I'm actually using IntelliJ so I can't help you with Eclipse in specific. I can just tell you how my setup looks, and that's still pre-gradle (though I believe that would only affect publishing the mod, anyway?)
My configuration is pretty simple: I have one project, with the mcp folder as the project root, mcp/src/minecraft and the git repo as source folders. That's it. Well, there's all the libraries that have to be added manually in IntelliJ, but those are taken care of for you when you use the shipped Eclipse workspace. Eclipse also comes with a built-in Scala runtime, if I'm not mistaken, for IntelliJ you'd have to manually download and install the latest Scala distribution, I think.
I'm actually using IntelliJ so I can't help you with Eclipse in specific. I can just tell you how my setup looks, and that's still pre-gradle (though I believe that would only affect publishing the mod, anyway?)
My configuration is pretty simple: I have one project, with the mcp folder as the project root, mcp/src/minecraft and the git repo as source folders. That's it. Well, there's all the libraries that have to be added manually in IntelliJ, but those are taken care of for you when you use the shipped Eclipse workspace. Eclipse also comes with a built-in Scala runtime, if I'm not mistaken, for IntelliJ you'd have to manually download and install the latest Scala distribution, I think.
I'm using intelliJ as well! I'm actually trying to set up a forge environment right now, but I can't find the libraries. They're not where they used to be in recent forge versions...
I'm using intelliJ as well! I'm actually trying to set up a forge environment right now, but I can't find the libraries. They're not where they used to be in recent forge versions...
You probably know Minalien's tutorial on setting up IntelliJ with Scala and Gradle? Disclaimer: haven't tried it myself, yet.
Version 1.0.1 is out with the following changes:
Fixed all input being caught in edit when Ctrl was being pressed, now only used for known combinations (caused issues with German keyboard layout, where the right Alt triggers a Ctrl+Alt but is required for a bunch of chars to be typed).
Fixed behavior when wrenching screens and computer cases to rotate them (not opening GUI anymore).
Fixed / improved text rendering in robot GUI when a lower resolution is used.
Fixed an issue where added components were not updated correctly.
Usability improvement for placing multi-blocks screens: showing an overlay that indicates the screens' orientation, so that it becomes clear why screens won't merge.
Slight usability improvements for cp and mv programs.
Charger can now wrenched to invert how it interprets redstone signals (so it defaults to "on").
Chinese localization (thanks to crafteverywhere).
You may have to reboot your (ingame) computers for some of these changes to take effect.
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Well, this is cool
I'm a turtle programmer in computercraft, and this mod with its robots look really cool. I love the way the computer is actually a multiblock computer with a screen that you can see in the world. I love the concept of computers actually needing power, as it is more balanced. The persistence will also be really amazing once this mod is further along in development. As of now, however, I tried writing a short quarry program (its what I do :P) and the robot said out of memory on a very simple 46 line program http://pastebin.com/rvhsm0kp, and you are unable (as far as I can tell) to add more memory to the robot.
But just from a quick test (okay I admit, I spent like an hour and a half), this mod looks really cool. I will be very excited to see future development with this, and would definitely make a compatible version of my quarry for it
Keep up the good work!
Well, this is cool
I'm a turtle programmer in computercraft, and this mod with its robots look really cool. I love the way the computer is actually a multiblock computer with a screen that you can see in the world. I love the concept of computers actually needing power, as it is more balanced. The persistence will also be really amazing once this mod is further along in development. As of now, however, I tried writing a short quarry program (its what I do :P) and the robot said out of memory on a very simple 46 line program http://pastebin.com/rvhsm0kp, and you are unable (as far as I can tell) to add more memory to the robot.
But just from a quick test (okay I admit, I spent like an hour and a half), this mod looks really cool. I will be very excited to see future development with this, and would definitely make a compatible version of my quarry for it
Keep up the good work!
Hmm, that's odd. But first: I actually forgot to make the RAM available for robots configurable, I'll change that in the next release (or I'll make two more recipes, taking higher tier RAM, hmm).
I haven't had a robot running out of memory, yet, even with the built-in dig program (which is at least line-wise more complex than your example). Do you run 32 bit or 64 bit Java? Pasting your script into a freshly placed robot and running it (only up to 4x4x4, though) I didn't get an out of memory error in either, but it may be a start for further investigation.
Yes, well, that's a matter of taste I guess. I never really liked the concept of... variable (?) environments, so I was really happy with Lua 5.2 switching to lexical environments. If you have control over how the function you want to change the environment of is loaded, there's still ways around that, though (make the environment's metatable.__index the actual environment and change that as needed, for example).
Nice! This is actually very close to what I imagined they might look like (servers with remote terminals are indeed planned after talking some more with LordFokas, still taking some time to think through the details, though).
Awesome ! I can't wait.
Ohh and one other thing. If you doing mind.
A firewall. That you could put inside the server rack. So you could have a sub network inside a rack case. and only allow some port to be open so all the units can talk to each other with out disturbing the network outside the rack case. ( I know you could just use a some other port than on the rest of the network. )
Hmmm, probably no firewall, I don't think it's necessary. It would sound cool, but there'd be no practical advantage: the servers can always just communicate directly with each other by using their addresses (using modem.send instead of modem.broadcast).
The addresses are simply UUIDs, which has a couple of advantages: we don't have to track the next ID to distribute (like CC does) and it becomes pretty much impossible to guess the address of a component (if at some point "security" should become a more prominent gameplay aspect this would be very helpful - for example, even now, unless you receive a message from a remote network card or look into the computer the card it is in, it's impossible to sniff it out).
Edit: note that in most cases where you have to specify an address by hand you can abbreviate it (see the built-in programs). And for blocks you can copy their address to your clipboard using the Analyzer (by Ctrl+Activating the block).
Saw this mod from a thread on the ComputerCraft forum. (I love CC). Haven't downloaded yet (but I might), but I have a question. Does it have HTTP support like CC?
This looks absolutely amazing. The complexity of all the recipes and such is a bit of a turnoff (the complexity specifically; I feel the expense itself is fine) but I love the work you've put into the direction of the mod and all the APIs and such. I'll be playing around with it quite a bit!
Also a suggestion: an ingame "help" program would be nice to have for a convenient function reference in-game.
Saw this mod from a thread on the ComputerCraft forum. (I love CC). Haven't downloaded yet (but I might), but I have a question. Does it have HTTP support like CC?
Does the API allow adding functions/libraries/etc to the code in a computer? And I don't mean only lua, but something like a lua prototype that would map to java code... Right now I'm just really curious, but that's something I might use in the future...
You mean userdata? Not at this point, for now there's just callbacks. The native library does support persisting userdata, though, the tricky part is pulling that functionality up to the Java level. If the need ever truly arises I might have another look into it.
Also a suggestion: an ingame "help" program would be nice to have for a convenient function reference in-game.
Yes, an ingame help system like manpages is definitely something I'd love to have. I've been thinking of making this available similar to how additional programs might be (basically what CC does with its treasure disks - yes yes more stealing, I'm open to other ideas, that's just the most obvious approach). Except that the "manual" floppy might be a starter item, the way a couple of other mods add instruction manuals as books.
Riiight, user programs. Good point, those should be able to be documented, too. Embedding the help directly is something I'd prefer to avoid, since that could dramatically increase the memory requirements to start/run the programs. But maybe something like a companion file, cd.lua gets cd.man (cd.lua.man? hmm), test gets test.man, something like that may work. Ideally with some fallback location like /man to which the manual disk could then be mounted (via its autorun script) or some such thing. And 'man' would then just be an alias for 'edit' in readonly mode. Getting warmer.
I'm actually using IntelliJ so I can't help you with Eclipse in specific. I can just tell you how my setup looks, and that's still pre-gradle (though I believe that would only affect publishing the mod, anyway?)
My configuration is pretty simple: I have one project, with the mcp folder as the project root, mcp/src/minecraft and the git repo as source folders. That's it. Well, there's all the libraries that have to be added manually in IntelliJ, but those are taken care of for you when you use the shipped Eclipse workspace. Eclipse also comes with a built-in Scala runtime, if I'm not mistaken, for IntelliJ you'd have to manually download and install the latest Scala distribution, I think.
Just for the record, I did finally get it working in Eclipse. When things are not working, the "presentation compiler" is very mis-leading, because it indicates all sorts of confusing compilation errors. After digging more deeply, I figured out one needs to add "-encoding UTF-8" to the scalac command-line parameters (my default was US-ASCII).
Anyway, one feature I like from CC is the rom support. Playing around in creative mode at least, it's convenient to edit code in a real text editor and have it available in-game. I see that OC also has its rom as an asset, so it should be extensible via resource packs. Is there any recommended directory layout? Maybe a "local" prefix, so there is local/bin, local/lib, etc.
Just for the record, I did finally get it working in Eclipse. When things are not working, the "presentation compiler" is very mis-leading, because it indicates all sorts of confusing compilation errors. After digging more deeply, I figured out one needs to add "-encoding UTF-8" to the scalac command-line parameters (my default was US-ASCII).
Anyway, one feature I like from CC is the rom support. Playing around in creative mode at least, it's convenient to edit code in a real text editor and have it available in-game. I see that OC also has its rom as an asset, so it should be extensible via resource packs. Is there any recommended directory layout? Maybe a "local" prefix, so there is local/bin, local/lib, etc.
Glad you got it working.
I'll eventually add some system that allows dropping in additional ROM data, though I'm not sure I want to use resource packs for that. As Cloudy pointed out in the thread I asked about this, resource packs are really intended for client use. While it makes stuff a lot easier in single player, I think I'd prefer a more obvious separation of client and server data. So it'll probably just be a folder in the savegame data folder that's already created in the save game folder, and is currently just being used to store disk contents. We'll see.
On that note, if you prefer to edit files externally (who wouldn't) you can look for the folder of your floppy or hard disk in there (the folders are named after the components' addresses). You may want to change the setting filesystem.bufferChanges to false while doing that, since you'd have to remove and re-insert the disk every time you change something outside the game to see those changes ingame, though.
My configuration is pretty simple: I have one project, with the mcp folder as the project root, mcp/src/minecraft and the git repo as source folders. That's it. Well, there's all the libraries that have to be added manually in IntelliJ, but those are taken care of for you when you use the shipped Eclipse workspace. Eclipse also comes with a built-in Scala runtime, if I'm not mistaken, for IntelliJ you'd have to manually download and install the latest Scala distribution, I think.
Creator of OpenComputers. My Twitter. My Patreon.
I'm using intelliJ as well! I'm actually trying to set up a forge environment right now, but I can't find the libraries. They're not where they used to be in recent forge versions...
Railcraft Boiler Calculator
You probably know Minalien's tutorial on setting up IntelliJ with Scala and Gradle? Disclaimer: haven't tried it myself, yet.
Version 1.0.1 is out with the following changes:
You may have to reboot your (ingame) computers for some of these changes to take effect.
Creator of OpenComputers. My Twitter. My Patreon.
Oh, no. I was not aware of this tutorial. And there was no gradle script in the ones I downloaded.
Thankyou!
(Also, woot! Update!)
Railcraft Boiler Calculator
I'm a turtle programmer in computercraft, and this mod with its robots look really cool. I love the way the computer is actually a multiblock computer with a screen that you can see in the world. I love the concept of computers actually needing power, as it is more balanced. The persistence will also be really amazing once this mod is further along in development. As of now, however, I tried writing a short quarry program (its what I do :P) and the robot said out of memory on a very simple 46 line program http://pastebin.com/rvhsm0kp, and you are unable (as far as I can tell) to add more memory to the robot.
But just from a quick test (okay I admit, I spent like an hour and a half), this mod looks really cool. I will be very excited to see future development with this, and would definitely make a compatible version of my quarry for it
Keep up the good work!
Railcraft Boiler Calculator
Hmm, that's odd. But first: I actually forgot to make the RAM available for robots configurable, I'll change that in the next release (or I'll make two more recipes, taking higher tier RAM, hmm).
I haven't had a robot running out of memory, yet, even with the built-in dig program (which is at least line-wise more complex than your example). Do you run 32 bit or 64 bit Java? Pasting your script into a freshly placed robot and running it (only up to 4x4x4, though) I didn't get an out of memory error in either, but it may be a start for further investigation.
What LordFokas said Maybe one day.
Creator of OpenComputers. My Twitter. My Patreon.
Creator of OpenComputers. My Twitter. My Patreon.
Server casings?! Wants!!
Railcraft Boiler Calculator
Nice! This is actually very close to what I imagined they might look like (servers with remote terminals are indeed planned after talking some more with LordFokas, still taking some time to think through the details, though).
Creator of OpenComputers. My Twitter. My Patreon.
Hmmm, probably no firewall, I don't think it's necessary. It would sound cool, but there'd be no practical advantage: the servers can always just communicate directly with each other by using their addresses (using modem.send instead of modem.broadcast).
Creator of OpenComputers. My Twitter. My Patreon.
Edit: note that in most cases where you have to specify an address by hand you can abbreviate it (see the built-in programs). And for blocks you can copy their address to your clipboard using the Analyzer (by Ctrl+Activating the block).
Creator of OpenComputers. My Twitter. My Patreon.
Also a suggestion: an ingame "help" program would be nice to have for a convenient function reference in-game.
Yes it does.
You mean userdata? Not at this point, for now there's just callbacks. The native library does support persisting userdata, though, the tricky part is pulling that functionality up to the Java level. If the need ever truly arises I might have another look into it.
Edit: oops, somehow I skipped this earlier.
Yes, an ingame help system like manpages is definitely something I'd love to have. I've been thinking of making this available similar to how additional programs might be (basically what CC does with its treasure disks - yes yes more stealing, I'm open to other ideas, that's just the most obvious approach). Except that the "manual" floppy might be a starter item, the way a couple of other mods add instruction manuals as books.
Creator of OpenComputers. My Twitter. My Patreon.
Creator of OpenComputers. My Twitter. My Patreon.
Can you post a screenshot of your setup? Do computers turn on (does the power button in the GUI turn green after you click it does it stay dark)?
Sorry for the release spam, but version 1.0.2 fixes a pretty bad bug, so I decided to push it out rather sooner than later:
Also, I got my hands on a Mac Mini, so it should work on Mac OS, too, now (Intel based Macs at least).
Creator of OpenComputers. My Twitter. My Patreon.
Just for the record, I did finally get it working in Eclipse. When things are not working, the "presentation compiler" is very mis-leading, because it indicates all sorts of confusing compilation errors. After digging more deeply, I figured out one needs to add "-encoding UTF-8" to the scalac command-line parameters (my default was US-ASCII).
Anyway, one feature I like from CC is the rom support. Playing around in creative mode at least, it's convenient to edit code in a real text editor and have it available in-game. I see that OC also has its rom as an asset, so it should be extensible via resource packs. Is there any recommended directory layout? Maybe a "local" prefix, so there is local/bin, local/lib, etc.
Glad you got it working.
I'll eventually add some system that allows dropping in additional ROM data, though I'm not sure I want to use resource packs for that. As Cloudy pointed out in the thread I asked about this, resource packs are really intended for client use. While it makes stuff a lot easier in single player, I think I'd prefer a more obvious separation of client and server data. So it'll probably just be a folder in the savegame data folder that's already created in the save game folder, and is currently just being used to store disk contents. We'll see.
On that note, if you prefer to edit files externally (who wouldn't) you can look for the folder of your floppy or hard disk in there (the folders are named after the components' addresses). You may want to change the setting filesystem.bufferChanges to false while doing that, since you'd have to remove and re-insert the disk every time you change something outside the game to see those changes ingame, though.
Creator of OpenComputers. My Twitter. My Patreon.
-cringe purge-