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    • Lizzy Trickster

      Latest Stable OpenComputers Version   11/26/16

      The latest released version of OpenComputers is version 1.7.1 for MC 1.7.10, 1.10.2, 1.11.2 & 1.12.1. See more information here! Beta/Dev builds can be found at the Jenkins Build Server (ci.cil.li)
    • Lizzy Trickster

      !!FORUM DOWNTIME!!   01/16/18

      On 2018-01-27 the forums will be going down at around 1100 GMT0 for up-to 5 hours to allow for hardware configuration changes on the system that hosts these forums as well as various updates to patch recently publicised CPU vulnerabilities. Apologies for the inconvenience that this will cause.  If you would like to keep up-to-date on the progress of the work, join our IRC channel (http://webchat.esper.net/?nick=&channels=oc) or our Discord ( https://discord.gg/0hVukoQ2KYifZFCA ).

SusiKette

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About SusiKette

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    Junior Member
  • Birthday 06/23/1994

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    SusiKette

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    Finland
  1. "attempt to call field" error

    I can't really do that since I'm not the one who updates the modpack I'm using. I'll just have to wait for an update and hope that things work as intended :/
  2. "attempt to call field" error

    yes
  3. I have two Flux Gates (Draconic Evolution) in a setup, but the problem is that I don't know how to separate the two in code. If there was only one I could do something like "local gate = component.flux_gate". It would be easier to write the code if I could give them names separately such as "gate_in" and "gate_out". How do I do this?
  4. "attempt to call field" error

    I'm trying to turn a big/extreme reactor on/off with a simple practice program, but I get a following error when I try to run the program: /lib/br_control.lua:4: attempt to call field 'setActive' (a boolean value): stack traceback: /lib/br_control.lua:4: in main chunk (...tail calls...) [C]: in function 'xpcall' /lib/process.lua:63: in function </lib/process.lua:59> A bit more detailed explanation on what each line means might help future troubleshooting. The test program looks like this: local br = component.br_reactor if(br.getEnergyStored() < 9000000) then br.setActive(false) end if(br.getEnergyStored() > 1000000) then br.setActive(true) end Simply put if the internal energy buffer of the reactor is 90% full, the reactor turns off and if it goes below 10% it turns on. I've made sure that the computer actually recognizes the reactor. I don't really know why this doesn't work.
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