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  1. MineOS is half the operating system and half the graphical environment for OpenOS, which comes in OpenComputers mod by default. Oringinally it was developed in Russian, but it supports several languages. MineOS has following features: Multitasking Windowed interface with double buffered graphics context Animations, wallpapers, screensavers and color schemes Language packs and software localization User authorization by password and biometrics Support for file sharing over the local network via modems Support for client connection to real FTP servers Error reporting system with the possibility to send information to developers App Market with enormous amount of wonderful applications and possibility to publish your own programs for every MineOS user An internal IDE with syntax highlighting and debugger Open source system API and detailed illustrated documentations Custom EEPROM firmware with the possibility to select/format the boot volume and Internet recovery Almost complete compatibility with OpenOS software How to install? First, you need to install OpenOS from floppy disk to your HDD. After that you'll be able to run MineOS installer via single command: pastebin run 0nm5b1ju System requirements: Internet Card OpenOS installed on Tier 3 HDD Tier 3 GPU 2x Tier 3 RAM Tier 3 CPU (not really matters, just speed up) Troubleshooting: Are there any problems, suggestions? I'll be glad to see you on the operating system repository: https://github.com/IgorTimofeev/MineOS
  2. 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
  3. This is a simple GUI for OPPM: Usage: Klick a Package to set it's status: White: Package is not installed Yellow: Package will be installed Green: Package is installed. Red: Package will be removed. Click "Apply" to apply changes. Right click a Package to get more Information. Instalation: oppm install mynaptic
  4. I am trying to program an info board with options for players to choose. Each button opens up text to give info to the player. local event = require("event") local comp = require("component") local term = require("term") local colors = require("colors") local computer = require("computer") local gpu = component.gpu term.clear() term.setCursor (1,1) gpu.setBackground(colors.green) gpu.setForeground(colors.black) gpu.setResolution(width: 2 , height: 2, true) print(" Welcome to Technopolis " ) term.setCursor(1,3) gpu.setBackground(colors.brown) gpu.setForeground(colors.blue) print(" Info Rules Staff ") I use to program on computercraft back in 2013, but forgot a lot of stuff. I only got a small portion of the program but I don't know where to go from here. I couldn't find any helpful tutorials and some of them are out of date.
  5. Cell is a graphical file manager for OpenComputers that allows you to browse files and open them in other programs, such as the editor or simply running .lua files. You can also customize what programs can be used to open files through the programs.cfg file. Tutorials: Browsing files/directories Select files/directories by clicking on them in the panel on the right side of the screen If a directory contains a large amount of files or sub-directories, use the arrow buttons to scroll through pages To go up a sub-directory, click the up arrow To change directory to a sub-directory, select the sub-directory, and click on "Open..." in the options panel (bottom left) Using programs Select file/directory Select an option from the options panel (Run, Edit, Delete, etc.) Creating files/sub-directories Navigate to the directory where the file/sub-directory will be created Select "New File..."/"New Directory..." from the functions panel (top left) A prompt for the name will appear at the bottom of the screen. Enter the name for the file/directory Adding programs Open the programs.cfg file in the editor Add a new line for your program Warning: The syntax for the programs.cfg is very strict, and will not accept extra spaces/empty lines Enter this info separated by semicolons: Program name Text for the options menu File types (separated by commas, for all files put "all", for directories put "dir", for specific file types, put the extension including the ".") Command that runs the program ("?file?" is a wildcard for the selected file/directory) Additional options (separated by commas, does not require semicolon or comma at the end) "s" prevents Cell from erasing the screen before running the program For example, the line that add the editor is: OpenOS Editor;Edit...;all;edit ?file?; Minimum Requirements: Tier 2 Graphics Card Tier 2 Screen Tier 1 CPU 2x Tier 1 Memory Internet card only required for installation To install, run wget https://raw.githubusercontent.com/Elektron72/Cell/master/installer.lua installer.lua installer.lua At the prompt, enter the path where Cell should be installed. Since this is currently in beta, report bugs at https://github.com/Elektron72/Cell
  6. I haven't been here in a long while, mostly because life, the universe, and everything has been getting in the way of fun. Also, I'm usually an eternal lurker, but hey today I have a small contribution, As I have been playing I wanted a gui interface to easily turn on and off the different nanomachine flags. So I built a small application to do it. Right now it is super basic, but I hope to flesh it out a bit more and give it proper displays ect, so I dont have to do things as janky as I did here. Long story short, I'm bad at lua/coding/scripting in general, so its a little hamfisted and could prolly be streamlined a lot, As some basic prerequisites, it needs a computer or tablet with a teir 2 graphics card, and a wireless card. I used Dustpuppies gui api found here: It was really helpful, and made setting up an interface really simple. Screenshot below~ Pastebinlink: https://pastebin.com/wrxi0726 Buttons that say on, turn flags on, buttons that say off turn flags off. super simple nonsense. arguments~ you can launch the file with the argument '-s' and this will skip a 'loading' screen I coded into it. The loading screen, is just a visual representation of the program turn off all nanomachine flags one by one. since nanomachines will only respond to commands once every second or so. I did this as I am still learning and figureing things out with network messages, and sending is easier than receiving for me, lol and telling the nanos to turn everything off was easier than asking the nanos whats turned on, and setting the buttons up to match it at launch. Mainly because I am dense, and it's going to take a little time to work things out and hammer it into my mind how to do this. Thanks for taking a look at my nonsense. If you have any suggestions, or contributions, please, speak up. D: seriously I wont learn exactly how terrible I am at this without your help, and in turn wont get any better. I made this because I wanted to, and the only nanomachine control app I was able to find was just a text based type thigns application. [though that application has been helpful in setting this up and will likely be helpful in continuing work on this program. As I believe every nanomachine function is in use by it. https://www.youtube.com/watch?v=gl3zGcTh67w that's the program. I picked apart to learn how to do this and stuff. D
  7. Just working on a fork of Igor Timofeevs' double buffering library. Making some changes to work better in OpenOS.
  8. This is my first time using OpenComputers and I seem to have a strange issue. I put in the OS floppy to a robot and booted it up. To my surprise, the interface screen was completely unreadable. There are a few pictures attached. Any thoughts on how to fix this? Thanks!
  9. ivskran

    Vintage green GUI

    I don't know if something like this has been tried before, I certainly haven't found a thing. I was wondering if it was possible to make a mod, or a feature for OpenOS, when running on Tier 1 hardware (specifically graphics card and monitor), to run in a greenish hue, as in phosphor screen, reminiscing of Apple II computer and the like. Kudos for adding it's booting sounds (that distinctive floppy drive sound). I've tried this myself but I am virtually incompetent when it comes to programming, and all my attemps returned nothing . Is merely aesthetical, and I think it would add a nice touch of computer development, since Tier 2 and Tier 3 provide a much better GUI: a feeling of technological progression. Who knows, maybe tier the floppies too! A tier 1 8inch drive, a tier 2 5-1/4inch drive, and then the Tier 3, currently present, 3-1/2inch drive. So yes, I am basically asking for a vintage computing tech tree mod, would be happy with just the green screen hue, though. Thank you for your feedback!
  10. Hi! I have a problem with the Creative computer case/ any other Computer case! So, what happened is any time i open the GUI for the cases, Minecraft would crash. Always, i have my crash log here: ---LOG--- Also btw i am using MultiMC http://paste.ee/p/nkfep This is getting really anoyying! I need help! Thx - JackHydra
  11. Hello everyone, I finally made the last huge step in developing my GUI-API to give you a usable BETA to play around with. And I have a tech_demo for you! It already works quite stable, as far as I tested it, and runs on top of OpenOS. I made a gif of the tech_preview on my github. Simply put the GUI.lua and shapes_default.lua in the /lib folder and the tech_demo in / and execute it to see how it is running (or use download code in update August 18). (Or you can try it on the server where I play, "Proton Colony", http://protoncolonygen2.enjin.com/) ------------- Update June 15: Now available on github: https://github.com/kevinkk525/OC-GUI-API Please report issues there. ------------- ------------- Update August 18: you can now download and install the gui easily by executing this code (you need an interent card): local component=require"component" if not component.isAvailable("internet") then print("You need a internet card, quit with any key") local inp=io.read() os.exit() end if not component.internet.isHttpEnabled() then print("Http is not enabled, please ask your admin! quit with any key") local inp=io.read() os.exit() end print("downloading GUI-API") os.execute("wget -f https://github.com/kevinkk525/OC-GUI-API/raw/master/shapes_default.lua /lib/shapes_default.lua") os.execute("wget -f https://github.com/kevinkk525/OC-GUI-API/raw/master/GUI.lua /lib/GUI.lua") os.execute("wget -f https://github.com/kevinkk525/OC-GUI-API/raw/master/term_mod.lua /lib/term_mod.lua") os.execute("wget -f https://github.com/kevinkk525/OC-GUI-API/raw/master/tech_demo.lua /tech_demo.lua") print("download finished") ----------- usage example: gui=require"GUI" gui.initialize() button=gui.labelbox(x,y,rx,ry,layer,fore-color,back-color,clickEvent,nil,text) Its main features: - Object oriented programming: myLabel=g.label(x,y,rx,ry,....), myLabel.move(1,1),... - Private object attributes: can only be accessed by the functions provided by the object - Layer support: You can hide an object behind another object or get it to the top of all objects - Dynamic updates: If you change an object only objects below or on top of that object get updated and only in the affected area, not the complete objects --> reduces screen operations and makes the GUI very fast - Referencing system: you can easily bind an object to another one so they move together, resize together,... - Click Event support: if you click on something on the screen it will be passed to the corresponding object on the highest layer and executes the function defined in the object - Predefined shapes/form elements like label,rect - API allows simple adding of more shapes (hopefully someone contributes some^^) - New shapes can be added on the basis of the default_shapes.lua code as it already provides all functions neccessary - Change Text Color and Background Color for all objects that have not defined one (and therefore use the standard color) - Support of shapes consisting of only coordinates not areas like a rect (support included but untested and no shapes using it available by now) - No need of using component.gpu calls in your program, you can use the set/fill/getResolution/setResolution functions provided by the API What is planned: - publishing the API on github with bug tracker (if community likes the API...) - add more shapes - add possibility to use a window system - add drag events to move objects with the mouse - add a textbox to input text - write a little wiki/tutorial Changelog: Version 0.7.3b (August 11): ---------------------------------------- - removed code redundancy - minor bugfixes - updated tech_demo Version 0.7.2b (June 15): ---------------------------------------- - added a textbox shape (finally an input method) - several bugfixes for listings and labels and scrolling feature - added a file with modified term.read function preventing shifts in input line and supporting color system. - new feature: configure color per line in listing shape Version 0.7.0b (June 15): ---------------------------------------- - added shapes (listing) - added support for scroll events - modified shapes to support scroll events (label,labelbox,listing) -------------------------------------------------------------------- Changelog until 0.6.4b (or what can be done by now): - shapes: rect_full,label,labelbox (labelbox=rect_full with referenced label and expanded function range) - object functions: move, resize, toPosition, setClickEvent, removeClickEvent, setFCol, setBCol, setText, addReference, changeLayer, remove - object orientation, layer support, dynamic updates, referencing system, clickEvents, global default color system, different ram/screen optimizations -------------------------------------------------------------------- Have fun testing it! And ask if you have questions.
  12. I've started a very simple GUI library for open computers has I had some time available. only 4 controls are implemented (window, button, text and input) but i'll be working on more. the git repo is at https://github.com/mcCURS0R/myOcPrograms/tree/master/curlib the readme.md with an example is at: https://github.com/mcCURS0R/myOcPrograms/blob/master/curlib/README.md screenshot: we code is alpha quality code and the implementation of the inputbox is not properly reviewed as some key_down events are being missed probably because of the drawtime of the control or something. if some event isn't pulled in time it's dropped by the OS? I'm very new to Lua and opencomputers so please be nice! Thanks
  13. Guess who! It's me, Gangsir, back again with a large update to my old base manager program. I've made some tweaks to it, and given it a gui instead of it just being a list of text. In an attempt to keep this post organised, I've broken it up into sections, delimited by large title lines. I decided to do this after looking at the disaster of the original thread. At the bottom are the screenshots, computer requirements, and place to download. Due to it's size after this update, it is too large to copy+paste in one operation, so wgetting it is required. What is this? This is a simple base overviewer program, and is my magnum opus of code when it comes to OC. This is the largest program I've written for this mod, the oldest, and the most complicated. It connects to 3 types of components from a supported list, and displays pertinent data about them. It however, does not allow input from the user, it's just a monitor of things. The three main types are: -A Reactor. Currently supported brand(s) are: (Not likely to change) Big Reactors, passively cooled, any size or config.-A Power storage unit. Currently supported brand(s) are: (May change if requests are made for a specific mod) EnderIO Capacitor banks of all tiers Thermal Expansion cells of all tiers Mekanism Energy Cubes of all tiers -A fluid tank. Currently supported brand(s) are: (More coming) Mekanism portable tanks Extra utils drums of both tiers EnderIO fluid tanks of both tiers How do I set this up? All you need to do is use wget to download this program onto a strong enough computer to run it, (more on that below) then run it. An argument can be set at launch, this is the refresh rate in seconds. By default, it updates the screen every 3 seconds, but this can be adjusted if you desire. If you have an internet card in the computer, (which you likely will if you wgetted this program) the program will automatically fetch the interface library it needs to function. If you don't have internet, this program will not run. After that, it will start setting up the gui, list all the components it found, then show the gui. Parts of the gui are colour coded, red is for power related things, blue for tank, and black for alerts. A line for current ingame time is also shown. If a type is not connected, the program will manage itself and disable the module of the type. For example, a missing tank will make the fluid monitor not update. This will work for any type of component. Speaking of alerts, this program will emit a short beep if the power storage gets low, (<10% of it's capacity) or the reactor needs fuel. It will also display this. While displaying the data, it will also manage the reactor, setting the fuel rod insertion levels based on the amount of energy stored in the reactor, to avoid wasting fuel. This design is more efficient than my old base manager, which would just turn the reactor on and off. This allows the system to eventually reach equilibrium, producing close to the amount needed, and never filling up. Oh, and I forgot to note that the aforementioned internet card can be removed after it gets fully set up, as it only needs to be done once. -The Tablet Program In the past, my old base manager would have the option to send it's data to a tablet wirelessly, allowing for wireless base viewing. This is still a function. The tablet client has not changed, nor has the wireless part of the main program. All you need to have is wireless capability in the home computer, such as a wireless card or relay, and then the base overviewer will switch modes to start sending data. All you need to do is run the client program after running the home program, and it will handle everything, Note that the clientside is text only. If you have no tablet, do not allow the home computer to access the wireless components, as it will wait for tablet input before continuing. The download for the tablet program is found at the bottom of this thread. -Computer requirements: Tier 2 graphics, both gpu and screen, or higher Tier 2 Case Tier 2 Ram or greater Initially an internet card Tier 1 CPU, tier 2 recommended What does this look like? Glad you asked. Here's a few screenshots of the gui in function (Expand the spoiler): Alright, this is cool. Where do I get it? The program can be found at my github: https://github.com/NoahNMorton/Gangsir_MC_LuaPrograms/blob/master/OpenComputers/GangsirsBaseInfoGetterV2.lua Wget: wget https://raw.githubusercontent.com/NoahNMorton/Gangsir_MC_LuaPrograms/master/OpenComputers/GangsirsBaseInfoGetterV2.lua baseinfo.lua -And it's optional accompanying program, the tablet client: https://github.com/NoahNMorton/Gangsir_MC_LuaPrograms/blob/master/OpenComputers/BaseInfoGetterTabletClient.lua Wget: wget https://raw.githubusercontent.com/NoahNMorton/Gangsir_MC_LuaPrograms/master/OpenComputers/BaseInfoGetterTabletClient.lua client.lua ------------------------------------ Questions? Comments? Requests? Feel free to comment below! Thanks for reading!
  14. Tis I, Gangsir. I've written a gui program for managing a mob farm's redstone. This program can control lights, doors, modded mob spawners, and a killing mechanism. (Such as grinders from MFR) This is a program that I myself use in my survival world, so I figured I'd share it. ---------------------- Update v1.1: +Added all off and on buttons +Edits to gui. ---------------------- Update v1.2 -Removed all off and on buttons, deemed not necessary +Changed gui library to TankNut's, better lib with more functionality +Tweaks to gui, due to above change -Removed beeping ---------------------- The program can be found at my github, or wget-ed: https://github.com/NoahNMorton/Gangsir_MC_LuaPrograms/blob/master/OpenComputers/MobFarmController.lua wget https://raw.githubusercontent.com/NoahNMorton/Gangsir_MC_LuaPrograms/master/OpenComputers/MobFarmController.lua mobfarm.lua How to use: This script requires TankNut's interface library to run. If you don't have it, the program will try to wget it if you have an internet card installed. If all else fails, it will crash. Note that it's a good idea to reboot the computer after adding a library. The program uses bundled redstone to control each aspect of a standard modded mob farm. Simply connect the computer/redstone io block to the door, lights, mob spawner, and killing mechanism. Set each machine to run on high signal. The computer/redstone io block will output on the bottom. On the other end of the cables, set the red output to be the mob spawner, the orange to the door, the white to the lights, and the black to the killing mechanism. (If you don't have one of these things, just don't connect it, and the button won't do anything.) When a button is pressed, it will turn on the corresponding redstone signal. If the machine's redstone control is not configurable, use a NOT gate. When pressed again, it will turn off the redstone signal. Requirements for the computer: Tier 2 case or tier 3 if using t2 redstone card Tier 2 gpu Tier 2 redstone card or connection to a redstone io block Tier 1 cpu Tier 2 screen(s) or higher Tier 2 Memory x1 or 1.5 tier x2 --------------------------------- Side note: If you like my contributions, make sure to tell me! It inspires me to keep sharing, and helps the forums get more fleshed out. Plus, the more pre-written programs that are around, the more newb-friendly this mod becomes.
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