Is there a block that allow modem messages to pass but prevent peripherals to be seen and power to pass through?
Sangar, may you create a table to show exactly what kind of thing each special blocks let pass or not? For example, power distributor lets power pass throught it, but not peripherals and modem_message. Switch lets modem_message pass throught it, but not peripherals, and I don't know about power.
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There is really no way to prevent power to pass between two networks?
I'm seeking for a block that lets network messages pass through it but not the power. And even a block that just lets pass network messages that are directly addressed to it (its address). In fact, I never understood why there should absolutely have a sender address that no other computer than it can read messages, it's a bit against the true internet in my opinion.
You could make that switches don't let powe pass throught them, and you will still be able to configure a relay that lets pass power and network messages in placing a switch and a power distributor next to each other. ^^
As Waypoints can be named, I suggest adding the same feature to Adapters. As it stands, Adapters get a new UUID whenever broken and replaced. When making a general-use program that needs more than one adapter attached to the same block type, like a comparitor, there's no way from the code to tell which is which without requiring the user to enter at least some of the non-user friendly UUID. If the user could instead name the Adapters when placing them, like the Waypoints, a program could automatically find and correctly assign them. This would replace the user having to use WAILA or a special tool to identify each Adapter.
This doesn't add any new functionality, per se, but it would make shared code a good bit easier for non-programmers to use.
This would also allow for a form of remote data entry if an Adapter's tag is changed on the fly. Code could note the change and, for example, change how it interacts with the external component—in situ calibration, of a sort.
Hrm, there'd have to be a way to access the names from code though, and the Adapter doesn't have its own component. Giving it one would be an option, sure, but if anything in OC 1.6 (since it can break builds due to the added component), and I'm also not too keen on that exactly *because* it already eats into the component limit of computers via the actual components provided by it (for the upgrades in it / blocks next to it). Feel free to open an issue on Github to get a discussion going, though.
OpenComputers 1.5.15 is out! Yet more bug fixes, tiered data cards, unmanaged mode for hard drives and floppies!
As always, remember to make a backup of your world before updating.
The Meaning of Life, the Universe, and Everything.
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How to read a file in lua with OpenComputers? I can't figure out. In ComputerCraft we have file = fs.open(file, "r") and then file.readAll(). On OpenComputers, I'm trying to figure out how to do this for hours but I cannot find any solution despite a lot of search on google. I want to know how to read a whole file. I tryed file:read("*all"), tryed io:open instead of filesystem:open(), nothing works! I need your help, thank in advance!
Hi again! Firstly thank you so much for adding/fixing the compatibility with WorldEdit, this really means a lot to me and provides an incredible opportunity for mapmakers.
I am using WorldEdit's //count and //distr which give the number of a particular block, and the number of all blocks respectively, within a region. I can grab the returns of these commands and then do some string manipulation to pull the numbers themselves, but I was thinking these might make cool additions to the world object of the debug component. Something like:
countBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number, id:number or string, meta:number):number
returns number of blocks within the region matching the specified id and metadata
I'm having a very annoying problem, I'm unable to supply power to any of my computers.
The only energy production mods that I have are: (1) RotaryCraft, (2) ReactorCraft (which is pretty much just more ways to generate Rotarycraft energy), and (3) ElectriCraft. Absolutely none of those mods are able to provide power to my computers, and not even the power converter can help me. Since RotaryCraft and it's addons are compatible with OpenComputers, and they are energy generation mods, I expected that they would be able to power OpenComputers' computers.
While searching for assistance elsewhere, I read that if the mod (OpenComputers) did not detect a compatible power generation mod, the computers would not need power to function. If this is true, then: (1) Why does my OpenComputer copy not do this and (2) does this mean that it (RotaryCraft) is compatible with OpenComputers and I'm just not powering it properly? If it's not true, then (1) How do I disable power requirements (if that's even possible) and (2) If I can't disable power requirements, how do I power it?
Please note that I'm not trying to be hostile here. I'm just really worked up over my inability to power the computers, so if I come off as hostile then I apologize. It wasn't my intention.
Rollback Post to RevisionRollBack
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
Thank you, I would have thought that something so significant would be more prominent in the configuration file though.
Rollback Post to RevisionRollBack
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
I'm just saying that it should one of the first, if not the first, entry in the "power" section, considering that's what most people (at least in my mind) would be concerned about.
Rollback Post to RevisionRollBack
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
The config is sorted alphabetically because otherwise it'd be random, so yeah Aside from that, if you have any mod in there that ships a power API OC supports, that'll mean it assumes it can be powered by that, somehow (e.g. if you have CoFHCore in there or so; dunno if DragonAPI is still shipping some foreign APIs?). Either way, adding direct support for RC power is something I am considering (haven't so far, because... well, all other supported power systems are more of a "energy/electric" nature, whereas RC is mechanical [and EC has no public API]). We'll see.
OpenComputers 1.5.16 is out! Switches and Access Points are deprecated by the Relay, and the Transposer says hello!
As always, remember to make a backup of your world before updating.
Download in first post and on Curse (once approved).
Added: Transposer block, allows computer controlled moving of items or fluids between adjacent blocks.
Added: AgriCraft integration (LordJoda).
Added: Better Records integration.
Added: Method to switch CPU architecture automatically (will cause reboot if it changed).
Added: Parameter in gpu.bind to disable resolution reset (makkarpov).
Changed: Switches and Access Points are now deprecated, replaced by the Relay, which is basically a switch with a card slot and can be upgraded to support wireless (i.e. behave like an Access Point) or even using a Linked Card.
Changed: Updated plan9k loot disk (Magik6k).
Fixed: Very rare issue with agents' inventory interaction (e.g. with AgriCraft Analyzer).
Sounds like you either removed the file system you're running the OS from or have a broken installation.
Try rebooting with only the OpenOS floppy (and leave it in the drive), then insert a hard drive and reinstall, then remove the floppy before rebooting.
Table? Say no more!
There is really no way to prevent power to pass between two networks?
I'm seeking for a block that lets network messages pass through it but not the power. And even a block that just lets pass network messages that are directly addressed to it (its address). In fact, I never understood why there should absolutely have a sender address that no other computer than it can read messages, it's a bit against the true internet in my opinion.
You could make that switches don't let powe pass throught them, and you will still be able to configure a relay that lets pass power and network messages in placing a switch and a power distributor next to each other. ^^
Switches do not pass along power.
Server racks pass network messages and power.
Creator of OpenComputers. My Twitter. My Patreon.
Oops. Post edited to fix my stupidity.
Feature suggestion:
As Waypoints can be named, I suggest adding the same feature to Adapters. As it stands, Adapters get a new UUID whenever broken and replaced. When making a general-use program that needs more than one adapter attached to the same block type, like a comparitor, there's no way from the code to tell which is which without requiring the user to enter at least some of the non-user friendly UUID. If the user could instead name the Adapters when placing them, like the Waypoints, a program could automatically find and correctly assign them. This would replace the user having to use WAILA or a special tool to identify each Adapter.
This doesn't add any new functionality, per se, but it would make shared code a good bit easier for non-programmers to use.
This would also allow for a form of remote data entry if an Adapter's tag is changed on the fly. Code could note the change and, for example, change how it interacts with the external component—in situ calibration, of a sort.
Hrm, there'd have to be a way to access the names from code though, and the Adapter doesn't have its own component. Giving it one would be an option, sure, but if anything in OC 1.6 (since it can break builds due to the added component), and I'm also not too keen on that exactly *because* it already eats into the component limit of computers via the actual components provided by it (for the upgrades in it / blocks next to it). Feel free to open an issue on Github to get a discussion going, though.
OpenComputers 1.5.15 is out! Yet more bug fixes, tiered data cards, unmanaged mode for hard drives and floppies!
As always, remember to make a backup of your world before updating.
Download in first post or on Curse.
Creator of OpenComputers. My Twitter. My Patreon.
How to read a file in lua with OpenComputers? I can't figure out. In ComputerCraft we have file = fs.open(file, "r") and then file.readAll(). On OpenComputers, I'm trying to figure out how to do this for hours but I cannot find any solution despite a lot of search on google. I want to know how to read a whole file. I tryed file:read("*all"), tryed io:open instead of filesystem:open(), nothing works! I need your help, thank in advance!
The plain vanilla Lua way works, just make sure you get your dots and colons right.
Creator of OpenComputers. My Twitter. My Patreon.
Is there a way to catch and prevent CTRL+ALT+C ?
Hi again! Firstly thank you so much for adding/fixing the compatibility with WorldEdit, this really means a lot to me and provides an incredible opportunity for mapmakers.
I am using WorldEdit's //count and //distr which give the number of a particular block, and the number of all blocks respectively, within a region. I can grab the returns of these commands and then do some string manipulation to pull the numbers themselves, but I was thinking these might make cool additions to the world object of the debug component. Something like:
countBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number, id:number or string, meta:number):number
returns number of blocks within the region matching the specified id and metadata
distrBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number[, -d:use metadata flag]):array of id,count pairs
returns a matched pair array containing the counted number of each unique block
Just an idea, not demanding that you add this or anything
I'm having a very annoying problem, I'm unable to supply power to any of my computers.
The only energy production mods that I have are: (1) RotaryCraft, (2) ReactorCraft (which is pretty much just more ways to generate Rotarycraft energy), and (3) ElectriCraft. Absolutely none of those mods are able to provide power to my computers, and not even the power converter can help me. Since RotaryCraft and it's addons are compatible with OpenComputers, and they are energy generation mods, I expected that they would be able to power OpenComputers' computers.
While searching for assistance elsewhere, I read that if the mod (OpenComputers) did not detect a compatible power generation mod, the computers would not need power to function. If this is true, then: (1) Why does my OpenComputer copy not do this and (2) does this mean that it (RotaryCraft) is compatible with OpenComputers and I'm just not powering it properly? If it's not true, then (1) How do I disable power requirements (if that's even possible) and (2) If I can't disable power requirements, how do I power it?
Please note that I'm not trying to be hostile here. I'm just really worked up over my inability to power the computers, so if I come off as hostile then I apologize. It wasn't my intention.
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
config file:
ignorePower=true
way down in the config file
Thank you, I would have thought that something so significant would be more prominent in the configuration file though.
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
it is in the power section, the config file could stand a little formatting, but config files can't have any formatting like bold or italics...
I'm just saying that it should one of the first, if not the first, entry in the "power" section, considering that's what most people (at least in my mind) would be concerned about.
"I will be kind and explain to you the three reasons this will never happen in somewhat greater detail. But not much. I'm not feeling that kind.
1: Better Than Wolves is ****.
2: Even if it weren't ****, the coding is ****.
3: Even if it weren't **** and the coding weren't ****, FlowerChild is a possessive lunatic who has deliberately ensured that his mod is incompatible with everything, e
specially with Forge (the API used by the mods in Technic Pack), because he has a grudge against Eloraam, who is one of the major maintainers of Forge." - MechaCrash
The config is sorted alphabetically because otherwise it'd be random, so yeah Aside from that, if you have any mod in there that ships a power API OC supports, that'll mean it assumes it can be powered by that, somehow (e.g. if you have CoFHCore in there or so; dunno if DragonAPI is still shipping some foreign APIs?). Either way, adding direct support for RC power is something I am considering (haven't so far, because... well, all other supported power systems are more of a "energy/electric" nature, whereas RC is mechanical [and EC has no public API]). We'll see.
Creator of OpenComputers. My Twitter. My Patreon.
OpenComputers 1.5.16 is out! Switches and Access Points are deprecated by the Relay, and the Transposer says hello!
As always, remember to make a backup of your world before updating.
Download in first post and on Curse (once approved).
Creator of OpenComputers. My Twitter. My Patreon.
Thanks, glad to hear you like it
OpenComputers 1.5.17 is out! Quick hotfix for a crash introduced in the last version, sorry about that!
As always, remember to make a backup of your world before updating.
Download in first post and on Curse (once approved).
Creator of OpenComputers. My Twitter. My Patreon.
Sounds like you either removed the file system you're running the OS from or have a broken installation.
Try rebooting with only the OpenOS floppy (and leave it in the drive), then insert a hard drive and reinstall, then remove the floppy before rebooting.
Creator of OpenComputers. My Twitter. My Patreon.
#How has this mod survived#