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THIS MOD IS NO LONGER SERVICED, PLEASE DOWNLOAD THIS INSTEAD!!! A while ago there was a post on here about someone making custom cases, I am not that person but I do have a release. This may be improved upon in the future but as of right now it is in a completely usable state. This is a client side replacement for opencomputers. Do not use with normal opencomputers. This will be updated to release versions of OC and will not be for 1.7.10 Theoretically this should be usable as a client connecting to a server with normal opencomputers, this was not tested. To use this install this modified version of opencomputers, it includes a custom case with it. If you want a different case you can choose to install a resource pack, I have made 2 so far. If a resource pack says it is incompatible for any reason ignore it, it's a single number in the pack.mcmeta that has to be different for certain minecraft versions, it will not effect the pack. The default case that comes with the mod: 1.10, OC version 1.7.3 1.11, OC version 1.7.3 1.12, OC version 1.7.3 NZXT Case: download IBM 5150 Case: download Let me know of any issues, or any suggestions for future cases.
OpenComputers version 1.7.3 has been released for MC Versions 1.7.10, 1.10.2, 1.11.2 & 1.12.2 As always, remember to make a backup of your world. Got an issue? Post it on the GitHub Issue Tracker or the support section of the forums. Download on Curse. New Features/Support Misc: Greatly improved Lua execution speed (asiekierka) That means OC now executes Lua code roughly 70% faster than before. Misc: Improved Filesystem and block data saving performance Saving computers to disk is now anything between 5 and 500 times faster than before, depending on your system. Maybe even more. Added: The Net Splitter is now a net_splitter component This allows using computers to connect and disconnect various parts of your network. Make sure not to accidentally disconnect your controller! Added: New feature for filesystems: Locked mode! A locked filesystem is read-only and cannot be unlocked unless recrafted or its mode is switched between managed and unmanaged, either action wiping the drive. The name of the player who locked it is shown in the tooltip, allowing authenticated sharing of data. Added: Bundled redstone support for ComputerCraft (SquidDev) Added: debug.getlocal and debug.getupvalue They only return the name of the variable, and nothing else. Added: isSunVisible, canSeeSky, and detect to geolyzers Added: Allow using morse code patterns like .-. in computer.beep Added: redstone component's setOutput can now accept values larger than 15 Added: Allow the keyboard to connect to screens in more ways than before, e.g. facing a side of the screen other than its front Added: Readded Project Red support on Minecraft 1.12 (BrisingrAerowing) Added: Driver for the Reactor Chamber from IC2 Added: Inventory GUI for the rack-mounted disk drives Can be accessed either by clicking on the rack or by right clicking the drive in your inventory. Added: getMerchantId to trade offers from the Trading Upgrade to help with sorting them Added: Readded AE2 power support on Minecraft 1.12, meaning you can now power your computers directly off the ME network again. Added: scanContentsAt to debug card Added: More accessible information from Draconic Evolution items Added: Waypoints can now be placed facing up or down Added: You can now craft two linked cards together to link them to one another This will unlink them from any previously connected Linked Card. The link channel is also exposed as a property on the item that transposers etc. can read, meaning that you can easily manage multiple linked cards. Added: Allow setFrequency on owned Ender Storage chests (payonel and amesgen) Added: You can now trigger wake-on-LAN over Linked Cards Added: chunkloaderDimensionBlacklist and chunkloaderDimensionWhitelist to config for (dis)allowing certain dimensions for the chunkloader upgrade Added: disk_drive.media function that returns the address of the inserted floppy disk Added: Forge Energy support to items Battery upgrades, tablets, and hover boots can be charged in Forge Energy compatible devices Battery upgrades also support power extraction, allowing them to recharge Forge Energy devices acting as normal batteries Added: The Analyzer now reports the internal components of an Adapter block when right-clicked Changed: redstone_changed event for bundled signals Now includes the colour that changed, and only reports the old and new values for that colour Changed: The order in which cases are filled with components is now based on the slot tiers Changed: OpenComputers is now a lot more quiet in the server log. (kmecpp) Changed: robot.suck, robot.suckFromSlot, and transposer.transferItem return values Instead of true, they now return the number of transferred items on success. Changed: Use less annoying particles for nanomachines Changed: Increased default number of platters in an (unmanaged) Tier 3 Hard Drive from 6 to 8 You will have to update an existing config yourself by changing hddPlatterCounts. Misc: Improved cable rendering (SquidDev) Misc: Robot inventories should now be compatible with even more modded inventory manipulation things Misc: Robot Crafting (the Crafting Upgrade) should now be compatible with even more modded recipes Misc: Screens should now stop working a lot less on server restarts etc. and be generally a lot more robust Misc: Robot swing and use should now be a lot more robust and work with a lot more modded items like Hammers and Bows from Tinkers' Construct Misc: Robot tank interactions should now work well with a wide range of modded tanks. Misc: Improved chunkloader upgrade (svitoos) Chunkloaders are now allowed in Microcontrollers. Misc: Added more unicode glyphs to font (asiekierka) Misc: The default Lua EEPROM now uses less RAM Fixed: Inventory loss during minecraft server crashes Fixed: Crash when placing microcontroller Fixed: Allow the robot to swing at anything that would block its movement Fixed: oc_nanomachines or oc_nm command not always working on servers Fixed: Item duplication bug involving robots and voodoo magic Fixed: Robot move commands not always actually returning whether the robot really moved or not Fixed: Forcing the use of the LuaJ architecture not forcing the use of the LuaJ architecture Fixed: transferItem checking the wrong side (cyb0124) Fixed: "Unknown error" when transfering fluid to certain machines Fixed: Item duplication bug involving drones and Wither voodoo magic Fixed: Potential error with IC2 on launch Fixed: Robots eating items they shouldn't eat when crafting Fixed: Angel Upgrade not doing the one job it had Fixed: Robots being really bad at trading with villagers. They were sent to business school so now they are a lot better at it. Fixed: Robots forgetting how to move Fixed: Item duplication bug involving robots and drones doing shady business with one another Fixed: Network floppy disk not installing Fixed: Fluid duplication bug involving robots being bad at draining fluids Fixed: Drones getting funky after a wake-on-LAN Fixed: Weird item update glitches involving robots and certain blocks like AE2 Interfaces Fixed: Item duplication bugs involving EEPROMs' desire to behave like quantum particles Fixed: Various fixes to AE2 integration slot parameter in exportIntoSlot of the Export Bus is now an optional parameter Fixed: Crash with Applied Llamagistics Fixed: Crashes when you try to spawn computers by... unconventional means Fixed: Setting enableNanomachinePfx to false in the config not actually doing anything Fixed: When a robot gains experience, it now properly triggers modded effects that happen on XP Orb pickup Fixed: Confusing Analyzer reports on computers that are shut down Fixed: Microcontrollers now properly shutting down internal components Fixed: Leash upgrade erroring for addon developers (josephcsible) Fixed: World Sensor Card crafting recipe on Minecraft 1.10 and above Fixed: Client crash involving cables and chunk loading (thiakil) Fixed: Tablet screen freezing on certain events Fixed: Terminal servers not properly connecting their Remote Terminals Fixed: Lightning issues with ShaderMod (paulhobbel) OpenOS fixes/improvements Added: reset command that clears the screen and resets the resolution to maximum Added: rc errors are now being logged to /tmp/event.log Added: -f option to cp Added: aliases as part of tab complete in shell Added: devfs psuedo files can now be zero-size Added: Allow processes to handle hard interrupts The process metadata now contains a signal field that is triggered on hard interrupts Added: Support for \b and \r characters to tty Added: Cut and Uncut to edit (AntiBlueQuirk) Ctrl+K to cut, Ctrl+U to insert a line Misc: tty and cursor logic separated, reducing memory cost for custom cursor behavior with term options Misc: Improved command substitution, now more like Linux sh Misc: less is now the program used for man Fixed: Various vt100 fixes Fixed: Processes now close file handles on exit Fixed: Autorun on read-only filesystems Fixed: Crash in edit List of contributors payonel, Vexatos, asiekierka, SquidDev, kmecpp, BrisingrAerowing, cyb0124, svitoos, AntiBlueQuirk, josephcsible, amesgen, thiakil, paulhobbel
OpenComputers 1.5.9 is out now! More integration with other mods, a couple of bugfixes. As always, remember to make a backup of your world before updating. Download on Curse. Added: Charger can now be used to charge battery upgrades, as well as other energy items (e.g. RF or EU powered items). Added: The experience upgrade can now consume enchanted items and XP bottles for experience. Added: Integration with IngameWikiMod (made most pages from OC's manual available in it). Added: OpenOS' shell now supports piping (e.g. cat < f1 | cat >> f2). Added: Support for BluePower's bundled redstone. Added: Support for more GregTech machines in recipe definitions. Added: Waypoint block, can be queried using navigation upgrades. Changed: Reworked logic for rendering upgrades on robots. Makes it easier for addons to render their upgrades, and makes it work in MC 1.8 again. Fixed: Drones losing their name when changing their EEPROM. Fixed: Potential client-side log spam in disassembler GUI when disassembleAllTheThings was enabled. Fixed: Robot animations continuing when game was paused. Fixed: Robot rendering potentially leaving OpenGL state in a way that leads to certain blocks to not be rendered. Fixed [MC1.8]: A few potential NPEs. Click here to view the article
Mostly bugfixes since the beta. Changelog copied for convenience, because you really should read it. Really. READ THE CHANGE LOG! As always, remember to make a backup of your world before updating. Download on Curse. This update contains some major changes, so be sure to read the change log. Also, due to these changes, this version may have some neat new bugs hidden in it, in particular in the way robots' and drones' inventories work and how they interact with the world. Added: eeprom.getData/setData for storing a 256-sized byte array. Changed: Microcontrollers are now fully sided, i.e. they do not pass power, network messages or component access anymore. They can select to which sides they send network messages, however, allowing use as advanced switches. Changed: Internet card now uses userdata for opened connections. The internet library didn't change and remains backwards compatible. However, if you used the internet component directly, you'll need to adjust your code. Changed: Drones can now place blocks and break blocks that can be harvested by hand. Changed: Robot movement restrictions added. They have a limited flight height when in mid-air now (default is eight for now, may add upgrades to boost it). Their movement logic after a good amount of discussion can be summarized as such: Robots may only move if the start or target position is valid. The position below a robot is always valid (if it isn't solid). Positions up to flightHeight above a solid block are valid. Any position that has an adjacent block with a solid face towards the position is valid. Changed: Methods inserting into robot/drone inventories (*.suck()) will now prefer inserting into the selected slot over merging into an existing stack. Removed: computer.getBootAddress/setBootAddress, this is replaced by eeprom.getData/setData. The new Lua BIOS will provide a temporary fallback that uses the EEPROM's new methods. IMPORTANT: you will need to recraft your Lua BIOSes, the old ones will error. IMPORTANT ADDITIONAL NOTES This version should be world-compatible with 1.4, i.e. blocks and items should be safe. Computers will stop due to computer save-state incompatibility. You will also need to re-craft your Lua BIOSes due to a low-level Lua API change (the one that causes the save-state incompatibility). There were some changes to the Java API. I don't think many mods use the parts that changed, but you may encounter issues with those until they also update. The version for MC 1.8 should be considered beta, please report any issues with it over on Github! Click here to view the article
OpenComputers 1.4.4a is now available. More bugfixes. As always, remember to make a backup of your world before updating. For downloads see Curse. Fixed: IC2 is recognized as energy providing mod again (note: it still worked as long as there was another supported power providing mod present, but OC went to no-power mode if IC2 was the only such mod present). Fixed: Negative values for width/height of gpu.copy/gpu.fill doing bad things. Fixed: Forgot adding backwards compatibility to inventory_controller.getStackInSlot; sides.back now refers to the robot's own inventory again. However, please transition to using inventory_controller.getStackInInternalSlot for this. Fixed: Drones with an active leash causing leash items to be dropped when picked up (shift-rightclicked). Fixed: Leash on drones not rendering centered on drone. Fixed: Potential NPE in Waila handler. Click here to view the article
OpenComputers 1.4.4 is now available. Mostly bugfixes. As always, remember to make a backup of your world before updating. For downloads see Curse. Added: Creative Drone and Microcontroller cases. Added: Preconfigured Robot, Microcontroller and Drone to creative tab (Microcontroller and Drone still need a programmed EEPROM to be put useful). Added: EEPROM cloning recipe (EEPROM + EEPROM -> 2x EEPROM with same data). If one is empty, the one with data is preferred. If both have data, the first one gets copied onto the second. Added: Waila options for toggling energy, address and component name. Added: eeprom.getSize, eeprom.getChecksum and eeprom.makeReadonly(checksum). Added: file:read("*n") implementation (thanks Soni). Changed: Coloring tooltips of devices according to their tier now. Fixed: robot.drain and robot.fill not always returning the amount transferred. Fixed: EEPROM being network visible. Fixed: EEPROM component proxy being fetched too early in flash.lua. Fixed: Inventory slot offset for tank controller upgrade. Fixed: NEI item hiding derp. Fixed: NPE in AE2 controller driver usage screen when AE2 channels are disabled. Click here to view the article
OpenComputers 1.4.3 is now available. It brings drones and a tier two microcontroller, as well as some more mod integration. As always, remember to make a backup of your world before updating. For downloads see Curse. Added: Drones, less powerful but faster entity-based robots. Added: Access Points can act as plain access points now (i.e. you can disable them bouncing wireless messages they receive; they always acted more like repeaters before). Added: Tier 2 Microcontroller, most important differentiation is that it has a T2 card slot, so it can use bundled redstone, e.g. Added: World Sensor Card, integration for Galacticraft, allows reading atmospheric information. Added: Leash Upgrade, can only used by drones for now, allows drones to drag around animals. Added: API callback to allow the color of robots' power indicator (light strip). Added: Several blocks now have customized Redstone Comparator outputs, e.g. computers depending on whether they're running or not. Added: Several blocks now implement BuildCraft's IHasWork API, meaning similarly to how Redstone Comparators are powered you can now use gates' "Has Work" state in combination with these blocks. Changed: Faster GPU draw calls. Finally got around to do some proper testing and verified the old limits were a tad too conservative. It only took me a year! Fixed: Potential crash when starting a computer on older Windows systems. Fixed: Tier 2 redstone cards not being available if only a wireless redstone mod was present (but no bundled redstone mod). Fixed: Bugs discovered in the beta. Click here to view the article
OpenComputers 1.4 is now available. Even more important than usual, remember to make a backup of your world before updating. Seriously. Do it. For downloads see Curse. VERY IMPORTANT You cannot downgrade to OC1.3, after loading your world in OC1.4, without losing converted blocks. To future-proof things, the way blocks are handled internally has been switched around a bit in 1.4. This means all of the old blocks have to be converted to the new format. For blocks that are in the world this happens automatically. For blocks in inventories, this also happens automatically if they are in a player's inventory. It's really not that big a deal, but I want to make sure you're aware of this, to avoid unnecessary confusion. Added: More NEI integration. When showing the usage information of an item (default is `U`, at least for me), for OC items there are now one or two new pages. One with a manual, describing the item, and one with API documentation (i.e. callbacks exposed by the component provided by the item). Added: `geolyzer.analyze` callback, allows reading more in-depth information on blocks directly adjacent to the geolyzer / robot / whatever the geolyzer is built into. Added: Database component; primarily used for AE2 export bus driver for now. Allows storing representations of item stacks to be referenced by other components. This was added to allow passing item stacks with NBT information to some callbacks without having to expose the actual NBT to scripts. Added: Password char support for `term.read` (e.g. `term.read(nil, nil, nil, "*")`). Added: Access lights to computer cases, disk drives and servers to indicate disk / floppy access. Added: Permission check when changing sign text via sign upgrade. Added: Better support for custom CPU architectures. In particular, when registered, OC's CPUs can be simply reconfigured to another architecture by shift-right-clicking them. Not that there are any released ones, yet, to my knowledge. Added: Logic to prevent putting components into devices where they could not be used anyway, e.g. redstone cards in tablets. Added: Wobbo's rc script system to OpenOS. Added: Loot disk with Magik6k's network stack. Changed: Integrated OpenComponents (interaction with other Mods). The OpenComponents addon is no longer required in OC 1.4 (on the contrary, it mustn't be present, because it uses the OC 1.3 API). Changed: Reworked power conversion. Different blocks now accept external power at different speeds. Check the tooltips! Changed: Reworked call limits. The speed with which certain operations can be performed in OC are controlled by "call limits", e.g. how many times per tick a computer may tell the graphics card to update. This is no longer per component but per computer now, and different CPUs have a different call budget - that means T3 CPUs are actually faster than T1 CPUs now. Changed: Improved and updated some third-party block drivers. Changed: The adapter now has an inventory with one slot, which can take certain upgrades such as the inventory controller, tank controller and sign upgrade. Some functionality previously provided out of the box is now only available via these upgrades when put in an adapter. Changed: Updated some mods' APIs. Changed: `robot.durability()` now returns a single number, 0 = broken, 1 = no damage. Internally this now uses handlers for specific mods' items. If you know of items from a mod that are not working as expected, let me know. Removed: MJ support. Fixed: Stuff. Probably. (Honestly, I can't remember if the recent fixes were fixes for changes introduced by 1.4, or something older...) Also, as the version bump implies, OC's API changed enough to break stuff using the OC 1.3 API. If you're a modder using the OC API and haven't updated already, please do so at your earliest convenience. If you're not a modder but know a mod uses the OC API and hasn't updated yet, please let the author know about the change. Most of the changes won't require a lot of adjustments; to make updating less frustrating, the things that have changed in the API are documented on the wiki.Click here to view the article
The first beta of OpenComputers 1.4 is now available. There are relatively few gameplay changes, the main reason for the version bump is that the Java API has been cleaned up and expanded a bit, making it incompatible with the 1.3 version. This means combining OC 1.4 with other mods using the OC API will - in most cases - not work well until they update to the new API. There are no breaking changes on the Lua side. Lua programs should continue to work as they are. Even more imporant than usual, remember to make a backup of your world before updating. Seriously. Do it. For downloads see Curse. Modders: if you're using the OC API, please update the the new API at your earliest convenience. For most of you the changes should be relatively painless, and mostly involve adjusting imports due to a bit of refactoring. I tried to document most (all?) of the changes in this wiki article, which also provides information on how to adjust for each individual change. Players: if you know a mod that uses the OC API, please kindly ask the mod's author to update it, thanks! You might want to want to point them to the wiki article mentioned above. It should make updating a bit easier. VERY IMPORTANT No, seriously! The future of the world depends on you reading this part. Well. Your world. Ready? To future-proof things, the way blocks are handled internally has been switched around a bit in 1.4. This means all of the old blocks have to be converted to the new format. For blocks that are in the world this happens automatically. They should keep their inventory and other state information. All you have to do is make the chunk the blocks are in load once. For blocks in inventories, this also happens automatically if they are in a player's inventory. So if you have some OC blocks in chests or an ME system or so, pick them up once, then you can put them back. Keep in mind that this means you cannot downgrade to OC1.3, after loading your world in OC1.4, without losing converted blocks. So what did change? As mentioned, the Java API for one. This has relatively few immediate effects, but will allow for some much more interesting addons in the future. OpenComponents has been discontinued; it is now a part of OC itself. A few things have also been added. Note that recently naming was fixed, so some blocks' components might appear under a different name. They always should have, but I'm afraid there was a small implementation mistake that lead to them having a generated one (e.g. AE2's controller is now properly called `me_controller` again). As for additions, MFR's safari net content is now added to item stack info (unless it's a "mystery" one), and there's now a driver for AE2's export buses. And since this kind of falls into this category: instead of the "unlocalized name", the item stack converter now properly uses an items/blocks identifier (e.g. `minecraft:dirt`) for the name field, now. Power conversion has been reworked a bit. Different blocks now accept external power at different speeds. The exact rate is listed in the tooltips. This should encourage the use of power converters, for example, and will hopefully make it a little more clear which blocks accept external energy, and which don't. Note that access points now also require energy to send wireless message, regardless of the source. So if you have a "solo" one sitting next to a CC computer, you'll now have to connect it to some power. Execution limits have been reworked a bit. Previously the number of operations computers could perform was limited per component. Now they each have a "call budget" that is shared for all components. This makes some neat implementations such as pseudo-SLI (using multiple graphics cards for faster screen updates) less feasible (sorry, it was really cool!) but has the massive advantage of being overall more... consistent. The actual call budget also depends on the CPU installed in the computer now, so better CPUs actually mean faster computers now. More NEI integration. For many blocks and items their component API is now documented in an automatically generated NEI usage page. There's also an additional usage page for many blocks and items that documents their general use and behavior. Adapters have been reworked a bit when interacting with inventories / tanks. They now no longer can access these per default. Instead, they now provide an inventory slots for upgrades. The two upgrades supported for now are the inventory controller and the tank controller upgrades, which provide the functionality that was previously built-in. Eye-candy: disk activity is now not only indicated via sound, it also triggers a disk activity "LED" on computer cases, disk drives and servers. Click here to view the article