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Vexatos

Developer
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    11
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    4

Reputation Activity

  1. Upvote
    Vexatos reacted to asie in OC-Staging (unofficial, experimental OpenComputers fork) Feedback Thread   
    A while back, I've quietly released an unofficial, experimental OpenComputers fork called OC-Staging, available here. The key features as of writing include:
    Optimized GPU rendering code, providing up to 2x better performance (in terms of frame rendering time), LuaJ and JNLua bugfixes and updates, Native Lua performance improvements, Lua 5.4 support! (currently on lua-5.4.0-beta) This is the feedback thread for this fork, as input is sought before merging the changes back into OpenComputers due to their potentially invasive nature (for bug reports, please use the issue tracker).
  2. Upvote
    Vexatos reacted to asie in OC-Staging - unofficial experiments with major internal changes   
    Hey! I'm asie, and while I'm not an official certified OpenComputers developer, I contribute to the project from time to time. However, for a long time, I've had some types of patches in the pipeline that couldn't quite reach the upstream - fixes and changes like:
    a screen renderer rewrite, with major performance boosts; updates to JNLua and LuaJ, fixing bugs and significantly improving performance; Lua 5.4.0 support. For the purpose of testing these changes as a way to see if they are ready for mass adoption, I've created a fork of OpenComputers called OC-Staging. It is available right here to download. The more people give their feedback (even if it's as simple as "I've ran it on my server, no problems found!"), the sooner we can bring those changes and improvements to upstream - and also, free resources to working on more exciting changes!
    To give feedback, please post in the feedback thread or report bugs on the issue tracker. You can also find me on the #oc IRC on EsperNet.
  3. Like
    Vexatos reacted to asie in Introducing "Lunatic"   
    No spoiler in the title. Just watch the video.
    EDIT: Apparently someone's ComputerCraft fork is more findable on Google than the original OpenComputers repository, so here's the official source code: https://github.com/asiekierka/lunatic86
     
     
  4. Upvote
    Vexatos reacted to ZeroNoRyouki in Big Reactors Grid Control   
    Hi,
    I've just posted and updated version of ER on Curse (It's under review right now). All the Callbacks are back to the old-direct-call-we-dont-care-about-threads-because-who-knows way of the original code. You must break and replace all your computer ports to see this in action
    Z
  5. Upvote
    Vexatos reacted to XyFreak in Big Reactors Grid Control   
    Hi everyone.     A while back I promised more releases, so here you go: Big Reactors Grid Control is a multi reactor/turbine controller for Big Reactors and Extreme Reactors. Mission goal: Be the best big reactors controller there is. Nothing more, nothing less.
    First things first - here's the website: https://tenyx.de/brgc/
    NOTE: Due to a bug with OpenOS 1.7.4, BRGC will not work with that version. Please update to 1.7.5.
    Main features Active and passive reactor support Support for multiple reactors and turbines at the same time (n:m) Control active and passive reactors with the same controller Automatic configuration of everything (EVERYTHING!) Setup instructions
    wget the installer from here: http://xypm.tenyx.de/standalone/brgc_installer.lua Run it Done Big Reactors Grid Control comes with three rc.d files:
    /etc/rc.d/brgc_reactor.lua /etc/rc.d/brgc_turbine.lua /etc/rc.d/brgc_grid.lua If you want the controller to run at boot time, you can just use OpenOS' rc.d schema.
      There's a GUI as well as a command line utility for advanced users.
    To start the gui, simply run "brgc_gui" and watch the magic happen.
    The gui scales the screen resolution to match the screens ratio and should scale with basically all screen setups.
    I recommend 3x2 or 4x3 screens.
     
    As of now the command line utility allows you to do (almost) everything you can do with the GUI and also allows you to change the controllers configuration at runtime (if you so desire).
    Check out "brgcctrl help" for further information.
     
    How to set up the grid
    In a basic setup you just interconnect everything:
    All active reactors can output steam to all turbines. All passive reactors and turbines output energy to the same grid.
    You CAN have passive reactors and turbines output energy to different energy grids.
    While this poses absolutely NO problem for passive reactors, you will have to set some turbines to "independent"-mode (more on that below).
    If you want your reactors and turbines to properly cooperate, you'll also need to connect at least one energy storage block to your energy grid.
    Currently supported storage "blocks" are:
    EnderIO Capacitors (requires the mod "Computronics") Draconic Evolution Energy Storage multiblocks. RFTools Energy Cells Thermal Expansion Energy Cells Mekanism Induction Matrices You can connect them using OpenComputers Adapters.
     
    Discovering new components As mentioned before the controller tries to autoconfigure everything:
     
    Passive Reactors When a new passive reactor is connected to the controller, the controller will first try to measure its maximum energy output. The reactor will have its output increased step by step and the average (interpolated) maximum will be used for that value (CALIBRATING).
    After calibration has been completed, the controller calculates the most efficient energy output of the reactor.
     
    Active Reactors
    When a new active reactor is connected to the controller, the controller will first try to measure its maximum steam output (CALIBRATING). For this to work correctly the reactor must be able to output at least SOME steam (read: you need a consumer) and you will need to provide sufficient ammounts of water. The controller will detect reactors with a potential steam output greater than 50 B/t and limit its energy accordingly.
     
    Turbines
    When a new turbine is connected to the controller, the controller will first try to measure its maximum energy output (CALIBRATING). For this to work, make sure your turbine is built correctly. This means your turbine can be run at maximum supported steam (25mb/t per blade) without exceeding 1950 RPM. Should your turbine exceed 1950 RPM at any stage, the controller will shut down the turbine and flag it as failed.
    Note: Your turbine is NOT required to be able to process 2000 mB/t. Smaller turbines work perfectly fine.
     
    Screenshots
    After this wall of text, here're some screenshots (pre 4.2).
     
    Setup:  
    Main view:
     
    Passive reactor details:
     
    Active reactor details:

     
    Turbine details:
     
    Let's go in order:
    When you start up the GUI you will be presented with the main view.
    Here a combined overview of passive reactors, active reactors and turbines will be presented.
    You can click (or touch) on any of these items to open up a detailed view of the component.
    Here you can enable/disable the component or change its behaviour.
     
    What behaviour? This is where it gets interesting.
     
    Passive Reactors You will notice that passive reactors have two modes and an "auto" mode.
     
    PWM This is the behaviour everyone knows: The reactor gets turned on when its internal energy storage drops below 10% and gets turned off when the energy storage exceeds 90% of it's maximum capacity.
    In PWM mode the reactor will generate energy at its most efficient rod level.
    Overall this mode allows the reactor to generate energy as efficiently as possible as long as your actual energy consumption is below or equal to its optimal energy output.
    But sometimes you need just a bit more energy and you don't want to upgrade your reactor or build a new one. "Classic" controllers will fail to produce sufficient ammounts of energy here.
     
    This leads me to the second behaviour: Load
    In "Load"-mode the reactor will always aim to produce energy at the same rate as it's consumed. Maybe some people already suspect what that mode is all about: It's a PD-like regulator.
    While "Load"-mode is not as efficient as PWM-mode in situations where the energy consumption is below the optimal energy output, it will guarantee you're never running into energy shortages - provided you're not exceeding the reactors maximal capacity.  
    Auto "Auto"-mode aims to eliminate the disadvantages of both modes by combining them:
    If the energy consumption can be satisfied with PWM-mode, PWM will be used. If the energy consumption is above optimal levels, "Load"-mode will be used instead.
    As a result, "auto"-mode generates energy as efficient as possible while always saturating your energy demands.
     
    Active Reactors As of now, active reactors only operate in "load" mode. Steam is consumed and produced way too fast and the reactors internal steam storage does not allow for anything else.
     
    Turbines
    Turbines controlled similar to reactors in "load" mode: The controller will always try to balance the turbines internal energy storage out to 50% by using a PD-like regulator.
    Turbines can be operated in "ganged"-mode or in "independent"-mode, with "ganged"-mode being the default.
    The only difference between these two modes is that turbines in "ganged"-mode can be shut down by the controller, while "independent" turbines will always be active, even if they overproduce energy at the lowest RPM allowed.
    This is handy if one (or more) of your turbines produces energy for a seperate (dedicated) energy grid but has to be controlled by the same controller. If such a turbine is not in "independent"-mode it may be shut down which will lead to energy failure in that grid.
     
    That's it for now. If you have any questions, want to report bugs, etc., feel free to drop a message here.
    Also: Do you want an indepth tutorial on how to use the command line utility? Need a description on what the GUI is actually showing?  
    Have fun XyFreak  
  6. Upvote
    Vexatos reacted to payonel in Big Reactors Grid Control   
    Read, "where the call takes at least one server tick"
    Here: https://github.com/MightyPirates/OpenComputers/blob/f5c19e9e7e0006d3403c7bf0b44dfb970cee8a2f/src/main/java/li/cil/oc/api/machine/Callback.java#L43-L59
  7. Upvote
    Vexatos reacted to Michiyo in The thread about bragging and special thingers   
    I want a Special Thinger ™!
     
    Author of OpenPrinter, and OpenLights with 600+ and 200+ downloads respectively. http://www.curse.com/mc-mods/minecraft/225127-openprinter and http://minecraft.curseforge.com/mc-mods/225225-openlights, I also contributed a bit to the IRC program
    OpenPrinter adds Text printers and scanners to the game, and OpenLights adds a colorable light block.
     
    I guess for color 255 0 0 (assuming that's Red
    IGN is MichiyoRavencroft
     
    Thanks, looking forward to my Special Thinger ™
  8. Upvote
    Vexatos got a reaction from Sangar in The thread about bragging and special thingers   
    Okay, here we are:
    I'm currently maintaing Computronics, a mod made by asie that adds ComputerCraft/OpenComputers integration to a lot of mods (15 to 20, can't remember) and adds a whole bunch of more or less interesting new blocks and items for those mods, especially OpenComputers. If you ever wanted to play your own music to other people using in-game tape drives, wanted to create your own highly secure money system using RSA codes, wanted to automate an entire Railcraft rail network using computers, this is a mod you might like. As far as I know, it's currently one of the largest OC addons out there.
     
    Regarding contributions to OpenComputers, well,
    I improved the pastebin program, adding the put and run commands I created the refuel program on request I created the go program for robots I created the note API for easy note/MIDI code/frequency conversion All those programs are built into OC now, but
    I also created the Song API which allows you to play whole songs using only the computers' beep sounds or, alternatively, the Computronics Beep Card. This API, among many, many other programs, can be found on OpenPrograms, an open place on the Internet I made where everyone may upload their OpenComputers programs to, think of it as a more organized and more permanent version of pastebin dumps, with the additional benefit of Version Control. For this place I also created OPPM, the OpenPrograms Package Manager, a nice program found on an OpenComputers loot disk which allows you to easily download and update those programs you find on OpenPrograms, but also some programs not found on there. It is designed to be as light as possible and currently fits into 17 kilobytes. Everyone may contribute to the packages it publicly provides, but it also allows local package registration. Obviously I created a few other OpenPrograms programs as well, like a very light BigReactors reactor control program. Also,
    I did quite a few miscellaneous fixes. This should be enough for now. Requesting special thinger™ No. (0.18, 0.95, 0.922). IGN is Vexatos (shocking, I know). Thank you very much.
    [/brag]
  9. Upvote
    Vexatos reacted to Sangar in OpenPrograms   
    There is a Github organization named OpenPrograms which a couple of us use to share our OpenComputers related programs. Feel free to have a look, you may find something useful there! If you wish to contribute / have a repository in that Organization, just ask - either here or on the IRC.
     
    OpenPrograms on Github
    The OpenPrograms program list
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