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Eunomiac

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Eunomiac last won the day on February 20 2022

Eunomiac had the most liked content!

About Eunomiac

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    Junior Member
  • Birthday 03/13/1981

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    Male
  • Location
    Toronto, Canada

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  • Minecraft
    Eunomiac
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  1. Thank you! That's exactly what I was envisioning, I was just missing a few of the pieces to get it to work. Unfortunately, you confirmed my main concern---that I have to trigger meExportBus.exportIntoSlot() once per item. I'm fairly sure iterating on each individual item will begin to cause problems as players hook up extremely high-quantity/high-speed item inflows. One idea I'm tinkering with is to use a long-period timer that, upon firing, records a count of every item in the network, then voids the items by yanking the storage drives themselves and dumping them into a Trash Can
  2. Bit of Background: I'm working on an adventure/building/design map that focuses on creating a balanced network of automated systems, with a few twists to spice up the challenge. One of these twists makes accumulating too much of a resource a problem the player has to address in their automation (long story short: voiding mechanics and high-capacity storage options are disabled and/or against the rules). So, if you want to automate a MFR Biofuel Generator using nine different types of crops, you'd better make sure you're generating each crop at the same rate... or you'll get a surplus, and F
  3. When I'm testing a program, my standard "workflow" is to Ctrl-Alt-C out of the program and simply re-run it, whenever I want to test new code. I know to use package.loaded[library] = nil to unload libraries, but I'm running into two other issues after I started playing around with event.timer(): How do I cancel or purge all timers in response to a Ctrl-Alt-C interrupt? Is there something similar to package.loaded[lib] = nil; library = require(lib) that I can add to the beginning of my programs to wipe out timers from previous runs? Some elements (I'm not sure which) of my programs are pe
  4. EDIT: Wait! It's the "local". Remove "local" from in front of comp.gpu.bind. (I'll leave my original post, in case it ends up being an issue after all, but I'm 95% sure it's the "local" ) I'm just heading to bed, so my apologies for the drive-by attempt at helping... but I used to get this error when I wrote programs in Notepad++, before I switched the encoding to "Encode in UTF-8 without BOM". Other encodings (... codings? encodes?), like ASCII, use hidden characters for things like line breaks that OC doesn't like. You can quickly check this by opening the program in OC's edit term
  5. Yeah, I wouldn't use palette swaps for that. I'd recommend a few "nuts & bolts" functions to make working with colours easier, and have your GUI objects call those to change their colours. E.g. I made my own versions of gpu.set and gpu.fill, which use my setColor() function, which uses a custom palette that references colors by name: local palette = { Black = 0x000000, Grey1 = 0x2D2D2D, Grey2 = 0x4B4B4B, Grey3 = 0x696969, Grey4 = 0x878787, Grey5 = 0xA5A5A5, White = 0xFFFFFF, -- ... and so on, all the colours of the rainbow, till... LtPurple = 0xC
  6. Thanks, that fits with the results I get with my testing! Here's a color table reference that I kinda... over-did (as is my way); it's indexed and includes the 240 main colors plus the 16 greys. Definitely a good resource for anyone who wants to plan color schemes in an image editor before coding them in (feel free to add it to the wiki or wherever, if you like; I happily cede it to you in delayed payment for adding remote component access to the debug card): Yes, if you change the color palette, anything you've drawn in that color will change to the new color. (It's actually
  7. Thanks! I can't take full credit, I found some ASCII patterns on the web and just replaced the slashes and underscores with the corresponding full-width unicode versions. The main reason I browse these images rather than other sources online is because I'm usually picking symbols based on how they connect with their neighbors, or how they're positioned inside their "boxes" relative to other symbols I'm using (i.e. if one symbol in a set happens to be positioned lower than the others, it looks awful). It's impossible to get that information without seeing them rendered in OC---so before I
  8. Yes. Or, at least, why it's not coming quickly. You're asking a question that takes a lot of time and effort to answer: to go through your custom API and figure out how it works, then apply that knowledge to your code, and debug it for you. Make it easier for people to help you: Narrow down the issue by debugging it yourself as much as you can. Try writing a very simple program, verify that it works, then slowly add functionality until something breaks. Or, try walking through your program step-by-step in the lua console. Open the lua console (type lua), and load your library
  9. Oh yeah, two more things: I didn't include pages that were entirely Asian characters, as there were a lot of them, and I wanted to focus on symbol-type characters. (Besides, I assume anyone interested in those characters is more familiar with using them than I) I apologize for the repeats in the albums, and for the (I think) unnecessarily high code numbers---I didn't know unicode very well when I first compiled these images, and scanned codes way higher than I needed to. I believe unused high-number codes take repeat filler characters... or something... and I haven't been able to spot a cl
  10. Moderator note: this post is really outdated, and does not represent current OC. OpenComputers has incredible support for unicode! Here's a catalogue of OC's unicode support, with each character displayed on a T3 OC monitor. You can browse these images for the symbols you need, then look up the corresponding unicode.char() value by referring to the numbers at the edges. I've divided the characters into two categories. "Single Width" characters are easy to use, since they take up the same space as a normal letter. "Double Width" codes are a bit trickier---they don't work well
  11. I've been experimenting with color in OpenComputers, and I have a few questions relating to how the color values I code are changed into the color values I actually get. I'm trying to create six color schemes (three colors each) to distinguish six modes of a GUI. After planning a few schemes and programming in the color hex codes, I've found (using gpu.get()) that the colors I enter are very rarely the ones displayed on screen. Almost all colors are changed to some degree, and quite often (45% of the time in my last test, see spoiler tags) two different colors display as the same color.
  12. I'm not sure if this is due to a change in more-recent versions, but you'll want to use "package.loaded", rather than packages.loaded, for this to work. This also works from within programs: Simply set the package.loaded table to nil for any libraries you frequently edit just before you require them, and any changes made to those libraries will be reflected on a soft reboot (rather than having to manually turn the computer/server off-then-on). Here's a C&P from the top of my program: --========= DECLARING TOP-SCOPE VARIABLES ====================================================
  13. I thought about it, hadn't planned on it, and then you go ahead and suggest it. So now... yes, yes it will And I will be looking for testers for a closed alpha relatively soon---just have to finish up some of the remaining programs---so I'll save you a spot. (You see, by having a closed alpha, then an open beta, and then a release... I get to advertise three different times without it looking like I'm spamming advertisements! It's BRILLIANT! Muahahahahaha... ahem.)
  14. It's coming I currently stand in the shadows of Agrarian Skies, Blood 'n Bones, Crash Landing and M^3... and I've got a carefully-calculated roll-out campaign to challenge 'em all once I'm ready
  15. Whoa. With the recent changes to the Debug card in builds 142 and 143, OpenComputers has just become the mod for adventure map builders everywhere. THANK YOU! Teleporting players is so much faster using the debug card than it is using command blocks. You're telling me I can change entire areas of blocks, WorldEdit style? That's more power than the Command Block ever dreamed of! And, of course, that one feature I begged you for: The ability to grab a player's location from a remote terminal. My teleportation program works perfectly. In case you wanted to see the fruits of your la
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