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DoomSquirter avatar DoomSquirter commented on June 24, 2024

don't see alot of recent activity on this git for issues, so wondering if this is the wrong place to post issues.

anyway, noticing that it seems to be working in half measures. For example, a timer with glass hooked up to a circuit will not work if glass is connected. but if you connect the timer itself to circuit, after one cycle, the timer is switched off. so on one hand, it's acting as if ac isn't active (not enabling circuit via the glass) but otoh, it's actively being triggered by the same circuit.

also noticing statues aren't working properly. a heart statue is spawning piranhas for example. config is set to npc id 58 which is actually piranhas.

wondering if that is the issue, that if it's looking for the wrong id's (glass for example). don't see a way to fix the glass bit in the config tho.

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CoderCow avatar CoderCow commented on June 24, 2024

but I setup a simple lever or switch to a torch next to each other or 2 from each other and it just doesn't do anything.

Are you certain that you've wired everything correctly? Note that you have to connect switches by their ports and torches directly. If the problem remains, please provide a screenshot of your setup.

For example, a timer with glass hooked up to a circuit will not work if glass is connected.

That's intended. In AC glass is meant to act as an input port, thus the timer will only take signals from that port and won't output any signal through it.

Please refer to either Steals guide or the wiki for more info.

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

yeah I don't think you understood me. I've used ac alot but like many versions ago.

the point I was making about the timer was to infer that yes, it's doing an intended AC behavior, yet ac isn't triggering the wire like it should, thus, my prefacing it as a 'half measure'.

edit: disregard this paragraph. I was confused for a moment lol
what I am saying is that a timer, with glass to the right with wire on glass and wire going to say a dart trap, doesn't do anything.

it's as if the glass is unrecognized.

I put a lever down and torches to each side and also one space away on each side. lever flipped, torches stay unaffected.

I am getting an unrelated error when starting the world but I didn't think it was pertinent.

2017-11-09 09:51:25 - PluginTrace: ERROR: [Advanced Circuits] DoorUse for "Block" at {X=4216,Y=440} failed. See inner exception for details.
System.ArgumentException: No tile at the given sender location.
Parameter name: senderLocation
at Terraria.Plugins.CoderCow.AdvancedCircuits.CircuitProcessor.CircuitProcessorCtor_MeasureSender(Point senderLocation)
at Terraria.Plugins.CoderCow.AdvancedCircuits.CircuitProcessor..ctor(PluginTrace pluginTrace, CircuitHandler circuitHandler, Point senderLocation)
at Terraria.Plugins.CoderCow.AdvancedCircuits.CircuitHandler.ProcessCircuit(TSPlayer triggerer, Point tileLocation, Nullable`1 overrideSignal, Boolean switchSender)
at Terraria.Plugins.CoderCow.AdvancedCircuits.CircuitHandler.HandleDoorUse(TSPlayer player, Point tileLocation, DoorAction action, NPC npc, Direction direction)

again, I think this is unrelated to the problem I'm having. I'm not connecting anything to any doors so this has to be something pre-existing in the world (new world, tshock created the other day)

I can go through your guide (google doc one, section titled: Basic Concepts (Adapted from the AC wiki by Ijwu) ) and the one pic at the intro showing usage of ports, does not work.

seems redundant but yeah, here ya go
https://imgur.com/2ljsICX
I can flip that lever all day long and nothing happens.

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

only advanced circuits and worldedit loaded as extra plugins. forgot to mention that.

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

ok, one more thing to add. I made this setup:
https://imgur.com/W12O4E2

the two torches w/o wire didn't do anything when switch is flipped. but with one wire on each of those torches as shown, those 2 torches turn on/off when switch is flipped.

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

I should have probably just wrote all of these into one comment, I apologize.
https://imgur.com/q1WaRGY

so flipping the lever turns on/off the timer. so far so good.

but the torch isn't affected at all. am I missing something very basic here?

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

so first off, apologize for the clutter. I blame myself for trying to do too many things at once. Have been too busy to really look deep into this today. just ignore my ramblings about glass. I put it in the back of my mind to describe that aspect but when it came time to actually do it, I got a phone call right as I started typing and then chaos entered. I think the jist tho of what's going on is pretty clear after I pasted a coupled example pics. Something is definately causing some pieces to not recognize input ports either using glass or not. I've tried torches and statues. Neither seems to notice a wire next to it, only working if it's like vanilla, actually attached.

Again, that one option in config is not enabled. is this why?

lastly, the heart statue. config needs to be changed as such:

    <StatueConfig StatueType="Heart">
      <Cooldown>600</Cooldown>

      <Actions ProcessingMethod="ExecuteAll">
        <SpawnItemAction>
          <ItemId>58</ItemId>
          <Amount>1</Amount>
          <CheckRange>25</CheckRange>
          <CheckAmount>3</CheckAmount>
        </SpawnItemAction>
      </Actions>
    </StatueConfig>

currently it's trying to spawn the npc not item.

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CoderCow avatar CoderCow commented on June 24, 2024

the two torches w/o wire didn't do anything when switch is flipped. but with one wire on each of those torches as shown, those 2 torches turn on/off when switch is flipped.

As I said, torches must be connected directly whereas switches must be connected by their ports. This is because switches are emitting signals and thus define ports around them.
All other components (i.e. components not emitting signals) do not define ports and require a wire right on them in order to work.

This and some other basic AC concepts, which you have apparently forgotten about, should be mentioned somewhere in the guides.

lastly, the heart statue. config needs to be changed as such:

Thanks, this is obviously wrong indeed. I'll make sure to change that.

2017-11-09 09:51:25 - PluginTrace: ERROR: [Advanced Circuits] DoorUse for "Block" at {X=4216,Y=440} failed. See inner exception for details.

This error isn't harming but werid indeed. Did it happen when you interacted with a door maybe? Or when a npc did?

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DoomSquirter avatar DoomSquirter commented on June 24, 2024

ok, well I was going off the guide so that's probably the issue then.

as I said, very first section in the guide shows that very same setup and it talks about torches having ports as well, etc. that's where I guess it was confusing for me then.

yeah, it has been a couple years since I played with ac so I agree, probably alot I've forgotten but iirc, there was an advantage to using the server.exe you provided back then for full compatibility or something. perhaps that's where my initial confusion came from.

Thanks very much for the clarification tho.

as for the error, no, that's at X 4200 which iirc is the dungeon in my world. this happens while I'm almost at spawn (x=~0ish).
when I said starting the world, I was mistaken, that error was just being in my base.

but, I was forgetting that each time I start the server, I do get an error msg. this is it:

[Server API] Warning Plugin "Sign Commands" has had an unhandled exception thrown by one of its GameInitialize handlers:
System.IO.FileLoadException: Could not load file or assembly 'Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies. The located assembly's manifest definition does not match the assembly reference. (Exception from HRESULT: 0x80131040)
File name: 'Newtonsoft.Json, Version=8.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed'
   at SignCommands.ScConfig.Read(String path)
   at SignCommands.SignCommands.OnInitialize(EventArgs args)
   at TerrariaApi.Server.HandlerCollection`1.Invoke(ArgsType args)

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].

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CoderCow avatar CoderCow commented on June 24, 2024

as for the error, no, that's at X 4200 which iirc is the dungeon in my world. this happens while I'm almost at spawn (x=~0ish).
when I said starting the world, I was mistaken, that error was just being in my base.

It's definitely a bug, will investigate this when I have time. Since the AC plugin is very rarely used by servers nowadays, I'm not going to put work into this anytime soon though. Better just ignore the error for now.

I was forgetting that each time I start the server, I do get an error msg. this is it:

Hmm, looks like SignCommands still depends on Newtonsoft.Json 8.0.0 even though AC depends on 9.0.1. I guess the SignCommands.dll provided in the release is somehow outdated. It will probably break the sign commands plugin or force it to default settings at least, but this shouldn't affect AC.

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