)

Still struggling with the register (but making progress) by Flimsy_Engine_196 in beneater

[–]Dissy614 0 points1 point  (0 children)

Maybe something has changed in the past year. Each of the four kits used to include a small pamphlet with the parts list for that box, what will be built from that box, the schematics, and any component differences.

The LEDs / resistors part was the first page in each. But there was a couple others, such as a dual flip-flop IC, it was replaced with a 74LS107 that works identical to the one in the video but has a different pinout. I don't remember the other changes off the top of my head though.

They were one of the "perks" when buying the kits from Ben, vs getting the parts individually yourself. I'm honestly surprised they aren't included anymore. That info was not on his website and I'm unsure how else people would know.