SvEgiiVEteR: Hmm, from the error I doubt it's some API incompatibility, so my best guess it's either a missing or broken library (though it's odd it'd work if only one of the mods is present, but it might still be worth a try to redownload the libraries, i.e. run install again), or lack of memory; permgen seems large enough (maybe even excessively large) with 512, but maybe you could try upping the heap size a bit.
SvEgiiVEteR: Hmm, from the error I doubt it's some API incompatibility, so my best guess it's either a missing or broken library (though it's odd it'd work if only one of the mods is present, but it might still be worth a try to redownload the libraries, i.e. run install again), or lack of memory; permgen seems large enough (maybe even excessively large) with 512, but maybe you could try upping the heap size a bit.
you're right ... thanks ... it was in the startup options ..
-Xverify: None deleted it and everything is OK
I'm so tired of finding good parameters to run the client and server with lots of mods ((
Hahah, yeah, well. The tooltips in OC are not overly serious in general. Though that came out longer than I thought. The card is functional and properly does what it says, though, so no worries ;-)
@Sagar nice, we especially appreciate cross-mod compatibility like this. If there's ever anything else you'd like to see exposed in the Galacticraft API, you're very welcome to ask for it.
I consider myself a "realism freak" in Minecraft, as in I build my stuff to conform to realistic rules of engineering, don't like floating bases, still want a more powerful PC to run SEUS shaders at 60fps....
This is... just.... uhh.....
I'm still not sure if I want to commit an update to my server, and get input from users on migrating some stuff over to this from CC. Computercraft is simple and not quite as pricey, and frankly trying to figure so much stuff out at once in this mod (and then inevitably helping all the other players set theirs up too ) is a bit overwhelming. I'm not saying that I'm afraid of complexity (avid IC2ex + Buildcraft user), but not 100% certain whether this fits my criteria for a replacement of Computercraft.
@Sagar nice, we especially appreciate cross-mod compatibility like this. If there's ever anything else you'd like to see exposed in the Galacticraft API, you're very welcome to ask for it.
I'd personally like to see OC methods exposed on Air Lock controllers, enabling us to enact some sort of lockdown mode, in the event of a meteor strike breaching the hull, or what have you.
@Sagar nice, we especially appreciate cross-mod compatibility like this. If there's ever anything else you'd like to see exposed in the Galacticraft API, you're very welcome to ask for it.
Awesome, thanks! Vice versa, if you have any ideas wrt. what could make sense to be readable/controllable via computers, let me know :-)
I'd personally like to see OC methods exposed on Air Lock controllers, enabling us to enact some sort of lockdown mode, in the event of a meteor strike breaching the hull, or what have you.
Having a look at the controller tile entity, it looks like that would need new code (on GC's side), since any "manual" changes right now would get overridden by the normal triggers instead - from what I can see it should be feasible to invert the activation and enable redstone activation, though? Then you simply have the computer emit a redstone signal to the controller to trigger lockdown, no?
I'm still not sure if I want to commit an update to my server, and get input from users on migrating some stuff over to this from CC. Computercraft is simple and not quite as pricey, and frankly trying to figure so much stuff out at once in this mod (and then inevitably helping all the other players set theirs up too ) is a bit overwhelming. I'm not saying that I'm afraid of complexity (avid IC2ex + Buildcraft user), but not 100% certain whether this fits my criteria for a replacement of Computercraft.
Heh, if your players are uninterested in computer hardware and don't have the time to get into a (still very much abstracted and gamified) representation of that, you might be having a hard time convincing them of switching to OC, yeah ;-) The major hurdle is really building a working computer once. After that it's just tinkering and adjusting and such. And that's not that hard, really. Just get a case and fill all the slots
Essentially, if you want a computer mod mainly for scripting stuff or learning Lua, and not for the actual computers themselves, then CC is definitely the more appropriate mod. If you want modularity, more powerful robots (arbitrary tool usage, block activation like buttons and levers), 3D hologram projectors, drones and such, you might still want to give OC a shot. Though, in fairness, switching is always harder than starting out fresh, since most scripts for CC won't work on OC without (usually minor to medium) adjustments.
The best approach might be to just have the two in parallel. There's even some integration between the two, e.g. you can send network messages between OC and CC via OC's switch block (also acts as a CC peripheral mimicking a CC modem).
I'd personally like to see OC methods exposed on Air Lock controllers, enabling us to enact some sort of lockdown mode, in the event of a meteor strike breaching the hull, or what have you.
Having a look at the controller tile entity, it looks like that would need new code (on GC's side), since any "manual" changes right now would get overridden by the normal triggers instead
I'm very happy to add something on GC's side on AirLockControllers specifically for OC, if you guys could kindly point me to example code of another block with an OC interface exposed, or the exact parts of your API I should implement?
(Sorry I wrote Sagar not Sangar before, I have a friend named Sagar)
We should probably look at Galacticraft's Launch Controllers being computer controlled as well. A feature most players seem not to have understood yet is that Launch Controllers can be used to send rockets to other rocket launch pads in the same dimension as well as in other dimensions. Works for player rockets or cargo rockets. It means you can make basically a rocket-powered equivalent of a railway or teleportation system, so a player riding a rocket can travel to any other part of the Overworld in approximately 1 minute.
Currently Launch Controllers have a set 'Destination' frequency. A computer controlled system could change that, so it's diallable. There are other potential advantages: a computer controlled system could maybe synchronise multiple launchpads.
I suggest that I work on Air Lock Controllers first to get used to your interfaces and then we have a look at what else can be done.
Well, in short, I play on a survival server running the infitech2 modpack. It's a gt-themed modpack, and everything's been "gregified", so opencomputers was chosen as the primary computer mod, very little minetweaker needed as it was already balanced.
I'm a noob at programming, I haven't touched the stuff since I was a kid with a commodore 64 (with no drive) so was "peeking and poking" those little memory bits for hours on end. Life took me in another direction however, and I've not had an opportunity to get my tootsies wet until now.
I've had computercraft in modpacks before, but it always felt "cheaty", I play minecraft for the survival aspect, and a magical box that you toss some redstone dust into and makes a computer just seemed... wrong. So again I missed an opportunity to learn Lua.
Now, with infitech one of the more unique methods of getting around is usuing SGCraft Stargates. As a complete noob to any computer mod in minecraft or to programming in general I've been fumbling about trying to program a "dialer" using the SGCraft opencomputers interface http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/SGCraft/doc/ComputerCraft.html. I decided to use this because stargate components (namely DHD) are insanely expensive in this modpack (like everything else). After a full day of stumbling about learning both the very VERY basic tenants of Lua and OpenComputers, I was finially able to close the iris in a creative test world. Yay.
That being said, Awesome mod, CC never really interested me, this one does. I noticed the blocks looked abit... under par though when compared to the awesome monitors displaying text, so after getting tired I started doing something else to take my mind of my failures at programming, and started making some 128x textures for Opencomputers with an early 80's theme (I based textures off of Xerox altos, Apple II, IBM 5150, commodore 64, all the things that this mod brings back memories of lol)
Fans/Lights are fully animated and functional, only got some of the main blocks retextured, again it was just a sleepless night with boredom, but I've got the theme down and I could continue for the rest of the mod if there's interest.
Thanks again guys for rekindling my interest at looking at lines of code.
EDIT: added server rack. Again fully functional lighting.
For some daft reason I posted this in the wrong forum yesterday:
Im trying to run the geo2holo program (downloaded and installed as per tutorial), but it aborts after a few seconds with the following message:
/usr/bin/geo2holo/lua:20: attempt to index local 'column' (a nil value) stack traceback: /usr/bin/geo2holo.lua.20: in main chunk (...tail calls...)
Im not a programmer so I have no idea what is going wrong or why Im guessing there is a problem on line 20 of the code but beyond that I have no idea. Can anyone help me out please? Thank you.
EDIT: not sure if it helps or not but Im using a tier 2 computer.
To which I got the following response from Don_bruce (thanks very much):
---------------------------
Umm, methinks you're in the wrong thread. Doesn't mean I can't help, though! The error in that code is a result of trying to assign a value to a variable (index local 'column') before it gets called (so it's a nil value). That operation happens in line 18, where "local column = component.geolyzer.scan(x, z)". This error comes from the geolyzer. You said the operation stops midway through. Does the hologram produce any output prior to this? Every time the geolyzer scans the hologram lights a cube, so if there's output prior to it crashing it could be there's a block that's causing the geolyzer to throw a bad value. I'd try running the program somewhere else in your world, or in another world to check if it's a mod issue. If not, it might be an issue with the setup of your computer. All you really need for that is a geolyzer and a hologram connected to a computer through a cable. I don't know how complex your network is, but it could be that there's another computer interfering with the transmission from the geolyzer.
-----------------------
I did get an output from the holo. It gave me the first couple of complete rows before aborting. As was suggested I moved the system over and tried again but with the same results. So I tried it on a completely different world and changed the power source just in case. Same problem. The holo started mapping and showed the beginnings of a tree at one end - then a big empty space (air) and started on the other end. Again it produced the first couple of rows (actually stops on the 7th row) then stopped with same error.
Anyone able to understand whats gone wrong please?
I'm very happy to add something on GC's side on AirLockControllers specifically for OC, if you guys could kindly point me to example code of another block with an OC interface exposed, or the exact parts of your API I should implement?
(Sorry I wrote Sagar not Sangar before, I have a friend named Sagar)
Cool! There are a few example projects in the Github organization, one for a tile entity centric implementation and one for a block driver based one. The former allows people connecting OC Cables directly to the implementing tile entity, the latter needs an OC Adapter present next to the block, but you won't need to mess around with @Optionals. Whichever you prefer. For more documentation there's a readme in the API package, and the Javadoc, of course.
(And no worries about the misspell, I honestly didn't even notice it >_>)
We should probably look at Galacticraft's Launch Controllers being computer controlled as well. A feature most players seem not to have understood yet is that Launch Controllers can be used to send rockets to other rocket launch pads in the same dimension as well as in other dimensions. Works for player rockets or cargo rockets. It means you can make basically a rocket-powered equivalent of a railway or teleportation system, so a player riding a rocket can travel to any other part of the Overworld in approximately 1 minute.
Currently Launch Controllers have a set 'Destination' frequency. A computer controlled system could change that, so it's diallable. There are other potential advantages: a computer controlled system could maybe synchronise multiple launchpads.
I suggest that I work on Air Lock Controllers first to get used to your interfaces and then we have a look at what else can be done.
Oooh, I didn't know that, that's pretty awesome. Yeah, that sounds like a perfect application for computer integration! If you have any more questions / something is unclear, by all means, ask away :-)
Those look really neat! The default ones are deliberately 16x16 to fit with default Minecraft, so fidelity is obviously somewhat... limited. By that and my skill at pixel-art ;-) I can see yours going really well with high-res texture packs.
Im trying to run the geo2holo program (downloaded and installed as per tutorial), but it aborts after a few seconds with the following message:
/usr/bin/geo2holo/lua:20: attempt to index local 'column' (a nil value) stack traceback: /usr/bin/geo2holo.lua.20: in main chunk (...tail calls...)
Im not a programmer so I have no idea what is going wrong or why Im guessing there is a problem on line 20 of the code but beyond that I have no idea. Can anyone help me out please? Thank you.
This indicates that .scan returns nil, the most common reason for that being that there's not enough energy in the system to perform the scan. There should probably be better error handling in geo2holo, but oh well. For now, try slapping a few more capacitors down, use the analyzer to check how much energy there is in the network, see if it's (close to) zero if / when it still fails.
Im looking for some help on learning the language used on the computers. Can anyone point me in the right direction please? I want to construct a program that will simply display a flashing SOS message on the screen.
How to use Drones ( and maybe Microcontrollers ) in OC 1.5.3 v10? When I set things in the eeprom, it just says in the Analyzer:
"Atempt to index drone, a nil value"
I just put something like loops and:
drone.move(5,5,5)
Well, I tried with and without the require command ( drone = require("drone) ), the only thing that changes is that when I do so it says:
"Atempt to index require, a nil value"
Which is pretty much the same error.
P.S: By far tested with the Microcontroller and redstone, and same thing. Maybe I can dig in the changelogs, but really, the wiki should state something like that, no?
Im looking for some help on learning the language used on the computers. Can anyone point me in the right direction please? I want to construct a program that will simply display a flashing SOS message on the screen.
Take a look at the tutorials, then experiment changing the resolution with "setResolution". The smaller the resolution is, the bigger the text will be. Colors are hexcodes. You just have to make the screen print the message, wait, clear, wait and then print again. Ex:
component = require("component")
graphcard = component.gpu
graphcard.setResolution(3,1)
for i=1,10 do
print("SOS")
os.sleep(1)
graphcard.clear()
os.sleep(1)
end
But if you really don't have too much experience on LUA, then I may help you, just PM me.
OpenComputers 1.5.4 is now available. I dub it "The Decoration Update". What's new? Glad you asked: 3D Printers! Also some bug fixes. But mainly 3D Printers!
As always, remember to make a backup of your world before updating.
What
The 3D Printer is a new component that can be used to print custom "models" as blocks, to be placed in the world. This essentially allows you to print your own decorative blocks, with a few limitations. Most of the blocks in the image above are actually printed custom models. Here's what a printed block can be in the most basic form:
A model consists of up to 24 shapes (which are axis aligned boxes).
Each shape can have a different texture.
When placed in the world, prints can be rotated on the Y axis (i.e. they'll face the direction you're looking towards when placing the print and can be rotated using a wrench).
This already allows for a lot of freedom in creating custom decorative blocks, but that's not all!
A model can have two states, an inactive and an active state.
There must be at least one shape for the inactive state.
The shape limit is per state, i.e. there can be 24 shapes for the inactive state and another 24 for the active state.
States can be toggled by the user right-clicking the block.
States can also be toggled by sending a redstone signal to a printed block.
Alternatively, printed blocks may emit a redstone signal when in their active state.
This means you can also print trapdoors, levers and buttons - of any shape!
How
The printer is a machine that needs two resources to print models:
Chamelium, which is crafted using some gravel, redstone, charcoal and water. This is the base material, and the amount needed for printing a model depends on the model's volume.
Ink, which is provided using ink cartridges. These can be refilled by crafting them with some dyes. The amount of ink required for printing a model depends on the model's surface area.
Printers are components like any other, so you can talk to it manually, if you like. To make things a bit easier, however, I wrote a small program to control the printers. It can be installed using the package manager: `oppm install print3d` (after installing the package manager from the OPPM loot disk using `oppm install oppm`; if you already have it installed, I recommend running `oppm update oppm` first).
This program accepts model files of a custom format. Here's a list of example models, as well as an example model file explaining the format of the model files. Run `print /path/to/model.3dm 10` to print the specified model 10 times, for example. Not passing a number will print a single block.
What you'll also see in the example models, is that textures are referenced by name. To get the name of a texture you can use a new tool in OC, the Texture Picker. Right-click a block in the world with it to have its texture name printed to your chat.
Also, here's a short video showcasing some of the functionality of the printers:
Forge MultiPart Support
The printed models are FMP compatible, i.e. as long as nothing collides you can cram multiple models into one block space, use them as cable covers or whatever else you need. Beware however that the overall number of shapes in a single block space still can never exceed the maximum number of shapes per state. So if you have, say, two models that use more than half of the maximum number of shapes in the same state, you will not be able to place them into the same block space. Models sharing a block space with other multi-parts still react to and emit redstone as usual. However, if changing state would lead to the model colliding with another part in the block, the state cannot be changed!
Additional Info
Chamelium can be made into Chamelium blocks, which can be crafted with dyes to change their color. They have a clean, uniform texture, which can be useful for models where you want a "clean" colored shape (using tint).
Prints can be crafted with iron, gold, emerald or diamond blocks after which they will also work as beacon base blocks (doesn't work when they are multiparts, i.e. share a blockspace with other models/stuff).
@TorakWolf: there's no global 'drone', it's a component you'll need to get first, e.g. like so: `drone = component.proxy(component.list("drone")())`
For more info on what's available on BIOS level, see the wiki: http://ocdoc.cil.li/tutorial:custom_oses
Nice 3D printer, it's almost like you create your own ( functional ) blocks!!! I can Imagine one password to my base that is one maze of those blocks!
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...
Rollback Post to RevisionRollBack
I am a prehistoric histories and manga / anime fan.
Creator of OpenComputers. My Twitter. My Patreon.
you're right ... thanks ... it was in the startup options ..
-Xverify: None deleted it and everything is OK
I'm so tired of finding good parameters to run the client and server with lots of mods ((
Sorry for bad English
Sangar, no need to be that scary. :<
(relevant link: http://forum.micdoodle8.com/index.php?threads/open-computers-mod-is-supporting-galacticraft-news.5025/)
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
Hahah, yeah, well. The tooltips in OC are not overly serious in general. Though that came out longer than I thought. The card is functional and properly does what it says, though, so no worries ;-)
Creator of OpenComputers. My Twitter. My Patreon.
@Sagar nice, we especially appreciate cross-mod compatibility like this. If there's ever anything else you'd like to see exposed in the Galacticraft API, you're very welcome to ask for it.
Lead Developer of Galacticraft, the Minecraft mod with the most ... Space.
Help? The official Wiki at http://wiki.micdoodle8.com has lots of information
Questions? Try the official forum at http://forum.micdoodle8.com/index.php#galacticraft.3
Uhh, wow.
I consider myself a "realism freak" in Minecraft, as in I build my stuff to conform to realistic rules of engineering, don't like floating bases, still want a more powerful PC to run SEUS shaders at 60fps....
This is... just.... uhh.....
I'm still not sure if I want to commit an update to my server, and get input from users on migrating some stuff over to this from CC. Computercraft is simple and not quite as pricey, and frankly trying to figure so much stuff out at once in this mod (and then inevitably helping all the other players set theirs up too ) is a bit overwhelming. I'm not saying that I'm afraid of complexity (avid IC2ex + Buildcraft user), but not 100% certain whether this fits my criteria for a replacement of Computercraft.
I'll keep this in mind though.
I'd personally like to see OC methods exposed on Air Lock controllers, enabling us to enact some sort of lockdown mode, in the event of a meteor strike breaching the hull, or what have you.
Awesome, thanks! Vice versa, if you have any ideas wrt. what could make sense to be readable/controllable via computers, let me know :-)
Having a look at the controller tile entity, it looks like that would need new code (on GC's side), since any "manual" changes right now would get overridden by the normal triggers instead - from what I can see it should be feasible to invert the activation and enable redstone activation, though? Then you simply have the computer emit a redstone signal to the controller to trigger lockdown, no?
Heh, if your players are uninterested in computer hardware and don't have the time to get into a (still very much abstracted and gamified) representation of that, you might be having a hard time convincing them of switching to OC, yeah ;-) The major hurdle is really building a working computer once. After that it's just tinkering and adjusting and such. And that's not that hard, really. Just get a case and fill all the slots
Essentially, if you want a computer mod mainly for scripting stuff or learning Lua, and not for the actual computers themselves, then CC is definitely the more appropriate mod. If you want modularity, more powerful robots (arbitrary tool usage, block activation like buttons and levers), 3D hologram projectors, drones and such, you might still want to give OC a shot. Though, in fairness, switching is always harder than starting out fresh, since most scripts for CC won't work on OC without (usually minor to medium) adjustments.
The best approach might be to just have the two in parallel. There's even some integration between the two, e.g. you can send network messages between OC and CC via OC's switch block (also acts as a CC peripheral mimicking a CC modem).
Creator of OpenComputers. My Twitter. My Patreon.
I'm very happy to add something on GC's side on AirLockControllers specifically for OC, if you guys could kindly point me to example code of another block with an OC interface exposed, or the exact parts of your API I should implement?
(Sorry I wrote Sagar not Sangar before, I have a friend named Sagar)
Lead Developer of Galacticraft, the Minecraft mod with the most ... Space.
Help? The official Wiki at http://wiki.micdoodle8.com has lots of information
Questions? Try the official forum at http://forum.micdoodle8.com/index.php#galacticraft.3
We should probably look at Galacticraft's Launch Controllers being computer controlled as well. A feature most players seem not to have understood yet is that Launch Controllers can be used to send rockets to other rocket launch pads in the same dimension as well as in other dimensions. Works for player rockets or cargo rockets. It means you can make basically a rocket-powered equivalent of a railway or teleportation system, so a player riding a rocket can travel to any other part of the Overworld in approximately 1 minute.
Currently Launch Controllers have a set 'Destination' frequency. A computer controlled system could change that, so it's diallable. There are other potential advantages: a computer controlled system could maybe synchronise multiple launchpads.
I suggest that I work on Air Lock Controllers first to get used to your interfaces and then we have a look at what else can be done.
Lead Developer of Galacticraft, the Minecraft mod with the most ... Space.
Help? The official Wiki at http://wiki.micdoodle8.com has lots of information
Questions? Try the official forum at http://forum.micdoodle8.com/index.php#galacticraft.3
Well, in short, I play on a survival server running the infitech2 modpack. It's a gt-themed modpack, and everything's been "gregified", so opencomputers was chosen as the primary computer mod, very little minetweaker needed as it was already balanced.
I'm a noob at programming, I haven't touched the stuff since I was a kid with a commodore 64 (with no drive) so was "peeking and poking" those little memory bits for hours on end. Life took me in another direction however, and I've not had an opportunity to get my tootsies wet until now.
I've had computercraft in modpacks before, but it always felt "cheaty", I play minecraft for the survival aspect, and a magical box that you toss some redstone dust into and makes a computer just seemed... wrong. So again I missed an opportunity to learn Lua.
Now, with infitech one of the more unique methods of getting around is usuing SGCraft Stargates. As a complete noob to any computer mod in minecraft or to programming in general I've been fumbling about trying to program a "dialer" using the SGCraft opencomputers interface http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/SGCraft/doc/ComputerCraft.html. I decided to use this because stargate components (namely DHD) are insanely expensive in this modpack (like everything else). After a full day of stumbling about learning both the very VERY basic tenants of Lua and OpenComputers, I was finially able to close the iris in a creative test world. Yay.
That being said, Awesome mod, CC never really interested me, this one does. I noticed the blocks looked abit... under par though when compared to the awesome monitors displaying text, so after getting tired I started doing something else to take my mind of my failures at programming, and started making some 128x textures for Opencomputers with an early 80's theme (I based textures off of Xerox altos, Apple II, IBM 5150, commodore 64, all the things that this mod brings back memories of lol)
Fans/Lights are fully animated and functional, only got some of the main blocks retextured, again it was just a sleepless night with boredom, but I've got the theme down and I could continue for the rest of the mod if there's interest.
Thanks again guys for rekindling my interest at looking at lines of code.
EDIT: added server rack. Again fully functional lighting.
For some daft reason I posted this in the wrong forum yesterday:
Im trying to run the geo2holo program (downloaded and installed as per tutorial), but it aborts after a few seconds with the following message:
/usr/bin/geo2holo/lua:20: attempt to index local 'column' (a nil value) stack traceback: /usr/bin/geo2holo.lua.20: in main chunk (...tail calls...)
Im not a programmer so I have no idea what is going wrong or why Im guessing there is a problem on line 20 of the code but beyond that I have no idea. Can anyone help me out please? Thank you.
EDIT: not sure if it helps or not but Im using a tier 2 computer.
To which I got the following response from Don_bruce (thanks very much):
---------------------------
Umm, methinks you're in the wrong thread. Doesn't mean I can't help, though! The error in that code is a result of trying to assign a value to a variable (index local 'column') before it gets called (so it's a nil value). That operation happens in line 18, where "local column = component.geolyzer.scan(x, z)". This error comes from the geolyzer. You said the operation stops midway through. Does the hologram produce any output prior to this? Every time the geolyzer scans the hologram lights a cube, so if there's output prior to it crashing it could be there's a block that's causing the geolyzer to throw a bad value. I'd try running the program somewhere else in your world, or in another world to check if it's a mod issue. If not, it might be an issue with the setup of your computer. All you really need for that is a geolyzer and a hologram connected to a computer through a cable. I don't know how complex your network is, but it could be that there's another computer interfering with the transmission from the geolyzer.
-----------------------
I did get an output from the holo. It gave me the first couple of complete rows before aborting. As was suggested I moved the system over and tried again but with the same results. So I tried it on a completely different world and changed the power source just in case. Same problem. The holo started mapping and showed the beginnings of a tree at one end - then a big empty space (air) and started on the other end. Again it produced the first couple of rows (actually stops on the 7th row) then stopped with same error.
Anyone able to understand whats gone wrong please?
Cool! There are a few example projects in the Github organization, one for a tile entity centric implementation and one for a block driver based one. The former allows people connecting OC Cables directly to the implementing tile entity, the latter needs an OC Adapter present next to the block, but you won't need to mess around with @Optionals. Whichever you prefer. For more documentation there's a readme in the API package, and the Javadoc, of course.
(And no worries about the misspell, I honestly didn't even notice it >_>)
Oooh, I didn't know that, that's pretty awesome. Yeah, that sounds like a perfect application for computer integration! If you have any more questions / something is unclear, by all means, ask away :-)
Those look really neat! The default ones are deliberately 16x16 to fit with default Minecraft, so fidelity is obviously somewhat... limited. By that and my skill at pixel-art ;-) I can see yours going really well with high-res texture packs.
This indicates that .scan returns nil, the most common reason for that being that there's not enough energy in the system to perform the scan. There should probably be better error handling in geo2holo, but oh well. For now, try slapping a few more capacitors down, use the analyzer to check how much energy there is in the network, see if it's (close to) zero if / when it still fails.
Creator of OpenComputers. My Twitter. My Patreon.
Im looking for some help on learning the language used on the computers. Can anyone point me in the right direction please? I want to construct a program that will simply display a flashing SOS message on the screen.
How to use Drones ( and maybe Microcontrollers ) in OC 1.5.3 v10? When I set things in the eeprom, it just says in the Analyzer:
"Atempt to index drone, a nil value"
I just put something like loops and:
drone.move(5,5,5)
Well, I tried with and without the require command ( drone = require("drone) ), the only thing that changes is that when I do so it says:
"Atempt to index require, a nil value"
Which is pretty much the same error.
P.S: By far tested with the Microcontroller and redstone, and same thing. Maybe I can dig in the changelogs, but really, the wiki should state something like that, no?
I am a prehistoric histories and manga / anime fan.
Hello, I need some help, really...
Take a look at the tutorials, then experiment changing the resolution with "setResolution". The smaller the resolution is, the bigger the text will be. Colors are hexcodes. You just have to make the screen print the message, wait, clear, wait and then print again. Ex:
component = require("component")
graphcard = component.gpu
graphcard.setResolution(3,1)
for i=1,10 do
print("SOS")
os.sleep(1)
graphcard.clear()
os.sleep(1)
end
But if you really don't have too much experience on LUA, then I may help you, just PM me.
I am a prehistoric histories and manga / anime fan.
OpenComputers 1.5.4 is now available. I dub it "The Decoration Update". What's new? Glad you asked: 3D Printers! Also some bug fixes. But mainly 3D Printers!
As always, remember to make a backup of your world before updating.
Download in the first post or on Curse.
What
The 3D Printer is a new component that can be used to print custom "models" as blocks, to be placed in the world. This essentially allows you to print your own decorative blocks, with a few limitations. Most of the blocks in the image above are actually printed custom models. Here's what a printed block can be in the most basic form:
This already allows for a lot of freedom in creating custom decorative blocks, but that's not all!
This means you can also print trapdoors, levers and buttons - of any shape!
How
The printer is a machine that needs two resources to print models:
Printers are components like any other, so you can talk to it manually, if you like. To make things a bit easier, however, I wrote a small program to control the printers. It can be installed using the package manager: `oppm install print3d` (after installing the package manager from the OPPM loot disk using `oppm install oppm`; if you already have it installed, I recommend running `oppm update oppm` first).
This program accepts model files of a custom format. Here's a list of example models, as well as an example model file explaining the format of the model files. Run `print /path/to/model.3dm 10` to print the specified model 10 times, for example. Not passing a number will print a single block.
What you'll also see in the example models, is that textures are referenced by name. To get the name of a texture you can use a new tool in OC, the Texture Picker. Right-click a block in the world with it to have its texture name printed to your chat.
Also, here's a short video showcasing some of the functionality of the printers:
Forge MultiPart Support
The printed models are FMP compatible, i.e. as long as nothing collides you can cram multiple models into one block space, use them as cable covers or whatever else you need. Beware however that the overall number of shapes in a single block space still can never exceed the maximum number of shapes per state. So if you have, say, two models that use more than half of the maximum number of shapes in the same state, you will not be able to place them into the same block space. Models sharing a block space with other multi-parts still react to and emit redstone as usual. However, if changing state would lead to the model colliding with another part in the block, the state cannot be changed!
Additional Info
@TorakWolf: there's no global 'drone', it's a component you'll need to get first, e.g. like so: `drone = component.proxy(component.list("drone")())`
For more info on what's available on BIOS level, see the wiki: http://ocdoc.cil.li/tutorial:custom_oses
Creator of OpenComputers. My Twitter. My Patreon.
1.5.4 contents a 3D printer, but does a normal printer (ink on paper) already exsist as well ?
There's the OpenPrinter addon.
Creator of OpenComputers. My Twitter. My Patreon.
Nice 3D printer, it's almost like you create your own ( functional ) blocks!!! I can Imagine one password to my base that is one maze of those blocks!
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 am a prehistoric histories and manga / anime fan.