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Sangar last won the day on September 20 2016

Sangar had the most liked content!

About Sangar

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    OpenComputers Developer

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  • Minecraft
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  1. Just a quick heads up: apparently saving doesn't work correctly when using LuaJ (which is entirely LuaJ's fault, just wanting to let people know). MoonlightOwl: If you can tell me why and what in LuaJ it is that is breaking it, or even better, make a PR to https://github.com/MightyPirates/OC-LuaJ that'd be great!
  2. Sangar


    You can grab the theme from userstyles.org.
  3. Sangar


    There you go, made that screenshot just for you:
  4. Ah, yeah, no continuous rotation on the holograms. I actually tried that, and found it looked horribly out of place
  5. Hit the projector with a wrench on the top or bottom.
  6. 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
  7. Let's start with a bit of history, shall we? A long, long time ago, in an internet far, far away, I was asked to add a little something to OpenComputers. This little something was supposed to be a kind of reward. For what? Why, a gloriously glorious competition, a battle to the death, an unprecedented spectacle of epic proportions, rivaled merely by the occassional drama so fanatically craved by the Minecraft community. I sat down. I started thinking. I had a drink, did some more thinking. Then, a brilliant idea. Alas, it was a horribly uninteresting and boring idea, so I scrapped it. In fact, it was so boring, I even forgot what it was (totallynotcapes). However! Another idea was born, and behold, it was beautiful. And cute. Some might even use the term "adorable" to describe it. Once implemented, the hurdles of which are a different story, for a different day, I awaited the return of the master of the tournament. A month passed, then another. About half a year had gone by when he was seen again, only to disappear onto another secret mission. Information was scarce, cynicism started to spread like wildfire. Was it a hoax? Was there a point to this? Yet, unlikely as it was, another half year later, he reappeared, out of a cloud of smoke. Or something like that. Promises were made, channels were created, hype trains were set in motion. Very jerky, heavily obstructed motion. I'm not sure you could really call it "motion", come to think of it... anyway! As I was saying, things were happening. One way or another. A date was found, participants were to be had. The date passed, someone did something, someone else said "oh, but it was supposed to be next weekend", everyone else was like "yeah, right", and noone really seemed to care anymore. In fact, said master of the tournament hasn't been seen since, to the best of my knowledge, nor the single participant - and therefore unchallenged winner (if you read this, tell me your ingame name, Wobbo). So where does this leave us, and why did I tell you this, and what the heck is this thread all about? Well. After all of the above, I'm now left with them special thingers, not really knowing what to do with them, how to decide on whom to give them to. All of that while being repeatedly asked where one can get them. Or demands to get one. Possibly involving threats by means of Scala code ported to Java. So this is what this thread is for. You can get one, now! Maybe. Possibly. If I like you. Or, at an attempt to be somewhat more objective, if you developed a not utterly obscure addon for OpenComputers. Or contributed to OpenComputers in a non-trivial way (no, robot names do not count). The short of it is, this thread shall serve two purposes: it allows addon developers to pitch their mod in the most fabulous of ways, in a central place people can be directed towards, and it allows superior beings to get a special thinger. And it may also be a bit of a motivator for modders to make an addon / finish their projects. Finally, here's the rules: The first rule of... this thread: the special thingers must be referred to as special thingers in this thread. Prepare to have your post edited if you slip. Do not post unless it's to request a special thinger. Off-topic posts will be hidden/deleted at our discretion. When requesting, explain why you think you deserve your special thinger ™. Put some effort into your post. If you made an addon, give a short sales-pitch of it, and ideally prove that it's not just a tiny tweak-mod that only you and your two imaginary flamingo friends use, for example via Curse download numbers. If you contributed to OpenComputers in some other way, explain how, what it did for OpenComputers, and why you think that that's worthy of a sh- special thinger ™. Tell me what color you want. Ideally as three floats, used for the color multiplication, but if I lost you there, an RGB value is fine, too. Tell me your Minecraft name. Since this will go into a publically readable file on Github, you have to be OK with it being exposed. Let the shameless advertising begin!
  8. Sangar

    The Basics

    Ah, another link in hiding, thanks. Updated.
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. If you wish to help testing the latest version of the mod, you can download the development snapshots from the build server. Warning Keep in mind that these versions may be broken or break things, and that they may change drastically between builds. In particular, compatibility between saves is not guaranteed (they are in 99% of all cases, but still, dev builds!), meaning while the final builds will be compatible with the previous release, there may be intermediate builds that aren't. When using the development snapshots, always make sure to backup your world. Terrible things may happen. On the plus side, you'll get the latest features and usually more bug fixes than additions. If you're still not discouraged, you can download the latest development snapshot here: Download Latest Development Snapshot for MC1.7.10 Download Latest Development Snapshot for MC1.10 Download Latest Development Snapshot for MC1.11 Download Latest Development Snapshot for MC1.12
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