jecowa ...
What mod adds those green, golden and blue things in the 4th and 8th inventory slots of the first image and 4th of the second image?
That's Electrical Age. It's what I use to power my computers. Electrical Age has realistic electrical simulations using real formulas.
The blue wire is the low-voltage cable (max about 20A @ 50V), the green wire is the medium-voltage cable (max about 10A @ ~200V), and the yellow thing is a grounding wire. Not pictured there is also a red high-voltage cable (max of about 6.25A @ 800V).
In the first image, the white boxes are power converters to convert the energy from Electrical Age energy into OpenComputers power. In the second image, you can see a row of blue turbines from that mod running in the background. The item in the 5th slot on the bottom image measures the power in that mod. I've got it right next to the power measuring tool from OpenComputers.
I actually heard about Electrical Age from the change log of OpenComputers from when OpenComputers added support for it.
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There are a few parts I never use. Maybe they need balancing, or maybe I'm missing a use for them.
Tier2 Redstone Card - it's cheaper to make a redstone block plus it doesn't use a case card slot.
Block should probably use a Tier2 in recipe
Redstone cards in robots - It's simpler to just have them operate levers and saves a slot/complexity.
They're useful in normal computers though
Navigation Upgrade for robots - it's just as easy to keep track of the relative position in code (as the dig script does, for example).
If it had some extra functionality it might be useful - but what?
Power Upgrades for robots - they're very small and the 50K default is plenty - a robot will wear out its tool or fill its inventory before it uses all its power.
The default should be lowered (but then need to balance slots available in robots - Tier1 probably useless)
10K default would be about right, I think
Generator Upgrade for robots - they're too inefficient, a mining robot uses about half the coal it finds.
Could have efficiency tiers
Would be more useful it default power was lower
Solar Upgrade - it's Tier3 so chews up too much complexity (so the 50K default is plenty)
There are a few parts I never use. Maybe they need balancing, or maybe I'm missing a use for them.
[snip]
Thanks a lot for the detailed feedback, I really appreciate it! Here's my quick thoughts on this, I'll mull it over a bit, though.
The redstone block... the reason it can't really use the T2 card in its recipe is that that is only available when some third-party redstone mod is present (one that adds bundled or wireless redstone). IIRC it is quite a bit more expensive than T2 cards? I'll have another look at the recipe. Because it should be, since it can be used by multiple computers, too, after all. Oh, also: it can't do wireless redstone, unlike the T2 card (in MC1.6 anyway).
RS in robots: well, they still allow higher degree of flexibility when emitting signals (analog), plus they allow reading redstone signals. I think that's fine as it is.
Nav upgrade: True, but it will save you the code of tracking these things, freeing up that RAM to be used otherwise, and makes writing resumable programs easier since the values don't have to be stored to disk. I agree that they might be relatively bad value, though, lowering the tier might be an option?
Batteries: yeah, they're kinda hard to get "right". In particular when combined with other mods, where tools may have a lot more durability. I'll run some numbers again when I have more time, lowering the built-in energy capacity may indeed be necessary. As for the inventory, you run out of space before you run out of energy even with four inventory upgrades? After filtering out common stuff like stone? I've yet to code a "proper" quarrying program, so I had no "real world" use case to test against, so I'm curious.
Generator: hmm, what can I say. Working as intended? Anything that makes robots more autonomous (as in: they don't have to return to the charger) should have some drawback, IMHO, inefficiency being the most obvious one for the generator.
Solar: same argument as for the Generator, really, even more so because it's basically "free" energy. But yeah, default energy capacity may be lowered, so we'll see.
There are a few parts I never use. Maybe they need balancing, or maybe I'm missing a use for them.
Redstone cards in robots - It's simpler to just have them operate levers and saves a slot/complexity.
They're useful in normal computers though
It may be cheaper to have the robot use levers, but I think it's cool to be able to have the robot interface with the redstone directly. Or are you saying that you think robots shouldn't be able to use levers and buttons?
Navigation Upgrade for robots - it's just as easy to keep track of the relative position in code (as the dig script does, for example).
If it had some extra functionality it might be useful - but what?
You can keep track with relative position, but I think this is able to get a little off if the robot is mining through gravel or sand. It will think it has moved forward, but the falling gravel gets in its way. I haven't tested this in OpenComputers, though, but it's happened to me in ComputerCraft.
It's also nice to have a computer just know where it is when you place it. You could make a robot pet program with a map of you house programmed into it. You could have it follow you around the house by putting pressure plates around the house to send a signal to a computer that wirelessly transmits which room you're in to the robot.
Generator Upgrade for robots - they're too inefficient, a mining robot uses about half the coal it finds.
Could have efficiency tiers
I think it says they are 80% as efficient as a sterling engine. They want the generator upgrade to have a downside to make setting up a robot recharger worthwhile. If you need more fuel, you could program an automated tree farm with furnaces for charcoal.
Batteries: yeah, they're kinda hard to get "right". In particular when combined with other mods, where tools may have a lot more durability. I'll run some numbers again when I have more time, lowering the built-in energy capacity may indeed be necessary. As for the inventory, you run out of space before you run out of energy even with four inventory upgrades? After filtering out common stuff like stone? I've yet to code a "proper" quarrying program, so I had no "real world" use case to test against, so I'm curious.
Tools are the limiting factor, and since they don't stack, and since a continuous small supply of materials is better than infrequent large supplies, I've never even considered multiple inventory upgrades - returning to base is only a brief interlude from minng. All I've added to the dig script is dual tools (switch to diamond pickaxe if fail), tool durability monitoring and resupply at base, and initial navigation ("forward 5, down 10, turn left, then dig", wait politely for other robots rather that pickaxing them), and wait-until-charged, but it makes for total op mining. Robot returns with about 80% charge (iron or ic2 bronze pickaxe, never tried stone). I'm not really complaining - once I've manually mined enough gold (the limiting factor - damn those transistors and CPU core clocks), I'm happy to stick to the surface and play 1980s programmer slash robot wrangler.
Added: cables can now be dyed. Differently colored cables will not connect. Light gray cables (default color) will connect to all cables.
Added: hologram projectors can now be rotated around the Y axis by whacking them with a wrench.
Added: highlights in GUIs to indicate which items can go into which slots based on what is hovered.
Change: maximum robot complexity is now determined by both the case tier and the CPU tier; component limit set to a fixed, high value. This should make it impossible to build robots that don't work because they have too many components.
Change: improved bandwidth efficiency of screen updates a bit more.
Change: slightly changed recipes for redstone block and nav upgrade.
Fixed: worlds being leaked when leaving a single player game.
Fixed: adapter block behavior in a few peculiar cases.
Fixed: memory leaks inside the sandbox (as in: OpenOS could run out of memory, not MC itself).
Fixed: some recipes not using oredict entries.
Fixed: some more small things.
[MC1.7] Fixed: Updated MFR RedNet API.
[MC1.7] Fixed: GregTech recipe set. I think.
Those with an observant eye will notice a new item, the 'tablet case'. It can be used in the assembler to build tablet computers. These have been around for a while in the dev builds, and after some more stabilization I decided to expose them to a wider audience - they're still sort-of-experimental, which is one of the reasons the tablet case doesn't have a recipe yet, but has to be cheated in instead; the other being that they don't require energy, yet. One of the potential remaining changes will be for them to lose their keyboard and become purely touch-driven. That's much too impractical for testing, though, so they still have one for now. Please mess around with them and let me know if you encounter any bugs with them, thanks!
So, what I feel is missing from the mod, having used Redpower, is...
Redpower's computers ran a full emulation of a 6502 microcontroller. Lua is too high-level for me.
[snip]
There's in fact an API for adding custom "architectures", and in the near future I'm planning on making it so that CPUs can be reconfigured to any registered architecture - right now you'd need to implement a custom tile entity for that. If you want, you can read a bit more about that here on the wiki. However, this may only be... partially relevant, since it's aimed at more high-level VMs/languages. E.g. I'd imagine handling parameter passing to component callbacks using a plain data bus to be pretty painful Either way, I recommend stopping by on IRC, you might find some people that'd be willing to work with you on this.
One of the potential remaining changes will be for them to lose their keyboard and become purely touch-driven. That's much too impractical for testing, though, so they still have one for now. Please mess around with them and let me know if you encounter any bugs with them, thanks!
Maybe we can pretend there is a built-in ROM with software for a touch-screen keyboard. Tablets sound awesome, though. Can they be used to command an army of robots? I can't wait to mess with them.
Edit: I assembled an iPad and iPad mini.
It doesn't look like tablets work with upgrades yet. I assembled one with the navigation upgrade, the tractor beam upgrade, and the inventory upgrade, but the tablet didn't recognize them.
Ah yeah, forgot to mention that. Most upgrades won't work with the tablets yet. Looking into that is on my todo-list. That, and figuring out a way to indicate which ones work and which ones don't in certain devices, aside from tooltips...
I've registered on your OC website, but I'm not getting a confirmation email [asked it to send it again but still to no avail] - and yup, checked all my spamage, but the cupboard is bare...
I'd have posted this on your forum there, but, well, you know
I've registered on your OC website, but I'm not getting a confirmation email.
Hmm, odd, that's the first time this happened as far as I know. Well, I activated your account manually for now, that should do the trick.
Edit: gah, just checked the logs and apparently since August 29th mail sending fails... not sure if this is true for all mails, but still. It should be working again now, so if anyone else registered on or after Aug29th and before now and didn't get their validation mail yet, please try having it resent now. Sorry for the inconvenience!
but i'm stuck in my code. Is there any way to do something like this in a robot:
if robot.compare("BEDROCK") then something
I could use a simple compare if the robot has a nice little bedrock, but it's impossible in survival.
Since Tools don't use durability when they are unable to break the block, one code that tries to crush the block then if it fails abandon it should be fine.
robot.swing(side) and robot.detect(side) should work OK.
or
You can use flat bedrock mods!
Rollback Post to RevisionRollBack
I am a prehistoric histories and manga / anime fan.
Hello,
i have create a 3*3 screen tiers 3 (and gpu tier 3 too), so the max resolution is 160 * 50, but whatever what i set the resolution to, the in game screen dont take all the space the screen have.
What mod adds those green, golden and blue things in the 4th and 8th inventory slots of the first image and 4th of the second image?
I am a prehistoric histories and manga / anime fan.
That's Electrical Age. It's what I use to power my computers. Electrical Age has realistic electrical simulations using real formulas.
The blue wire is the low-voltage cable (max about 20A @ 50V), the green wire is the medium-voltage cable (max about 10A @ ~200V), and the yellow thing is a grounding wire. Not pictured there is also a red high-voltage cable (max of about 6.25A @ 800V).
In the first image, the white boxes are power converters to convert the energy from Electrical Age energy into OpenComputers power. In the second image, you can see a row of blue turbines from that mod running in the background. The item in the 5th slot on the bottom image measures the power in that mod. I've got it right next to the power measuring tool from OpenComputers.
I actually heard about Electrical Age from the change log of OpenComputers from when OpenComputers added support for it.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104648
Block should probably use a Tier2 in recipe
They're useful in normal computers though
If it had some extra functionality it might be useful - but what?
The default should be lowered (but then need to balance slots available in robots - Tier1 probably useless)
- 10K default would be about right, I think
Could have efficiency tiers
- Would be more useful it default power was lower
Useful if 50K default lowered
Thanks a lot for the detailed feedback, I really appreciate it! Here's my quick thoughts on this, I'll mull it over a bit, though.
Again, I appreciate the feedback!
Creator of OpenComputers. My Twitter. My Patreon.
It may be cheaper to have the robot use levers, but I think it's cool to be able to have the robot interface with the redstone directly. Or are you saying that you think robots shouldn't be able to use levers and buttons?
You can keep track with relative position, but I think this is able to get a little off if the robot is mining through gravel or sand. It will think it has moved forward, but the falling gravel gets in its way. I haven't tested this in OpenComputers, though, but it's happened to me in ComputerCraft.
It's also nice to have a computer just know where it is when you place it. You could make a robot pet program with a map of you house programmed into it. You could have it follow you around the house by putting pressure plates around the house to send a signal to a computer that wirelessly transmits which room you're in to the robot.
I think it says they are 80% as efficient as a sterling engine. They want the generator upgrade to have a downside to make setting up a robot recharger worthwhile. If you need more fuel, you could program an automated tree farm with furnaces for charcoal.
You can use the Electrical Age "ELN to other Converter" block to power OpenComputer devices.
Tools are the limiting factor, and since they don't stack, and since a continuous small supply of materials is better than infrequent large supplies, I've never even considered multiple inventory upgrades - returning to base is only a brief interlude from minng. All I've added to the dig script is dual tools (switch to diamond pickaxe if fail), tool durability monitoring and resupply at base, and initial navigation ("forward 5, down 10, turn left, then dig", wait politely for other robots rather that pickaxing them), and wait-until-charged, but it makes for total op mining. Robot returns with about 80% charge (iron or ic2 bronze pickaxe, never tried stone). I'm not really complaining - once I've manually mined enough gold (the limiting factor - damn those transistors and CPU core clocks), I'm happy to stick to the surface and play 1980s programmer slash robot wrangler.
Does anyone know what the debug card actually does? EDIT: I've played around with it some more and the only puzzling part is the getWorld function.Edit yet again: got it figured out now. Figured it'd be something like the adventure interface from CC.
As always, remember to make a backup of your world before updating.
Download for MC1.7.10
Those with an observant eye will notice a new item, the 'tablet case'. It can be used in the assembler to build tablet computers. These have been around for a while in the dev builds, and after some more stabilization I decided to expose them to a wider audience - they're still sort-of-experimental, which is one of the reasons the tablet case doesn't have a recipe yet, but has to be cheated in instead; the other being that they don't require energy, yet. One of the potential remaining changes will be for them to lose their keyboard and become purely touch-driven. That's much too impractical for testing, though, so they still have one for now. Please mess around with them and let me know if you encounter any bugs with them, thanks!
There's in fact an API for adding custom "architectures", and in the near future I'm planning on making it so that CPUs can be reconfigured to any registered architecture - right now you'd need to implement a custom tile entity for that. If you want, you can read a bit more about that here on the wiki. However, this may only be... partially relevant, since it's aimed at more high-level VMs/languages. E.g. I'd imagine handling parameter passing to component callbacks using a plain data bus to be pretty painful Either way, I recommend stopping by on IRC, you might find some people that'd be willing to work with you on this.
Creator of OpenComputers. My Twitter. My Patreon.
Edit: I assembled an iPad and iPad mini.
It doesn't look like tablets work with upgrades yet. I assembled one with the navigation upgrade, the tractor beam upgrade, and the inventory upgrade, but the tablet didn't recognize them.
Creator of OpenComputers. My Twitter. My Patreon.
I think you are talking about my multi-meter in the far right slot. It does look like an iPod.
I've registered on your OC website, but I'm not getting a confirmation email [asked it to send it again but still to no avail] - and yup, checked all my spamage, but the cupboard is bare...
I'd have posted this on your forum there, but, well, you know
cheersie bye!
ingie.
Hmm, odd, that's the first time this happened as far as I know. Well, I activated your account manually for now, that should do the trick.
Edit: gah, just checked the logs and apparently since August 29th mail sending fails... not sure if this is true for all mails, but still. It should be working again now, so if anyone else registered on or after Aug29th and before now and didn't get their validation mail yet, please try having it resent now. Sorry for the inconvenience!
Creator of OpenComputers. My Twitter. My Patreon.
Since Tools don't use durability when they are unable to break the block, one code that tries to crush the block then if it fails abandon it should be fine.
robot.swing(side) and robot.detect(side) should work OK.
or
You can use flat bedrock mods!
I am a prehistoric histories and manga / anime fan.
A program is called like a varags function, so via `...`. For example `local args = {...}`.
Creator of OpenComputers. My Twitter. My Patreon.
Make your screen 3*2 instead of 3*3.