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Sangar

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Everything posted by Sangar

  1. Ahh, I see. That makes sense then, yeah. Sounds like a sound design! (hah) Maybe flag the EEPROM memory as dirty (after loading / construction / it changing) and update it when accessing it, in that case? Would avoid any special code for loading, I think. The RAM-less mode sounds like an interesting challenge. And useful. It could allow a BIOS to bind the GPU to a screen, so that "need memory to boot" errors can actually be displayed on those, and you don't need an analyzer to get that error message.
  2. Indeed, since whatever you do in `runSynchronized` is up to you, you can request a that and do nothing in the actual call, to force a wait for the next game tick. Correct. The component cannot be accessed at that time, because the network has not yet been rebuilt. I'm curious: why do you need the contents of the EEPROM at that point? Wouldn't it have been copied into the byte array used as memory, and therefore restored already, if the machine were restored from a running state? And if the machine wasn't running, wouldn't it not matter, since it'd be enough to access it once requested
  3. You can use `component.get(addressPrefix)` to get the full address.
  4. OpenComputers 1.5.7 is out now! Biggest addition this time is the ingame manual. That's right, OpenComputers officially joins the book club now. It's kind of wiki-ish-ly structured, and contains documentation about pretty much every item and block in the mod. Huge thanks to rashdanml and everyone else who helped fill out and polish the documentation. As always, remember to make a backup of your world before updating. Download on Curse. Added: Allow specifying level of redstone signal emitted by prints. Added: Tab completion in Lua interpreter. Added: Prints can now emit light. Added: Allow
  5. The sleep result type is used to tell the machine running the architecture how long it may wait before continuing execution. This is essentially a non-busy idle. The sleep may be interrupted at any moment, however. In particular, this is the case when a signal arrives. Similarly, the sleep never actually takes if there are still signals in the queue. All threaded execution has no (direct) impact on tick time. They run completely in parallel. The only dependency is that sleep time for machines is only checked every server tick, so sleeps can only last a multiple of 50ms (the duration of a sing
  6. OC checks for the RF API (CoFH|Energy) to decide whether RF is available. Since OC doesn't ship that API (nor, presumably, does Botania, which is a good thing) you'll need to throw in CoFHCore and/or CoFHLib (not sure if the one depends on the other). That should be enough to make it work.
  7. [16:35:13] [OpenComputers-Computer-4/INFO]: If you are reading this message, you have just run the simple JARM test ROM! [16:35:17] [OpenComputers-Computer-3/INFO]: ROM size: 1487 bytes [16:35:22] [OpenComputers-Computer-1/INFO]: RAM size: 1024 KiB [16:35:22] [OpenComputers-Computer-1/INFO]: Run complete. Terminating. Yay!
  8. Moved to more appropriate section. You'll have to update your Forge installation. 1313 should suffice, but better get 1334, which is recommended. Also, for future reference, please report crashes on Github. Thanks.
  9. (My answer, copied from MCF) The assembler is a component, what you're trying to do is load a library called "assembler" and call a method on that. What you want is to get the component library, then get the assembler component, and call the method on that: require("component").assembler.start() Do note that robots can't interact with external components, so you'll need to have a computer call that. You can have your robot communicate with a computer making that call using redstone signals or OC networking.
  10. OpenComputers 1.5.6 is now available. Bugfixes and minor improvements! As always, remember to make a backup of your world before updating. Download on Curse. Added: Chamelium is now edible. But don't. Added: More AE2 integration (thanks DrummerMC). Changed: Floppies and hard drives can no longer be wiped by shift right-clicking them. To wipe loot floppies, craft them on their own (i.e. put them in a crafting grid). Changed: Improved recipe handling. Recipes can now be disabled by assigning false to them. Missing recipes will generate a warning. Fixed: 3D Print info in WAILA. Fixed: Convert
  11. The right-click formatting was originally more for testing, and chosen because I was kinda used to it from AE Now with the disk drive I agree it can be... problematic. I like the craft-to-format idea, I'll see if I can change it to that.
  12. Since robots can't use external components, you'll need to have a computer trigger that, using the component the assembler exposes (`assembler.start()`). You can use networking or redstone to have the robot tell the computer to start the assembler.
  13. 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,
  14. OpenComputers 1.5.5 is now available. Bugfixes and minor improvements! As always, remember to make a backup of your world before updating. Download on Curse. Added: 3D prints can be recycled by putting them into 3D printers as material. Added: Sign upgrade will add sign text to tablet_use signal. Added: Filtering to AE2 item listing callbacks getItemsInNetwork and getCraftables. Filters are tables with the same (basic) keys as converted item stacks, the values being the (exact) filter values. Added: Drivers for newer RF energy API interfaces, should make them work with mods only implementi
  15. Get the latest dev build from Jenkins.
  16. Well, it currently doesn't work quite right, because while robots can basically "place the blocks against themselves" the drones can't do that, so weird things happen. I created an issue on Github so I don't forget about this.
  17. True, but it'll tell you that each time you restart the game (or even when entering a world? can't remember). So if that's a permanent situation it still makes sense to disable it manually, to suppress that message.
  18. Ohh, on some further thought, I'm thinking this is a remainder from 1.4, where drones couldn't place blocks at all. So it was blacklisted to avoid people installing useless upgrades. I'll enable it in one of the next builds, will need to test if it actually works first and such.
  19. When the config is written out again it is sorted alphabetically.
  20. There is a simple switch ;-) Set ignorePower to true.
  21. 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 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: A model
  22. Uhh... I'm actually not sure anymore if there was a technical reason or if it was to give robots a bit of an edge.
  23. Nah, I just find it to be more... clear. Purely a matter of taste!
  24. Fixed in build 54: http://ci.cil.li/job/OpenComputers-dev-MC1.8/ Please report bugs on Github in the future, I'm more likely to see them there, thanks!
  25. I don't see you actually reading any input anywhere else in your program, so I'd suggest replacing if hasDisplay then updateScreen() end end with if hasDisplay then updateScreen() end if select(4, event.pull(0, "key_down")) == keyboard.keys.space then quittingTime() -- minus the char check, so no args needed break end -- or even make the if condition the loop condition and call quittingTime after the loop end Which looks more cryptic than it is because of the select; that just trims the tuple to the elements 4 and after, so it basically gets the key code for the comparison.
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