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intOREnet is finally here! - Printable Version

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+---- Thread: intOREnet is finally here! (/thread-11490.html)

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RE: intOREnet is finally here! - Apuly - 01-26-2017

That would be:
1: too ezpz
2: not really routing for as far as I know


RE: intOREnet is finally here! - embizone - 01-27-2017

(01-26-2017, 09:18 AM)Apuly Wrote: That would be:
1: too ezpz
2: not really routing for as far as I know

It would be easier and more efficient. Just because the addresses have a predictable pattern doesn't make it not routing.


RE: intOREnet is finally here! - slugdude - 01-31-2017

(01-27-2017, 04:03 AM)embizone Wrote:
(01-26-2017, 09:18 AM)Apuly Wrote: That would be:
1: too ezpz
2: not really routing for as far as I know

It would be easier and more efficient. Just because the addresses have a predictable pattern doesn't make it not routing.

Coords each way would need to go up to 40 (20 each way), so I'd have 5 bits, *2 for X/y that's 10 bits, then plus 3 for LAN = 13 bits.

Secondly, it may not always be possible to route straight up/north, say, if the plot north of the router does not have wires on it (say, for example that plot happens to be JeremyG's plot).

Thirdly, it would require a grid of wires which is much more chunks that would need to be loaded.


RE: intOREnet is finally here! - greatgamer34 - 02-06-2017

why can you do a ring network arch?


RE: intOREnet is finally here! - slugdude - 02-12-2017

(02-06-2017, 05:07 PM)greatgamer34 Wrote: why can you do a ring network arch?

Because that's dumb for a large scale network, the signal might have to travel the whole map just to get to the plot behind you...



Anyway, back to why I'm here.

Its no secret that intOREnet is delayed. There seems to be an issue with chunk loading and I can't figure out why.

The hopper loading worked on a small scale test that me and Qwerasd did, but doesn't seem to be working on a larger scale, and I have no idea why. It works in vanilla singleplayer.

Possible suspects (I have no actual knowledge about what may be causing it, these are just guesses):
  • Spigot optimizing stuff like not doing spawn chunks properly.

  • PlotSquared interfering with chunk loading on a per plot basis.
Any help appreciated!


RE: intOREnet is finally here! - Chibill - 02-12-2017

Or its the fact that in 1.10 you need something with inventory on top of the hopper for it to work. (And you only need one per chunk not a line.


RE: intOREnet is finally here! - Chibill - 02-12-2017

I can a video on it if you need it.


RE: intOREnet is finally here! - slugdude - 02-13-2017

(02-12-2017, 07:22 PM)Chibill Wrote: Or its the fact that in 1.10 you need something with inventory on top of the hopper for it to work. (And you only need one per chunk not a line.

Huh, I'll try that later. Also why can't you just use the hopper's inventory itself?

My testing was in 1.10 though so... :/


RE: intOREnet is finally here! - Chibill - 02-13-2017

in 1.11 they fixed a server tps problem with hoppers.


RE: intOREnet is finally here! - slugdude - 02-13-2017

(02-13-2017, 04:51 PM)Chibill Wrote: in 1.11 they fixed a server tps problem with hoppers.

Details?