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=VG= SemlerPDX

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Everything posted by =VG= SemlerPDX

  1. Blaze farm is a full suite of programs meaning the turtles rely on the controlling Computer near them, which might even include a Help program, and it has a startup -- but the majority is not a turtle program... the bit on the Attack Turtles is just a simple one that makes them start attacking if they have a signal from the PC, and sucking the items (and each one "says" something different, printed on it's screen just for the fun of it). The attack turtles loop very slowly checking for a signal before firing their less slower attack loop, and I don't like my computers to loop programs 24/7 at all, so basically the Blaze computer controller returns to a prompt after each "program" command like "on" or "off" or "purge". Would be hard to pastebin link all those bits, but I could make a little tutorial for how I did the blaze attack bot farm and it's computer one day.
  2. This is the wily Turtle of Minecraft's ComputerCraft mod: Turtles are computers that can move in the Minecraft world. They use anything that burns as fuel. They can equip a number of tools just like the player, including a Sword. They ignore gravity, are invulnerable to fire and lava and most mobs (they can be blown up though!). They accept computer programs written by the user, or programs written by others can be found on the many ComputerCraft Mod forums. Depending on the mod version, they can have a number of peripheral attachments such as wireless modems or chunk loaders to make them even more functional. They can even be crafted as "Advanced Turtles" with a Gold look and extra fuel capacity. CCCode and I use them for a number of simple tasks like digging a tunnel, digging some stairs down a hole, or other mundane jobs on the VETERANS-GAMING Minecraft Server. Personally, I take it to the nth degree - I use them for tons of things. They are my primary Quarry miners, they help me with basic geometric shapes on huge builds while I work on the details, they farm my crops for me, they are my Attack Bots in my Blaze/XP farm in the Nether, and I'll even get lazy and have them break a few obsidian blocks real quick to save time and wear on my pickaxe when needed. I've written a couple ComputerCraft programs, but mostly I use some great programs I've found over time by other players. I'll add to the content here with pictures, usage examples and basic instructions for those new or unfamiliar with ComputerCraft, and some functional ideas and ways to take advantage of Turtle skillz, but for now I wanted to get the links and descriptions up. I use these turtles so much, I give them names and often miscall them "he" instead of "it" - I blame films like "Batteries Not Included" and "Short Circuit". JOHNNY 5 IS ALIVE!! A Turtle without a name forgets it's programs each time you break it/pick it up - any name will do... examples: Type: label set BOB and press enter (Turtle name will read: BOB) Type: label set Bob 2 and press enter (Turtle name will read: Bob) Type: label set Bob_2 and press enter (Turtle name will read: Bob_2) A newly built Turtle will have no fuel. To refuel a Turtle, place anything that burns in it's inventory... Type: refuel all and press enter (Turtle will display new fuel level) Here is a list of the programs I use, links to their PasteBin pages, and simple copy/paste lines for easy drop-in to your game: Stripmine -- by =VG= CCCode Usage: Stripmine (length) Example: Stripmine 20 (will dig a tunnel 2 wide, 3 high, 20 long) Description: A very simple program he wrote to make a 2-wide, 3-high tunnel through solid material. The mining turtle places a Torch every 6th(?) block on the left wall as he mines down a tunnel with a length defined by the player. It will not know if it is over a cliff or floating in air, or tunneling through a lava flow, so care should be taken when using this Turtle program. It's a simple way to mine ores or create a lighted pathway underground or through a mountain. Pastebin: http://www.pastebin.com/7k8eeCM7 Copy/Paste this line into your turtle: pastebin get 7k8eeCM7 Stripmine Instructions: Place a stack of torches in the Turtle's inventory, in the currently selected slot (the inventory slot with the large square border around it) *Usage Ideas: Quick mining, creating a tunnel from point A to point B, or try using 6 turtles with each two blocks from the other to quickly clear out a huge section of rock for a room or interior. Place a non-block like Bread, Slime, Coal, etc. into it's "Torch" slot to keep it from placing any block at all - useful for clearing out a section of blocks instead of making a tunnel with torches on the wall. OreQuarry -- by AustinKK Usage: OreQuarry (size) (current height in Y) Example: OreQuarry 16 43 (will create a quarry 16 x 16 and the turtle's Y coordinates are 43) Description: A very versatile Quarry program for a mining turtle, AustinKK really took the time to make this program work well. The turtle can be commanded to dig a quarry of any size, and it does so by digging through every other layer down to the bedrock and inspecting the layers above and below it for ores. It will not leave a giant hole in the earth like a standard Minecraft Quarry, but will "swiss cheese" the ground in a more efficient manner. It can even empty the contents of any dungeon chest it comes across, returning the valuable and often rare items along with the ore it finds. A standard Quarry will obliterate these chests, spilling their contents on the ground to de-spawn if I am not mistaken - this alone makes this a more valuable quarry option for the player. It's speed is on par with or even a little faster than a standard quarry of the same size, and has the benefit of working from the bedrock up, as opposed to the standard quarry. This brings the most valuable goodies home first (diamonds, etc.). Can't recommend this enough - worth it to learn. Pastebin: http://www.pastebin.com/3mkeUzby Copy/Paste this line into your turtle: pastebin get 3mkeUzby OreQuarry Instructions: The turtle will mine down, forward and to it's right in a square. Place the turtle where you want the shaft to be, on the turtle's left place a chest with the fuel you want it to use. Behind the turtle, place a chest for the turtle to deposit ores and anything from the quarry. In the Turtle's top 4 inventory slots, place one block each of Gravel, Cobblestone, Stone (cooked cobble), and Dirt. In the very last slot, place one block of the fuel that is in the fuel chest (best to just use coal) and in the slot just left of that coal, place one standard Minecraft chest. A chunk loader is required to keep the turtle in a rendered part of the world for times when you are away or quarry sizes exceed player 'world load radius'- set the chunk loader radius to be slightly larger than the approximate quarry size and place it a few blocks above the turtle's fuel chest. *Note 1: The ore deposit chest behind the turtle will fill up FAST! You must use some form of storage that allows you to pump items out of this chest as it fills to prevent loss of items due to overflow. *Note 2: This program can take advantage of a Flat Bedrock world if that mod is installed, but you must edit the program very slightly - type: edit OreQuarry and press enter -- scroll down a little ways to the first entry local bottomLayer = 5 and change it to = 2 for a slightly faster program run time, though this is optional. It is best to watch his video on how to use it, though the above instructions will get it working. Here is the link to his instructional video: http://www.youtube.com/watch?v=PIugLVzUz3g *Usage Ideas: Since the turtle digs forward and to it's right, with it's fuel chest on it's left and ore chest behind, a total of 4 turtles can share the same fuel chest, each with an ore chest behind them, quadrupling your quarry output from one site. StairsDown -- by =VG= SemlerPDX Usage: StairsDown (length) (optional: stairs) Example: StairsDown 20 (will dig stairs down 20 blocks deep, placing torches every 3rd layer) Example2: StairsDown 20 1 (will dig stairs down 20 blocks deep w/ torches and place stair blocks on it's way back up) Description: Most build programs make things upwards - this is a quick and simple program I wrote to create a lighted staircase Down, of any depth. If desired, actual stair blocks of any type can be placed in the turtle's 2nd inventory slot and it will place them on it's way back up. The stairs will be tall enough for a player to ride inside a minecart if this is the design for the stairs. It is not very versatile and caution should be used as the turtle could get stuck in a cascade of gravel falling or even get it's position data messed up by falling gravel blocking it's movement. Pastebin: http://www.pastebin.com/rjLYah4D Copy/Paste this line into your turtle: pastebin get rjLYah4D StairsDown Instructions: Place a stack of torches in the Turtle's inventory in slot #1. If you want stair blocks placed, put a stack of stairs in the Turtle's inventory slot #2. *Usage Ideas: Simple, quick stairs down to a mining area. Also great for railways -- place minecart rails in the 2nd inventory slot instead of stairs to create a railway down instead of stairs. ....more to come, I will add sections for the other programs I use most feel free to check these out...coming soon, descriptions of: www.pastebin.com/KFVnXPZ1 Tower www.pastebin.com/RAHj4r2K Build www.pastebin.com/26FCDSc9 Farm this is a simple machine power supply controller program I wrote for a minecraft Computer: www.pastebin.com/fw5YpmUf Power
  3. Okay - this means we may need to edit the base Day 1 save file one more time... We can turn off HQ fragging for the 908th and 910th so that they don't even go up unless fragged by a human player. This will ensure that they are always available. If this is something you guys want, let me know and I'll make the changes. If you'd like to continue as is and use your "workaround" to frag the Tankers for now, we can let this war go a few weeks before doing another Day 1 restart. It's up to you guys.
  4. =VG= SemlerPDX

    Boo

    I see we have an unbeliever in our midst. lol j/k So, I don't watch all the paranormal shows, but I've heard what commercial and military pilots have reported for several decades and that lot is not the "story teller" type, more the "report crazy shit seen out the window of things flying around the cockpit, or hovering near the wing and then near the cockpit, etc. etc." -- and they never seek attention, just report what they saw, no shakey dubious pictures or camera footage, just reports. Reports that get officially buried, pilots told to not repeat the report to anyone. UK even unclassified their volumes of these reports. I've never seen anything definitive, and I star gaze most every summer up in the mountains where there is no light pollution through my little 70mm refractor scope - just lots of satellites, meteors, and stars. But seriously, 99.8% of the aliens people see ARE from Earth - no one here said they were from off planet... Tons of modern eye witness stories have them coming out of the ocean off the coast of Cali - buggers could have entire underground cities for all we know, could have been down there for tens of thousands of years for all we know... Then again, I'm not one to believe every single report or documentary on the paranormal, but I certainly don't discount it. Well, I discount the attention seeking kooks, but given the body of information, it's quite possible they are not ALL kooks, it's merely "probable" that they are kooks which is no reason to discount it, just reason to take it with a grain of salt. But that's just my views & opinions... They aren't "out there" --- They're HERE! (edit: and they're on the Moon as well, according to some people and Neil Armstrong, too - lol)
  5. I wouldn't add any of the optional mods at this time. I don't use them. let's just get you onto the server. can always modify things later.
  6. BMS Server has been restarted with the new campaign save file to Day 1.
  7. Here ya go - don't change anything but the proposed Tanker Squadron additions please. Thanks for your help! Saves August 2016.rar
  8. Fixed. If it has a problem again, let me know. Thx
  9. Server restarted to this morning's save file. Thanks for the report.
  10. Okay, I've been eyeballing the CPU usage of the INS Standalone server for over a week now and I believe I've found a way for it to keep running at the same time as the Arma 2 Insurgency server. I've changed a few things around for the A3 Lib, the A2 Ins, and the Ins standalone and hopefully they will play nicely together. Please report if there are any issues and I'll re-examine the situation. @ BLuDKLoT -- go ahead and claim the Insurgency server for the VG Clan here: http://www.gametracker.com/server_info/5.9.23.136:27015/ also, you could add that Game Tracker Banner to the VG Game Servers page if you want. I'm pretty sure we'll be able to keep it up and running along side the other game servers. @ Brakegamer -- please make up a Rules List for the server based on the other VG Rules list as it applies to that game, I don't play it so I don't know. We'll review it and then we will post it as an official Rules page for this server. VG Arma 2 Insurgency Server is Back Online
  11. I'd be happy to make that happen -- there is someone who made the specific server campaign file we use at VG, and I'll need to look up the forum post to find out who that is (my memory is shit). We can see if he'd be able to add that fuel squadron for us. Also, if we're gonna crack open the campaign, it may be good to know if everything else is fine, or if any other squadron tweaks are needed as it'd be best to do so at the same time. It may take a few days, but we'll get it done. AAR is something plenty of pilots would appreciate on the server, no problem to make it so. (I usually just land at a friendly airbase, but there's not much challenge in that, and it's not always a viable option to get fuel in all missions).
  12. Before we try troubleshooting steps involving modifying the mod list on the server's world, we'd need to backup that world, shut down the server, and spin it up for the test without that mod, and then test with Dave(Renainn) - removing certain mods may delete any items dependent on that mod, and also may cause unknown errors in the world. On top of that, players would not be able to connect easily via the Modsauce 2 mod pack, but would have to take extra steps to get into the server. As Dave is the only one with the problem, one we haven't fully identified as his root problem, I don't think it's wise to alter the server modlist except for a troubleshooting test one day for Dave. Problem is, if it worked, we'd then need to find a way to make it work WITH that mod still active, like it works for me and 5 others who already play on the server with the default modlist in Modsauce 2 mod pack. I know you (Dave/Renainn) get on in the evenings, but if you are around during the day one of these times, find me in TS3 and we'll work on this together or try to find the best way to fix your issues.
  13. Gotta take a sortof 'life pause' right now, put my Twitch Streaming project goals on hold for another week while I take care of life.  Using the time to develop ideas, and reflect on input from friends - I've decided to make a 'video framework' in my Sony Vegas program so I can drop in video footage and easily edit it down for content and upload to YouTube and this will be a better way to cater to any audience I may attract with a Twitch stream as I may not be able to stream as regularly as some people are able.
    While I handle things, I've been spending my time learning Java for games development.  My goal is to make a small game (2D game like the old NES or Atari stuff) that will be an exercise to teach me the different bits that make up a game in Java and how to program them.  If I do it right, my 'first game' may be a decent framework for me to make other little games out of in the future if I want.

    I already know the basics of programming in a few other languages, so it's not as hard as it could be to learn, but I do need to get into some new areas for me, so it's properly challenging as well.  Had to put the 'code learning' on hold to actually draw some characters and objects (and background stuff) for this little game I'm making.  The max size of things in the world is 32 pixels by 32 pixels, so I'm using MS Paint to make all sorts of textures - grass, dirt, stone, brick, etc.  and also to make a character framework I can tailor to different in-game creatures like the Player or "monsters" or some "princess" to save, but all sharing the same style of legs, arms, head, feet - so I've made all those up, getting 2 frames that look like 'walking' when I flip between the two (will be used for animations in game).

    Fun fun!

    I'm spending the time to make the look good, and when it's just pixels, it's limiting - I've made my character's framework 64x64 pixels and will scale it down in-game to 32x32 pixels to fit the world, but it will retain the extra level of detail in that way.  I suppose any graphical item that needs extra detail to look good I will do that way.
    Here is a little doodle I did last night, gonna turn it into a properly drawn character for my little game, it's inspired from my memories of that little mage from Final Fantasy 9 and those wizards from the Legend of Zelda game (the original NES):

     

    character creature concept 1.png

    1. Show previous comments  2 more
    2. =VG= BLuDKLoT

      =VG= BLuDKLoT

      sick. make a pirate game like arma or pr 

    3. =VG= SemlerPDX

      =VG= SemlerPDX

      lol - I wish I could draw as good as that dude.  I'd make that the game map!   I'd just be happy if I could learn how I made my in-game pics smaller, freakin learned how, wrote the bit in my little "game" and I keep paging through the damn code and can't find for the life of me how I made pics smaller in game!! I got a lot to learn

    4. =VG= BLuDKLoT
  14. a solution for 70% of what this is about -- now we're just going in circles. Barring Solar creating a custom Python script for this, the !admins command needs to stay offline as per 100% of the reasons detailed in this thread. Again, I do appreciate you understanding.
  15. again, it's not only about recruits - it's not even 50% about recruits - more like 30%. There are players and player cliques run amok when no admins online, etc. and I have little energy to list the ways regular players dick with the server when they think no admins are online - you all know. etc. etc. etc.
  16. Then get that private list of admins from TEDF, don't share it, learn who the names are, and be cool - don't rely on the !admins command to tell you who is online, check your in-game player list, know who is who. Also, an undercover admin would not fall under any category that you'd have to worry about - they'd appear blue, the actual person may or may not be in ts3 with their regular name, they'd likely be among other regular players, and it would be a rare occasion if they were even there. It's not an everyday practice (or is it?!?!?!?) j/k - couldn't help myself. Hope you understand why we need this tool, if you need anything just ask.
  17. For starters, it is not only about policing the police -- at times, a Head Admin may need to investigate issues of players behaviors on the server when no admins are present, and to do so at times when another admin may pop on as well, while the other is checking out some issue, he may wish to remain hidden for such reasons. There are times when we have dealt with issues regarding admins by not removing them, but by helping them to be better admins - if we kicked good admins who were making mistakes or still learning the best ways to admin, we'd never have any good admins around. We want to provide all you awesome PR Admins with all the tools you need to do your task properly. As it has been stated, the admins who have been around awhile know who each other are. There was a time when certain people even knew certain other people's aliases, some of these people have come and gone over the years - but this is a system that has worked before, and again I do not mind if you recriminate me over the idea of keeping this one command offline. I have tried to make sure you can get a list of admins if you wish, so you can again have all the tools you need to do the great deeds you all do - and I hope you understand no one is peering at good people through a microscope, watching their every little tic and judging them. That is the last thing any of us want to do, but the tools exist if we have to, and that is what we need in our toolbox to do our dirty deeds. On a personal note, the higher up the responsibility chain ya go, the more painful and heavy the tasks become - they are done with grumbles and procrastination and double and triple checking the options because managing brother on brother issues or accusations against our brothers is something we all hate. I'd rather deal with obvious or even mistaken in-game infractions like kicking or banning a teamkiller any day of the week - but I also have a passion and drive to do what I do, so I do what I do, and I hope you can understand why we need this tool in our toolbox, and I hope the compromise with the private admin list on request is enough to keep your toolbox's filled with what you need to do what you do.
  18. Double_13 brought up the idea of using identifiers in TeamSpeak to show who PR Admins are so players can know who to message if there is a problem, instead of going to any channel with a VG Tag TS3 client - good for discussion, the only counter point I had was that it again singled out people in TS3 (some of these guys who cant' get an admin get downright ANGRY!) and it could end up that AFK PR Admins in TS3 might get a lot of grief (read: multiple pokes and messages) over an incident while they are away at lunch, for example.
  19. No. This is for Head Admins to monitor their "staff" - - including specific server managers such as TEDF et al.
  20. TEDF made some good points about why it should remain private, so any admins who need to see that list, please keep it safe and private, do not share it with anyone so as to not single out admins to players. Again using the "police" analogy, off duty cop's do not advertise that they are indeed off duty cops - not that our admins are off duty when they play - but player admins moreso than VG PR Admins don't need to be needlessly singled out or named on a public list. Thanks for understanding!
  21. I am the one who asked for that command to remain off. Feel free to throw your hate at me. I would be more than happy to provide a public list of names of all our PR Admins -- this would resolve 90% of the issues posted above. I will speak with TEDF about it, and get a list up very soon. But I am not willing to make the !admins command available to all at this time. Without any measure to "police the police" we could easily be screwed by an admin (we have many non-VG Admins in PR) having his way when we are not online, causing serious trust issues between PR Admins and the public. It has happened before, it will happen again, and this is our only way to ensure that VG is protected at all times. For players and admins alike to assume that any random "blueberry" player is actually a VG Head Admin undercover, watching players and admins alike to see how things flow, is an indispensable tool that we cannot ignore. I cannot think of a better way to safeguard against a "wolf in sheeps clothing" or to enforce integrity.
  22. CCCode may be able to make sense of that. I should really sit down with you sometime in a teamviewer session where I can move your mouse while you watch and we can try to find maybe something that was overlooked. Wish I could help more **Poke me in TS3 next time you see me, I'll drop what I'm doing and we'll do a teamviewer session and troubleshoot your error together. 2 heads better than 1
  23. Thanks to much effort from Brakegamer, we are currently testing the standalone game called "Insurgency", found on steam for around $10. The server is currently set to COOP mode with the standard maximum of 8 human players vs. 24 bots -- we are still working with different configuration options and settings, but for now the server is up and open to the Public. During this test, which may last until next weekend, we have shut down the Arma 2 Insurgency COOP server to use it's CPU cores for the test. Once we have a baseline for the server's CPU usage, we will find a place on the server for it to persist and we will turn the A2 Insurgency server back on. I still have some challenges to get the server accessible to admins through TCAdmin, I'm using a batch file to launch it at present, so the server may have periods of downtime as I continue to configure it - but I will be in the TS3 Insurgency Standalone channel when this is happening, and will inform all players there before I begin, and I don't mind waiting until the end of a game to do so. Standard VG Game Server rules apply, as applicable - we don't expect much traffic on this test server, but don't push the boundaries of acceptable gameplay as we are testing, you won't last long here if you do. VG Arma 2 Insurgency Server is Back Online
  24. *inflammatory or 'peanut gallery' posts have and will be deleted.
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