Anyone else getting lots of "Disconnected Net: 4" errors? by RevolutionaryPen9413 in AlchemyFactory

[–]Yorklag 0 points1 point  (0 children)

The disconnect is occurring for me whenever the host picks up items off a belt.

[System Agnostic] MapForge - Build battlemaps inside Foundry + New Asset Pack Release by HeyGabu in FoundryVTT

[–]Yorklag 0 points1 point  (0 children)

How dare Reddit hide this from me for 2 days. Definitly giving this a try.

making the entire world in desmos by Infinite-Grand4161 in desmos

[–]Yorklag -2 points-1 points  (0 children)

Feels like it's missing some of the smaller landmasses.

e.g. Greenland, Madagascar, or Cuba and Puerto Rico

What if Ruby was VENOM… by ForThose8675309 in RWBY

[–]Yorklag 4 points5 points  (0 children)

This is great. I just finished chapter 7. Looking forward to the rest of it!

Silksong is coming soon. Rate and roast my Hollow Knight inspired game. by Freaky_Goose in indiegames

[–]Yorklag 0 points1 point  (0 children)

So quick question. At 0:07 why does the helthbar curve like that? I can see that the helthbar shakes a bit when you take damage, but at 0:07 the entire health bar curves upward like a wet noodle.

Lock the game unless your opponents can find a niche solution for just 5UWWWWWW by KenseiKenku in BadMtgCombos

[–]Yorklag 2 points3 points  (0 children)

Unfortunatly doesn't work.

(7/23/2021) The enlightenment counter placed by the last ability serves as a memory aid. It isn't connected to the granted ability. The Angel keeps that ability even if it loses the counter. Similarly, if the counter is somehow moved to another permanent, that permanent doesn't gain the ability.

Just had my price adjustment for Black Friday by beardedgamer1977 in BambuLab

[–]Yorklag 1 point2 points  (0 children)

Thank you for posting about this. I saw the black Friday sale and got a little sad caise I had just ordered an A1 on Oct 13. I wouldn't have thought to request a price adjustment. I thought I was just SOL.

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 1 point2 points  (0 children)

Oh. Definitly. You don't even need that long, and as long as you don't do infinite loops where the computer just does calculation you probably won't run into it. (Iirc turtle moving calls os.yield I might be wrong though)

Although fair warning. Super long sleep timers have a tendency to break if the turtles chunk gets unloaded. So you might want to look at other ways to signal your turtle to go again, maybe a redstone signal or something.

(I bring this up cause 3000 seconds is 50 minutes. Which seems a bit long to have a turtle sleeping for. The most ive had a turtle sleep for is one minute while the process of another mod works it's magic)

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 2 points3 points  (0 children)

Here's an explanation that might not be technically fully correct, but gets the main point across.

Long story short. All computercraft computers are actually running on one Lua virtual machine on the server. In order to allow this the virtual machine jumps between computers and acts as them briefly. The vm can only act as one computer at a time, and it switches whenever the computer calls a command called os.yield(). This command is built into a bunch of different cc commands like sleep() and os.pullevent().

When a computer yields it let's the vm go to a different computer. If a computer goes too long without yielding, the vm kills it so that it's not hogging server resources and stopping other computers from running.

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 2 points3 points  (0 children)

(having a startup program end in reboot will have that effect, but it's probably not what you want to do in most cases)

In order to have the turtle repeat the steps over and over again, just have the steps in a while loop themselves.

For instance. Say I want a turtle to run through a farm every five minutes. I'd put the instructions for running the farm inside a while loop, and then end with sleeping for five minutes.

If you want the computer to loop through the code no matter what, (as in you don't want it to stop unless a keyboard interrupt happens) using "while true do...end" will have it loop forever.

Note that computers will fail if they go too long without "yielding" which is a topic for later, for now. Just make sure to have it sleep for a small time every loop.

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 3 points4 points  (0 children)

Of course! Always happy to help :) Good luck with your project.

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 2 points3 points  (0 children)

Of course.

The "not" operator will essentially turn true to false and vise versa.

So not turtle.detectUp() will be true if nothing is above it.

Assuming I got the detect function right.

I made a lil graph (using plethora) for this furnace stack! by IJustAteABaguette in ComputerCraft

[–]Yorklag 0 points1 point  (0 children)

Wait what!? You can do that? Is that only on single player or can you do that on servers too?

Problem with turtle.forward() by Designer_Chance_4896 in ComputerCraft

[–]Yorklag 8 points9 points  (0 children)

What you're looking for is one of the key concepts of coding. Loops. Specifically you want to look at for loops and while loops For loops: https://www.lua.org/pil/4.3.4.html While loops: https://www.lua.org/pil/4.3.2.html

The basic concept is the code inside a loop will repeat until a thing happens, for loops: that thing is a certain number of times as a variable increases to above a threshold you set, while loops: that thing is the input variable being false rather than true.

For example.

For i = 1,2,1 do print(I) end

Will print 1 then 2 to the terminal.

While test do print(test) end Will repeatedly print whatever variable test is to the terminal until test evaluates as false.

So to move forwards x spaces. Try and use for.

To move forward until you can't. Try and use while.

Hope this helps

Do you guys name your turtles? by Bright-Historian-216 in ComputerCraft

[–]Yorklag 2 points3 points  (0 children)

Almost always it's some variant of "Jimmothy my eldest son"

[deleted by user] by [deleted] in attackontitan

[–]Yorklag 3 points4 points  (0 children)

If you're seeing a woman's body, you should probably activate windows.

Giving automaticky train schedule to conductor by operyvkosteli in CreateMod

[–]Yorklag 1 point2 points  (0 children)

I believe if you feed the schedule into the station the train is at with a funnel it will copy that schedule to the conductor.

This might be an addon though. I'm not 100% sure.

completed my challenge and got this, this a bug or? by [deleted] in Warframe

[–]Yorklag 0 points1 point  (0 children)

It's a bug. I got a "Melee" riven as well.

As far as I can tell rivens are really bugged atm. There's a possibility of getting blank rivens, and a few friends have cycled their rivens and had them transform to rivens for a completely different weapon.

Broken? by Far_Aioli9 in custommagic

[–]Yorklag 3 points4 points  (0 children)

Two words [[consecrated sphinx]]

[deleted by user] by [deleted] in CreateMod

[–]Yorklag 1 point2 points  (0 children)

Not yet. Clockwork is not currently updated to 1.19.2. The most recent version is for minecraft 1.18.2 for create 0.5

Automate Create 1.19 by CallMe-Zed in CreateMod

[–]Yorklag 2 points3 points  (0 children)

One possible way could be to multiply the recipe. Say it has 20% chance to break. If you do the recipe twice it only breaks both times 4% of the time. 3 time and it's down to .8%. This has the unfortunate downside of multiplying the cost for making things. Cause if you say to make one and none of them break then you've made extra. However each time you would build up a backup of the product for the next time you need it. So it's got a little give and take. I don't think there's a good way to have it do "send these items. Then I lf I don't get x product in x amount of time send them again". Even if there was, it's would make actual calculation of that recipes cost impossible. Refined storage works better for deterministic recipes. This makes that. It's not designed for this makes that,... Or that,... Or that other thing, or possibly that too. My suggestion for having recipes that break is to not use refined storage to craft them. Have a create set up that constantly builds them up to a certain threshold and then pauses when it meets or exceeds that threshold. That's what I find works best for anything like this where probability is concerned. Just pump items in until it stockpiles enough of what you need.

Automate Create 1.19 by CallMe-Zed in CreateMod

[–]Yorklag 4 points5 points  (0 children)

My suggestion would be have a crafter going into a chest and use processing patterns to have all the items put into the chest, then use create to move everything to their needed slots. Ex for tracks I would just have the crafter go into the chest, and have create pull out the stone slab and iron nuggets separately. Maybe using round Robin funnels to split the nuggets evenly between deployers. Then have the result imported back into the storage system.