The executeCommand() always returns true, regardless of if anybody is in that team or not, I assume because the computer successfully ran the command in the command block. But I was hoping to get a result on whether the actual command was successful. Is there something I am missing?
My current work around it to setCommand() the command block; pulse a redstone signal from the computer which switches a physical comparator; then read the redstone getInput() from that comparator.
I've got a problem with OpenComputers 1.5.12.29 for Minecraft 1.8 here. Every time I'm trying to take a look at OC items in NEI, the game crashes with the following crash report:
So, when I was trying to find out which item might cause this crash, I encountered the following crash while trying to use /give with opencomputers:cable.
I figured it might be an issue connected to the GLSL Shaders mod I am using so when I removed it from the mods folder, it worked just fine. No crash neither by giving the item nor by taking a look at it in NEI. I'd like to use the shaders, though. Is there any chance you could fix this on your side or do I have to contact karyonix instead?
Are you able to replicate the crash with just OpenComputers and Forge?
@DBKynd: yeah, that's basically just saying it ran without erroring. I'll look into making it also return the numeric value and option chat output before the proper 1.5.13 release. Until then you could give the debug card's runCommand method a shot.
@mezzodrinker: this is probably something that'd be easier to debug from the shader mod's side. If it turns out to be something wrong in OC I'll obviously try and fix it, but I have no idea what the shader mod might be doing that causes the crash.
OpenComputers 1.5.13-pre.1 is out, and there have been quite a few changes. The most important one being the addition of the Lua 5.3 architecture, which is also the reason this is a pre-release.
Download on CurseForge. As always, remember to make a backup of your world.
If you've been playing with a 1.5.13 dev-build (i.e. one you got from Jenkins), you'll have to manually set the option `enableLua53` to `true` in your config, because it originally wasn't until I did some stability testing myself. At this point I think it's stable enough for more general testing.
To play with the new Lua 5.3 architecture, take a CPU and sneak-rightclick while holding it in your hand. You'll see a notification in your chat log about what architecture it is now configured for (you can also see that in the extended tooltip of the CPU).
There have also been a good number of other changes, full changelog will be coming with the release proper. For now, I'd appreciate some testing. Let me know if you run into any issues, thanks!
Greetings, playing with the latest 1.7.10 build, and when I log into my server I get a warning "Native LUA Libraries are not available, computers will not be able to persist their state....". What's this about? I don't get it in a single player world.
@Wrath3D: You can give my branch mining script a go, it's not extensively tested, yet, though. And I make no claims of superb efficiency or anything. But it's a branch miner! You should also be able to install it using OPPM.
@VladtheMad: sounds like your server runs a system for which there are no native libs, WinXP, PowerPC, terribly ancient Linux, something like that? If you're running something more normal, you can also try messing with some of the config options, such as making OC extract the native libs to the `tmp` directory instead of the server dir (just browse through the config, it's liberally documented).
Haven't a clue to be honest. It's a Beastnode server, and with my limited google fu I haven't been able to turn up anything stating what they are running on. I assumed some offshoot of Linux. The library and jar files are stored in different directories than stock forge though, could that be the issue? Perhaps i need to put the libs where the other files are?
Um, this weird error pops up in a rather large modpack I am trying to develop with the aid of another user, and we think it might be connected to an issue with Project Red and OpenComputers.
@VladtheMad: eh, quite possible they sandbox it more strictly. Have you tried the config option I mentioned? Otherwise I'm afraid you'll have to make do with the LuaJ Callback.
@CorvoRosso: 1) Not currently, no; as a workaround you can do `components > /tmp/clist` and then `less /tmp/clist`. 2) Not trivially, due to how OC's node networking works, no.
OpenComputers 1.5.13 is out! With it comes the Lua 5.3 architecture as the second official and built-in architecture. That's not all, though, check the change log for more additions.
As always, remember to make a backup of your world before updating.
Added: Data card, provides hashing algorithms and inflate/deflate (thanks Kubuxu).
Added: 3D prints can now be configured to not be collidable, per state, increases print cost though.
Added: Using an empty string as the texture for a 3D print shape will make it transparent.
Added: Callback to AE2 interface driver to allow storing items in database upgrade.
Added: ExtraCells integration (thanks DrummerMC).
Added: Integration with BC7 Electronic Library to allow saving/loading EEPROMs (requires BC 7.0.9).
Fixed: Interaction of robots and drones with trapped double-chests.
Fixed: Neighbors of redstone emitting prints not updating in some scenarios.
Fixed: Incorrect coordinates in mouse scroll event in scaled GUIs.
Fixed: Off-by-one in os.date().
Fixed: Command block driver now properly returns numeric value from executeCommand.
Fixed: Potential NPE when initializing Microcontrollers.
Fixed: Updated Project Red screwdiver implementation in Scrench.
Fixed: Display position of hover boots while sneaking.
Fixed: Drones producing step sounds when flying too low.
Fixed: Behavior of /dev/null in robots.
Fixed: A bunch of typos in the documentation.
To use the Lua 5.3 architecture, shift-rightclick a CPU while holding it in your hand to cycle through available architectures until it says Lua 5.3 in the chat and/or expanded tooltip of the CPU.
If you've been playing with a 1.5.13 dev-build (i.e. one you got from Jenkins), you'll have to manually set the option enableLua53 to true in your config, because it originally wasn't until I did some stability testing.
Great looking mod....unfortunately I have a weird issue.
I also use the colored lights mod and when I use open computers as well, whenever I go into the OC creative tab, my screen darkens and remains darkened until I close MC completely.
I am trying to use forge .1448. issues with CC and CLC not liking to load together in forge .1448 is why I looked at OC but I don't like this issue either.
I just wanted to say man, you're a genius. This mod blows all the other computer mods out of the water. It's simply the best and most immersive one, and I love you for putting all that detail into it.
Great looking mod....unfortunately I have a weird issue.
I also use the colored lights mod and when I use open computers as well, whenever I go into the OC creative tab, my screen darkens and remains darkened until I close MC completely.
I am trying to use forge .1448. issues with CC and CLC not liking to load together in forge .1448 is why I looked at OC but I don't like this issue either.
Hmm, I'll look into it, could be either CLC or OC not updating the GL state correctly.
I just wanted to say man, you're a genius. This mod blows all the other computer mods out of the water. It's simply the best and most immersive one, and I love you for putting all that detail into it.
what I think is happening is the tooltip background isn't being rendered properly in the creative tab because the grey is the same color as the tooltip background. I've seen it through NEI instances of the OC blocks.
if I just have OC and CLC installed, the sky flickers like crazy after I visit the creative tab for OC. I do have the weather 2 mod installed and I think that is what is causing the screen darkening rather than the flicker.
if I just have OC and CLC installed, the sky flickers like crazy after I visit the creative tab for OC. I do have the weather 2 mod installed and I think that is what is causing the screen darkening rather than the flicker.
Hmm, so to clarify, OC+CLC=flicker, OC+CLC+Weather2=dark? Strange. I'll have to revert a few versions back to before the new loading screen thing, because with CLC that crashes for me... I may or may not have the time to do that tomorrow.
You're using the manual, yes? General reminder, check NEI, specifically the shapeless tab.
Hmm, so to clarify, OC+CLC=flicker, OC+CLC+Weather2=dark? Strange. I'll have to revert a few versions back to before the new loading screen thing, because with CLC that crashes for me... I may or may not have the time to do that tomorrow.
CLC is up to version 1.3.7.38. this fixes the loading screen issue.
> Does a solar generator upgrade work in tablets.
Yes.
> What is xyz.
Check the manual
Creator of OpenComputers. My Twitter. My Patreon.
1.7.10 Minecraft
1.5.12.26 OC
I am using an adapter block with a command block. The drivers have been enabled in the config and I can interact with it as a component.
Doing a 'testfor' command with a command block in vanilla will have a true/false return on an adjacent comparator.
I seen to be having trouble getting this Boolean value returned via a program.
lua
component.command_block.setCommand("testfor @a[team=Orange]")
=component.command_block.executeCommand()
The executeCommand() always returns true, regardless of if anybody is in that team or not, I assume because the computer successfully ran the command in the command block. But I was hoping to get a result on whether the actual command was successful. Is there something I am missing?
My current work around it to setCommand() the command block; pulse a redstone signal from the computer which switches a physical comparator; then read the redstone getInput() from that comparator.
Any better ideas?
Are you able to replicate the crash with just OpenComputers and Forge?
@DBKynd: yeah, that's basically just saying it ran without erroring. I'll look into making it also return the numeric value and option chat output before the proper 1.5.13 release. Until then you could give the debug card's runCommand method a shot.
@mezzodrinker: this is probably something that'd be easier to debug from the shader mod's side. If it turns out to be something wrong in OC I'll obviously try and fix it, but I have no idea what the shader mod might be doing that causes the crash.
OpenComputers 1.5.13-pre.1 is out, and there have been quite a few changes. The most important one being the addition of the Lua 5.3 architecture, which is also the reason this is a pre-release.
Download on CurseForge. As always, remember to make a backup of your world.
If you've been playing with a 1.5.13 dev-build (i.e. one you got from Jenkins), you'll have to manually set the option `enableLua53` to `true` in your config, because it originally wasn't until I did some stability testing myself. At this point I think it's stable enough for more general testing.
To play with the new Lua 5.3 architecture, take a CPU and sneak-rightclick while holding it in your hand. You'll see a notification in your chat log about what architecture it is now configured for (you can also see that in the extended tooltip of the CPU).
There have also been a good number of other changes, full changelog will be coming with the release proper. For now, I'd appreciate some testing. Let me know if you run into any issues, thanks!
Creator of OpenComputers. My Twitter. My Patreon.
Greetings, playing with the latest 1.7.10 build, and when I log into my server I get a warning "Native LUA Libraries are not available, computers will not be able to persist their state....". What's this about? I don't get it in a single player world.
@Wrath3D: You can give my branch mining script a go, it's not extensively tested, yet, though. And I make no claims of superb efficiency or anything. But it's a branch miner! You should also be able to install it using OPPM.
@VladtheMad: sounds like your server runs a system for which there are no native libs, WinXP, PowerPC, terribly ancient Linux, something like that? If you're running something more normal, you can also try messing with some of the config options, such as making OC extract the native libs to the `tmp` directory instead of the server dir (just browse through the config, it's liberally documented).
Creator of OpenComputers. My Twitter. My Patreon.
Sorry double post.
Haven't a clue to be honest. It's a Beastnode server, and with my limited google fu I haven't been able to turn up anything stating what they are running on. I assumed some offshoot of Linux. The library and jar files are stored in different directories than stock forge though, could that be the issue? Perhaps i need to put the libs where the other files are?
Um, this weird error pops up in a rather large modpack I am trying to develop with the aid of another user, and we think it might be connected to an issue with Project Red and OpenComputers.
http://pastebin.com/KurYJeD8
It happens without Fastcraft as well.
It appeared after all of the utility mods were added.
@VladtheMad: eh, quite possible they sandbox it more strictly. Have you tried the config option I mentioned? Otherwise I'm afraid you'll have to make do with the LuaJ Callback.
@CorvoRosso: 1) Not currently, no; as a workaround you can do `components > /tmp/clist` and then `less /tmp/clist`. 2) Not trivially, due to how OC's node networking works, no.
@Sunconure11: most likely this issue in MrTJPCore: https://github.com/MrTJP/MrTJPCore/issues/9
Creator of OpenComputers. My Twitter. My Patreon.
OpenComputers 1.5.13 is out! With it comes the Lua 5.3 architecture as the second official and built-in architecture. That's not all, though, check the change log for more additions.
As always, remember to make a backup of your world before updating.
Download on Curse or in first post.
To use the Lua 5.3 architecture, shift-rightclick a CPU while holding it in your hand to cycle through available architectures until it says Lua 5.3 in the chat and/or expanded tooltip of the CPU.
If you've been playing with a 1.5.13 dev-build (i.e. one you got from Jenkins), you'll have to manually set the option enableLua53 to true in your config, because it originally wasn't until I did some stability testing.
Creator of OpenComputers. My Twitter. My Patreon.
The example model file probably needs updating.
Great looking mod....unfortunately I have a weird issue.
I also use the colored lights mod and when I use open computers as well, whenever I go into the OC creative tab, my screen darkens and remains darkened until I close MC completely.
I am trying to use forge .1448. issues with CC and CLC not liking to load together in forge .1448 is why I looked at OC but I don't like this issue either.
I just wanted to say man, you're a genius. This mod blows all the other computer mods out of the water. It's simply the best and most immersive one, and I love you for putting all that detail into it.
Please update the print3d program, I made it backwards compatible. Alternatively update OC.
Hmm, I'll look into it, could be either CLC or OC not updating the GL state correctly.
Thanks! Happy to hear you enjoy it :-)
Creator of OpenComputers. My Twitter. My Patreon.
what I think is happening is the tooltip background isn't being rendered properly in the creative tab because the grey is the same color as the tooltip background. I've seen it through NEI instances of the OC blocks.
I can't craft the one floppy disc with the book.
update to my issue with OC
if I just have OC and CLC installed, the sky flickers like crazy after I visit the creative tab for OC. I do have the weather 2 mod installed and I think that is what is causing the screen darkening rather than the flicker.
You're using the manual, yes? General reminder, check NEI, specifically the shapeless tab.
Hmm, so to clarify, OC+CLC=flicker, OC+CLC+Weather2=dark? Strange. I'll have to revert a few versions back to before the new loading screen thing, because with CLC that crashes for me... I may or may not have the time to do that tomorrow.
Creator of OpenComputers. My Twitter. My Patreon.
CLC is up to version 1.3.7.38. this fixes the loading screen issue.