Still, how to use microcontrollers and drones ( please take a look at the problems I posted before ) ? Those "attempt to call drone, a nil value" or "attempt to call require, a nil value" and similar messages are really pissing me up...
I see. So calling primary components via shortcuts ( like component.redstone ) won't work... The drone thing does sense since we can't load libraries via pure eeproms ( and thus use x=require("library") ), so you made it so we need to use it as a component unlike robots.
Thx for the tips!
Rollback Post to RevisionRollBack
I am a prehistoric histories and manga / anime fan.
Greetings! I'm a big fan of OpenComputers and the TPPI modpack. In the recently-released TPPI 2, the pack has shifted from using computerCraft to OpenComputers. I'm curious: are there any guides out there on how to convert computerCraft programs to openComputers? Second, as you probably know, computerCraft recently added command block computers. They're a wonderful resource, so I'm wondering: are there any plans to add a similar feature to openComputers?
Greetings! I'm a big fan of OpenComputers and the TPPI modpack. In the recently-released TPPI 2, the pack has shifted from using computerCraft to OpenComputers. I'm curious: are there any guides out there on how to convert computerCraft programs to openComputers? Second, as you probably know, computerCraft recently added command block computers. They're a wonderful resource, so I'm wondering: are there any plans to add a similar feature to openComputers?
Oooh, they did? That's awesome! Curious what they did to the recipes
One part that needs conversion is how you acquire references to peripherals/components. In CC you have `peripheral.wrap(side)`, in OC you have `component.componentName` (in the simple case where there's only one component of that type, if there are more, have a look at `component.proxy` and `component.list` in the wiki).
Aside from that there's the built-in APIs of course. OC's default OS is much more... conservative wrt. graphics. There's no `window` API or such (to no small amount to encourage custom OSes). So if your programs use these things, that'll be a lot more work to convert. For basic terminal / screen interactions, compare CC's term API with OC's, and for low-level display stuff have a look at OC's `gpu` component.
On the language level, the main difference is that, due to OC being 5.2 there's no getfenv/setfenv. If you used that, you'll have to adjust to the new environment based system.
Final note on differences: in OpenOS you'll need to `require` libraries that are not "standard" Lua libraries (so basically anything that's not listed in Lua's manual). This is mostly to avoid having to load all libraries, which would eat a lot of RAM, which is a quite limited resource in OC, per computer.
Those are pretty much the main points I can think of off the top of my head. I'd recommend stopping by the IRC if you have further questions.
As for command stuff, OC has the Debug Card, a creative-only component that, amongst other things, provides a `runCommand` method, that allows running arbitrary commands (which, I cannot resist but mention, it has had since quite a while before CC added command computers ). You can also bind debug cards to yourself by (shift?) rightclicking while holding them in hand (you'll see who it is bound to in the tooltip). This way any commands you run with it will be run in your name and using your permissions, which can be useful / necessary for some things.
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3D printed objects can only emit Redstone levels 0 or full. If different levels were allowed, would the Multipart support allow printing 10 keypad buttons (in their appropriate positions), such that all 10 buttons could be interacted with?
Also, can Adaptors interface with individual Multipart objects?
I'm wondering just how sophisticated a machine might be created by composition of 3D parts backended by a computer (especially in creative mode).
Well, I always liked trees, bushes, vegetables and whatnot ( Forestry is ever one of my first mods to pick when I want to update my pack ). I saw the small tree in the update post, and thought:
Why not one walnut bonsai?
Also, you can see the Hardened Glass Covers in the same space of the tree.
Very nice work, Sangar. Along with CC, Redstone in Motion Translocators and the original RP Deployer, this is by far one of the most creative ideas in modded Minecraft.
PS: No code available, because I was also testing the methods of the printer manually, via the LUA interpreter, my bad.
PS2: A good idea is a "Individual Block Information to Fewer Possible Shapes" program. So we can use the Geolyzer to generate efficient prints.
3D printed objects can only emit Redstone levels 0 or full. If different levels were allowed, would the Multipart support allow printing 10 keypad buttons (in their appropriate positions), such that all 10 buttons could be interacted with?
Also, can Adaptors interface with individual Multipart objects?
I'm wondering just how sophisticated a machine might be created by composition of 3D parts backended by a computer (especially in creative mode).
Allowing custom redstone "output levels" for models is indeed something I've been thinking about. I will most likely add it. I've also though about having custom "activation levels", but to actually be useful there'd then also have to be a setting for whether it has to be the exact strength or not; which feels like it's getting a little too over-the-top, still on the fence wrt. to that.
Well, I always liked trees, bushes, vegetables and whatnot ( Forestry is ever one of my first mods to pick when I want to update my pack ). I saw the small tree in the update post, and thought:
Why not one walnut bonsai?
Also, you can see the Hardened Glass Covers in the same space of the tree.
Very nice work, Sangar. Along with CC, Redstone in Motion Translocators and the original RP Deployer, this is by far one of the most creative ideas in modded Minecraft.
Nice gardening there, happy you like it! I'm really hoping to see what people will do with this feature.
I've also though about having custom "activation levels", but to actually be useful there'd then also have to be a setting for whether it has to be the exact strength or not; which feels like it's getting a little too over-the-top, still on the fence wrt. to that.
Finally got the mod to install without crashing. Now, when scrolling through NEI's items pages, it crashes just before loading the page that begins with items related to this mod.
Finally got the mod to install without crashing. Now, when scrolling through NEI's items pages, it crashes just before loading the page that begins with items related to this mod.
Are you sure that you are using the correct version that matches your MC version? Also, use the latest Forge for your version, and be sure to update the mods that OC has cross-operation with ( if you have them installed, of course )
OC has had tab completion in the shell for a while now, yes, and with that the facilities for tab-completion in general, when reading input via term.read(). I have not spent much time on adding it to the Lua interpreter, because that will need quite a few adjustments here and there, to properly iterate over all "visible" variables (e.g. environments now refer key lookups to the parent env, but __ipairs/__pairs (i.e. iteration) isn't implemented, yet). I may have a look at it again some time.
Added: 3D prints can be recycled by putting them into 3D printers as material.
Added: Sign upgrade will add sign text to tablet_use signal.
Added: Filtering to AE2 item listing callbacks getItemsInNetwork and getCraftables. Filters are tables with the same (basic) keys as converted item stacks, the values being the (exact) filter values.
Added: Drivers for newer RF energy API interfaces, should make them work with mods only implementing the newer ones.
Added: Lore entry is now added to item stack information.
Fixed: Potential memory leak with Microcontrollers (thanks a ton to marcin212).
Fixed: cat.lua not closing file handles (thanks mpmxyz).
Fixed: Mod integration for power providing mods being disabled when power usage was disabled.
Fixed: Potential persistence issues with userdata.
Fixed: Improved persistence behavior of TCP sockets.
[MC1.7.10] Fixed: UV mapping for 3D prints.
[MC1.7.10] Fixed: hopefully fixes crashes with AE2 version rv2-beta-20 and newer.
Oh, and in case you didn't hear the news yet, a new version OpenPeripheral is out, adding full support for OpenComputers!
Also, my resistance has been eroded, and I caved and created a twitter account. I'll occasionally post stuff I push to OpenPrograms. So if you're interested in that, feel free to follow me there.
Creator of OpenComputers. My Twitter. My Patreon.
I see. So calling primary components via shortcuts ( like component.redstone ) won't work... The drone thing does sense since we can't load libraries via pure eeproms ( and thus use x=require("library") ), so you made it so we need to use it as a component unlike robots.
Thx for the tips!
I am a prehistoric histories and manga / anime fan.
Greetings! I'm a big fan of OpenComputers and the TPPI modpack. In the recently-released TPPI 2, the pack has shifted from using computerCraft to OpenComputers. I'm curious: are there any guides out there on how to convert computerCraft programs to openComputers? Second, as you probably know, computerCraft recently added command block computers. They're a wonderful resource, so I'm wondering: are there any plans to add a similar feature to openComputers?
Oooh, they did? That's awesome! Curious what they did to the recipes
One part that needs conversion is how you acquire references to peripherals/components. In CC you have `peripheral.wrap(side)`, in OC you have `component.componentName` (in the simple case where there's only one component of that type, if there are more, have a look at `component.proxy` and `component.list` in the wiki).
Aside from that there's the built-in APIs of course. OC's default OS is much more... conservative wrt. graphics. There's no `window` API or such (to no small amount to encourage custom OSes). So if your programs use these things, that'll be a lot more work to convert. For basic terminal / screen interactions, compare CC's term API with OC's, and for low-level display stuff have a look at OC's `gpu` component.
On the language level, the main difference is that, due to OC being 5.2 there's no getfenv/setfenv. If you used that, you'll have to adjust to the new environment based system.
Final note on differences: in OpenOS you'll need to `require` libraries that are not "standard" Lua libraries (so basically anything that's not listed in Lua's manual). This is mostly to avoid having to load all libraries, which would eat a lot of RAM, which is a quite limited resource in OC, per computer.
Those are pretty much the main points I can think of off the top of my head. I'd recommend stopping by the IRC if you have further questions.
As for command stuff, OC has the Debug Card, a creative-only component that, amongst other things, provides a `runCommand` method, that allows running arbitrary commands (which, I cannot resist but mention, it has had since quite a while before CC added command computers ). You can also bind debug cards to yourself by (shift?) rightclicking while holding them in hand (you'll see who it is bound to in the tooltip). This way any commands you run with it will be run in your name and using your permissions, which can be useful / necessary for some things.
Creator of OpenComputers. My Twitter. My Patreon.
Sangar, I blame you for making my jaw drop and break the floor. Your lawyers can expect my lawyers. SoonTM. :<
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Bring it on~
Creator of OpenComputers. My Twitter. My Patreon.
3D printed objects can only emit Redstone levels 0 or full. If different levels were allowed, would the Multipart support allow printing 10 keypad buttons (in their appropriate positions), such that all 10 buttons could be interacted with?
Also, can Adaptors interface with individual Multipart objects?
I'm wondering just how sophisticated a machine might be created by composition of 3D parts backended by a computer (especially in creative mode).
Well, I always liked trees, bushes, vegetables and whatnot ( Forestry is ever one of my first mods to pick when I want to update my pack ). I saw the small tree in the update post, and thought:
Why not one walnut bonsai?
Also, you can see the Hardened Glass Covers in the same space of the tree.
Very nice work, Sangar. Along with CC, Redstone in Motion Translocators and the original RP Deployer, this is by far one of the most creative ideas in modded Minecraft.
PS: No code available, because I was also testing the methods of the printer manually, via the LUA interpreter, my bad.
PS2: A good idea is a "Individual Block Information to Fewer Possible Shapes" program. So we can use the Geolyzer to generate efficient prints.
I am a prehistoric histories and manga / anime fan.
Allowing custom redstone "output levels" for models is indeed something I've been thinking about. I will most likely add it. I've also though about having custom "activation levels", but to actually be useful there'd then also have to be a setting for whether it has to be the exact strength or not; which feels like it's getting a little too over-the-top, still on the fence wrt. to that.
Nice gardening there, happy you like it! I'm really hoping to see what people will do with this feature.
Creator of OpenComputers. My Twitter. My Patreon.
Those textures are great! Would love to use them when they are finished!
Edit: Forum went derpy on me.
It would make for some nice blinkenlights panels!
Finally got the mod to install without crashing. Now, when scrolling through NEI's items pages, it crashes just before loading the page that begins with items related to this mod.
Are you sure that you are using the correct version that matches your MC version? Also, use the latest Forge for your version, and be sure to update the mods that OC has cross-operation with ( if you have them installed, of course )
The list is found here: http://ocdoc.cil.li/crossmod_interoperation
I am a prehistoric histories and manga / anime fan.
As discussed on Github, this issue is fixed in the latest dev build, so grab that if you have the same issue.
Creator of OpenComputers. My Twitter. My Patreon.
Computercraft 1.7 will include auto code completion, will OC include it too? It definitely would be useful.
Pretty sure OC has had this feature for a while?
OC has had tab completion in the shell for a while now, yes, and with that the facilities for tab-completion in general, when reading input via term.read(). I have not spent much time on adding it to the Lua interpreter, because that will need quite a few adjustments here and there, to properly iterate over all "visible" variables (e.g. environments now refer key lookups to the parent env, but __ipairs/__pairs (i.e. iteration) isn't implemented, yet). I may have a look at it again some time.
Creator of OpenComputers. My Twitter. My Patreon.
OpenComputers 1.5.5 is now available. Bugfixes and minor improvements!
As always, remember to make a backup of your world before updating.
Download in first post or on Curse.
Creator of OpenComputers. My Twitter. My Patreon.
@neboxmachina: pretty much, unless some mod adds indestructible blocks, or permissions come into play, or...
OpenComputers 1.5.6 is now available. Mostly bugfixes, some other stuff.
As always, remember to make a backup of your world before updating.
Download in first post or on Curse.
(i.e. put them in a crafting grid).
Oh, and in case you didn't hear the news yet, a new version OpenPeripheral is out, adding full support for OpenComputers!
Also, my resistance has been eroded, and I caved and created a twitter account. I'll occasionally post stuff I push to OpenPrograms. So if you're interested in that, feel free to follow me there.
Creator of OpenComputers. My Twitter. My Patreon.