This mod adds programmable, modular and persistent computers to the game.
You'll need Minecraft 1.7.10 and at least Forge version 10.13.0.1180 or Minecraft 1.8 and at least Forge version 11.14.1.1313.
As with any mod, just put it into your mods folder and you're good to go. You can always find the latest releases on the Github releases page. For the adventurous, there are also you can also go here for development builds.
The mod accepts EU, RF, Mekanism Joules, Factorization Charge, Applied Energistics 2 energy, as well as power from Electrical Age (it has it's own converter). If none of these mods is present, power use is disabled.
Please report any bugs over on the issue tracker on Github. Note that the mod is open source, a critical eye (in particular regarding security issues) is always appreciated, as are patches.
If you have questions check out the documentation and if you can't find an answer there, ask here. There's also a forum which you can find over at http://oc.cil.li/. I'm usually on #oc on esper.net, so feel free to drop by if you want. Even if I'm not there, someone else is likely to help you.
Getting started / Tutorials
Version 1.3 Update
Some explanation of the changes and additions to the 1.3 version of OpenComputers.
As mentioned above, this mod adds programmable computers, i.e. blocks that can be used to write and run Lua programs. It also adds robots, which are basically mobile mini-computers that can interact with the world much like the player can: they can use items, break and place blocks, activate blocks and so on.
Here are a few key concepts of the mod:
Computers persist: they will resume where they were interrupted when loaded again after the chunk they're in was unloaded (e.g. when you quit the game and load the world again or go to the nether and come back).
Computers are modular: you can configure your computers as you like by installing different expansion cards (redstone, network) and different tiers of memory (RAM) and hard drives.
Computers need power: you'll want to use this mod alongside some other mod that allows generating power, such as BuildCraft, IndustrialCraft2, Thermal Expansion or a mod that generates Universal Electricity. This can be disabled in the config, though.
Limited Resources
You'll notice is that computers are not cheap. There are several recipe sets, included are, aside from the default one, a hardmode set, which makes the recipes more complex and expensive, and a GregTech set which builds upon the hardmode set but uses GT specific items in a couple of recipes.
Aside from the crafting prices, there are two more resources, memory (RAM) and disk space (Floppy Disks and Hard Disk Drives). You'll need at least one memory module in you computer to get it running. Having more means you can run more complex programs (by the way, this is the actual amount of memory used by the Lua VM, excluding kernel overhead). If your computer runs out of memory, best case is the currently running program will crash, worst case the whole computer will stop.
HDDs on the other hand are semi-optional: each computer has a built-in /tmp file system, that provides a small amount of writable space. All data in the temporary file system will be wiped on reboot, though, so if you want to store something longer than one session, you'll want a floppy or hard disk.
Interactions with other Mods
OpenComputers accepts power from a lot of mods, can interact with many mods' bundled redstone systems and provides a lot of options for interaction with other mods in general. A more or less updated list can be found on the wiki.
Native Library
This mod uses a native library (included in the ZIP, you don't have to do anything). If you're running Minecraft on something exotic (read: Windows XP or older, PowerPC Mac or Solaris), the mod will enter a 'fallback mode' using LuaJ. In this mode computers will not persist, and memory use will not be limited. But as mentioned above, it is enough for the host to run on a supported platform.
Why a native library, when Java is such a beautifully cross-platform (as if) programming language? It's for the Lua state persistence. All Java implementations of Lua I'm aware of use Java threads to implement Lua's coroutines. Meaning there's no just way they could be persisted. But that's very much a core feature of this mod, so I saw no other way than going deep. It's just one little shared library, containing Lua plus Eris (the persistence library), and the JNLua wrapper. All of those are open source, too. Feel free to inspect the sources.
For Modders / Extending the Mod
If you're a modder yourself and would like to extend the mod, there is an API that allows defining new block and item components. Don't worry: while the mod itself is written in Scala, the API is pure Java. If you need any help with API, please do not hesitate to ask! We're more than happy to help!
License / Modpacks
This mod is licensed under the MIT License, which basically means you can do whatever you want: use it in modpacks, fork it, copy parts of it, as long as you include the license file with it. If you use it in modpacks: the file is in the ZIP, so you don't have to worry about that. Giving credit would be appreciated but isn't obligatory.If you do make code changes, please make it abundantly clear to anyone using that modified version that they should come to you for support, first, though.
Well, this is quite interesting.
After having a look on git, i saw its in Scala... more interesting.
Gonna have a play around with it =3
But i have one main question, what is your reasoning for 'recreating' Computercraft in a sense?
Thanks! Let me know what you think
Why a ComputerCraft clone? There were a couple of things that came together. I tried to explain the decision a bit in the last spoiler, but in some more detail:
One thing was that while I really like what ComputerCraft is doing, it doesn't fit all that well with the other mods I'm usually playing with (frankly: it costs too little, in particular turtles).
There's also technical... inconsistencies that had me worried about how well they'll be able to pull of persistence, once they get it done (i.e. computers continuing to run across chunk unloads, versus rebooting). It's been promised for a while, but at the same time they have repeatedly said they'd stick with Lua 5.1, which does make sense, don't get me wrong. Lua 5.2 is a huge compatibility issue when porting from 5.1. But at the same time, Lua 5.1 is hard to persist transparently, because there are a lot of contexts in which one cannot "yield" (which is enforced to avoid programs using CPU time excessively).
Last but not least I wanted a project to sink some Scala time into
@cloudeh: well, it may not be the "reason" it is closed source. It still is, though, and that makes it harder for others to help fix issues. I submitted a couple of bug reports, mostly security related, but never got any feedback nor did I check recently whether they have been fixed.
As for features: yes, there are a lot of similarities. There's no point denying that. I do however feel there are a lot of ideas in the mod that make it a lot more than just a "reimplementation". Let's ignore power for a bit: computers are modular, they are built from parts. Depending on what cards you have in a computer you can use it for different things. Robots are a lot different to use, since they can be reconfigured and become better the longer you use them (they gain experience). The way screens are actually controlled is quite different (if you look beyond the abstracted 'print'). Computers actually have limited RAM. I just hope you'll give it a shot anyway to get a better idea, before stating it's the same, which I deeply feel it isn't
since computers will user power and have limited RAM and Disk space, can we have something like multi-user mainframes being accessed by stupid terminals at a distance? I would totally love you for it...
Thanks It's an interesting idea, there are many approaches to it. If it's purely wired and with stationary screens this could, in a limited fashion, already be possible just by writing the appropriate Lua mainframe code. If it's wireless (smartphone like) this could be achieved via an expansion card that does the "server" part and some client handheld items, I suppose. Either way, it's something for a little further down the road, there's still a couple of more basic things that need ironing out.
Made my day
Thanks alot.
I can definetly see the difference between this one and CC.
It just fits better in "hardcore" modpacks and makes somehow more sense with
those expensive and complex recipes plus the modular computers.
And the fact that computers are persistent speaks for itself
Just wondering. Do your computers work with CC peripherals or Open peripherals etc. ?
Anyway keep it up
Thanks, that's exactly what the mod is trying to be
I'm afraid the mod doesn't natively support CC peripherals. I actually played around with that for a bit, but there are a couple of issues, mostly in the way the underlying architecture of the mods is just way too different, that made it unsatisfying.
Also, I really didn't want to unnecessarily add fuel to the fire that the mod may cause, by using their API to implement things that were not intended to be implemented by others (fire: I'm sure some people will not see it like you do, and will sadly consider it a rip-off).
Absolutely. And to be clear as can be, this is not intended as a general replacement for ComputerCraft - it couldn't possibly be, nor should it be. After all, CC had a long time to evolve into where it is now, and this mod simply targets a different audience. Or at least that's what I'd like to think.
And yes, other people implementing addons for this would be absolutely fantastic! I'm definitely hoping for that
Looks awesome !
I hope you fokus on robotics in the future because
cc turtles are cute but only blocks with some player-like functions.
Your robots hopefully gonna be some kind of thing that
is more specialized but can be more efficient then a player!
Edit: You did it! Thank you for the wonderful drones!!!
Hmm, this mod looks almost like Computercraft and Applied Energistics combined; the requirement of power would be very resource-demanding.
Still, it's a neat mod!
Looks awesome !
I hope you fokus on robotics in the future because
cc turtles are cute but only blocks with some player-like functions.
Youre robots hopefully gonna be some kind of thing that
is more specialized but can be more efficient then a player!
Thanks! I've been thinking about how to implement the robots a lot. For now they're also bound to block-by-block movements, but with a little more fine-grained control over where they "click" than turtles. Making the move to real entities, i.e. having them move around freely is something I would love to do. It'd also make a bunch of things easier, since there'd be a real entity things interacted with could respond to. I just haven't come up with a satisfying solution on how to program these from Lua without it being really difficult or just giving the robot its real-world coordinates. The big problem: entities can be shoved around, so the robot can easily loose track of where it is.
Hm I was so long typing that my second Edit may be unseen so I quote mysself
btw are u German?
Yeah, sorry for the thread going into stealth mode there. Thanks for the suggestions! A couple of these were already on my list (which I should probably post somewhere...)
I'll look into the keyboard issue, that can probably be considered a bug. And yeah, I'm German so that'll be easy enough to test I just use the English layout most of the time since it's more comfortable for coding.
I'll have to write a wiki-page on robots, but in short: they get more efficient in their tool usage, tools lose durability less quickly and they harvest blocks faster.
You can't directly get a true or false out of event.pull(). You can either pull it with a filter that only accepts 'w's, in which case it'll only return after 'w' was pressed, or you have to manually check if the pressed key was a 'w' after it returned.
A list of all signals (unless I forgot something) can be found here on the wiki.
Ok this looks quite good, will there be compatability with Project:Red Cables?
Thanks! Yeah, I'll look into implementing their interface for the next version. I remembered reading somewhere that it was related to immibis' ones, so I just assumed it'd work. Seems it doesn't. Oh well, another API into the mix
Edit: after having a closer look I'll probably have to implement Forge multipart for this. I'll still try to get this done as soon as possible, will retract my promise regarding getting this in next release, though. May still make it, but it's closer to 50/50 now. Getting confused with all the APIs here, needs further testing, will update later.
Hi, I just wanted to say that in principle, I think your mod is really cool. However, your decision to use native libraries makes it a pretty much total non start for modpacks. Just so you know. Even if we could get OSX compiled for you, it's unlikely 3rd party hosts will ever set that up and it complicates our distribution.
I'd strongly suggest looking for another path to resumable lua instances. I'd also strongly suggest not looking at threads with a late 90's mindset, but that's another conversation.
Hi, I just wanted to say that in principle, I think your mod is really cool. However, your decision to use native libraries makes it a pretty much total non start for modpacks. Just so you know. Even if we could get OSX compiled for you, it's unlikely 3rd party hosts will ever set that up and it complicates our distribution.
Yeah, the native libs pretty much are the mods' Achilles' heel. I did quite a bit of research into the topic, but as mentioned in the OP all the Lua implementations in Java I'm aware of use threads for coroutines, and there're no libraries for persisting those (or rather: I didn't find any). There's research papers on the topic, but actual robust libraries? If you find one, please do let me know. I didn't limit my search to Lua, by the way. I just didn't have any luck looking for implementations of other languages that are resumable, so I resorted to a language I like and know.
I did try to make it as seamless as possible to run it, though, given a library for the current system is available. At least only the host/server needs the library, so it could be worse...
Wow, much better than ComputerCraft! I think this is one of the lesser known yet MUST BECOME FAMOUS RIGHT NOW mods. I think ComputerCraft made the recipes too cheap as well, and you have made a much more survival-friendly version of CC.
Rollback Post to RevisionRollBack
I'm working on an open-source mod called Craft++. Check it out!
Wow, much better than ComputerCraft! I think this is one of the lesser known yet MUST BECOME FAMOUS RIGHT NOW mods. I think ComputerCraft made the recipes too cheap as well, and you have made a much more survival-friendly version of CC.
Thanks! I'm humbled by your opinion, but I don't think it's fair to say it's plain better than CC There's still a lot of things that will need balancing and bugs that need squashing in this mod, and CC is very good at what it does and at what it wants to be. I just hope to fill the gap (and then some) that CC won't due to the authors' design choices.
can't you make minecraft automatically download that?
I thought there were ways to... unless the way that library works is more complicated than I thought, but for a simple drop in MC's folder I believe it's possible to automate the process... (there are a few mods that do that already, IIRC).
Hmm, interesting point. I'll have to ask in the Forge forums and/or channel about this. I just assumed that was just for newer versions of the basic natives and some Java/Scala libraries, but with a bit of luck I'm wrong. I suppose it'll involve Maven at some point, though, which I haven't really dipped into yet. If someone with experience in that area would be willing to lend a hand, that'd be phenomenal. All the source code in the library is already on Github, too, anyway.
This is one of the best first releases I've seen up to this point. Thanks for putting so much time into it, it's an interesting piece. Personally I've always thought that there should be more computer technology related mods, there are limitless possibilities when it comes to implementation into the game. I hope you can make it grow into a mod that explores those possibilities. Good luck to you!
I've never liked the simple recipes computercraft has. Wanting more of a challenge this will suit me a lot better.
I think saying this will replace computercraft is stupid. It might for people like me who wants more challenge and complexity, but there's still people who will prefer the simplicity and ease-of-use that computercraft has.
I believe the two are perfectly capable of co-existing.
ALSO, I want to be able to put the keyboard on top of a block in front of the screen.
Not really for any sort of practical reason, but because putting it on the side of the screen looks weird to me.
Yeeeah, I know it looks a little weird. It's really just a marker to differentiate pure displays/touchscreens from interactive ones, and putting the keyboard in front of a screen would make associating the keyboard with the screen kinda difficult. Maybe something along the lines of what that mod that uses Awesomium to render web pages in-game does? I.e. make the keyboard usable but don't open a GUI but just lock the player in place (while still allowing him to look around) and capture all keyboard input like the screen GUI does. Does that sound reasonable at all? Screens would have to have a decent size for the text to still be readable in that case, though.
Small update on Project Red interop: ChickenBones is looking into getting their interface for tile entities to work - seems noone tried to use it before. Once that's done I should be able to support their bundled wires, so the chances are back up for this making it into the next release.
Yeeeah, I know it looks a little weird. It's really just a marker to differentiate pure displays/touchscreens from interactive ones, and putting the keyboard in front of a screen would make associating the keyboard with the screen kinda difficult. Maybe something along the lines of what that mod that uses Awesomium to render web pages in-game does? I.e. make the keyboard usable but don't open a GUI but just lock the player in place (while still allowing him to look around) and capture all keyboard input like the screen GUI does. Does that sound reasonable at all? Screens would have to have a decent size for the text to still be readable in that case, though.
Not sure what you mean. Isn't the keyboard just a block that occupies the space next to the screen that tell it that it can open the gui?
I don't know what you are doing with it exactly but basically what I want is if you place the keyboard on the front of a screen the model will be flat against the bottom of the block you place it in, instead of against the screen.
Finding an image illustrating what I mean is difficult, but something like this:
I can't turn on any of the computers. I'm running the latests recommended forge(953). and a clean client with only TE on.
Any attempt to turn on the computer is failing. I have followed the guide and tried to switch TE with BC. To no help.
I'll try to reproduce. In the meantime, are you sure the energy is being transferred? For example, try using the analyzer on the computer case (sneaky activate) and see if it has any stored energy. That should also print the computer's last error message, if it got far enough. If there is power, can you have a look if there's anything suspicious in your log files? Also, what system are you running Minecraft on? (Windows, Linux?)
Edit: works fine on my end, so it's either something going wrong with TE interaction or something the mod doesn't like about your system. Could you be more specific in how you try to get the TE energy into the computer? Energy Cell?
Not sure what you mean. Isn't the keyboard just a block that occupies the space next to the screen that tell it that it can open the gui?
Hmm, well I guess when I take the keyboard's orientation into account it can work, yes. The problem is which screen does it "belong to" if there's a screen below it, too? But that may be a negligible corner case where it can just work for both screen... I'll add it to the list.
You'll need Minecraft 1.7.10 and at least Forge version 10.13.0.1180 or Minecraft 1.8 and at least Forge version 11.14.1.1313.
As with any mod, just put it into your mods folder and you're good to go. You can always find the latest releases on the Github releases page. For the adventurous, there are also you can also go here for development builds.
The mod accepts EU, RF, Mekanism Joules, Factorization Charge, Applied Energistics 2 energy, as well as power from Electrical Age (it has it's own converter). If none of these mods is present, power use is disabled.
Please report any bugs over on the issue tracker on Github. Note that the mod is open source, a critical eye (in particular regarding security issues) is always appreciated, as are patches.
If you have questions check out the documentation and if you can't find an answer there, ask here. There's also a forum which you can find over at http://oc.cil.li/. I'm usually on #oc on esper.net, so feel free to drop by if you want. Even if I'm not there, someone else is likely to help you.
Getting started / Tutorials
Some explanation of the changes and additions to the 1.3 version of OpenComputers.
English, Part 1:
English, Part 2:
A list of more tutorials can be found here.
What's in this mod?
Here are a few key concepts of the mod:
You'll notice is that computers are not cheap. There are several recipe sets, included are, aside from the default one, a hardmode set, which makes the recipes more complex and expensive, and a GregTech set which builds upon the hardmode set but uses GT specific items in a couple of recipes.
Aside from the crafting prices, there are two more resources, memory (RAM) and disk space (Floppy Disks and Hard Disk Drives). You'll need at least one memory module in you computer to get it running. Having more means you can run more complex programs (by the way, this is the actual amount of memory used by the Lua VM, excluding kernel overhead). If your computer runs out of memory, best case is the currently running program will crash, worst case the whole computer will stop.
HDDs on the other hand are semi-optional: each computer has a built-in /tmp file system, that provides a small amount of writable space. All data in the temporary file system will be wiped on reboot, though, so if you want to store something longer than one session, you'll want a floppy or hard disk.
Interactions with other Mods
Native Library
Why a native library, when Java is such a beautifully cross-platform (as if) programming language? It's for the Lua state persistence. All Java implementations of Lua I'm aware of use Java threads to implement Lua's coroutines. Meaning there's no just way they could be persisted. But that's very much a core feature of this mod, so I saw no other way than going deep. It's just one little shared library, containing Lua plus Eris (the persistence library), and the JNLua wrapper. All of those are open source, too. Feel free to inspect the sources.
For Modders / Extending the Mod
License / Modpacks
Creator of OpenComputers. My Twitter. My Patreon.
Thanks! Let me know what you think
Why a ComputerCraft clone? There were a couple of things that came together. I tried to explain the decision a bit in the last spoiler, but in some more detail:
One thing was that while I really like what ComputerCraft is doing, it doesn't fit all that well with the other mods I'm usually playing with (frankly: it costs too little, in particular turtles).
There's also technical... inconsistencies that had me worried about how well they'll be able to pull of persistence, once they get it done (i.e. computers continuing to run across chunk unloads, versus rebooting). It's been promised for a while, but at the same time they have repeatedly said they'd stick with Lua 5.1, which does make sense, don't get me wrong. Lua 5.2 is a huge compatibility issue when porting from 5.1. But at the same time, Lua 5.1 is hard to persist transparently, because there are a lot of contexts in which one cannot "yield" (which is enforced to avoid programs using CPU time excessively).
Last but not least I wanted a project to sink some Scala time into
@cloudeh: well, it may not be the "reason" it is closed source. It still is, though, and that makes it harder for others to help fix issues. I submitted a couple of bug reports, mostly security related, but never got any feedback nor did I check recently whether they have been fixed.
As for features: yes, there are a lot of similarities. There's no point denying that. I do however feel there are a lot of ideas in the mod that make it a lot more than just a "reimplementation". Let's ignore power for a bit: computers are modular, they are built from parts. Depending on what cards you have in a computer you can use it for different things. Robots are a lot different to use, since they can be reconfigured and become better the longer you use them (they gain experience). The way screens are actually controlled is quite different (if you look beyond the abstracted 'print'). Computers actually have limited RAM. I just hope you'll give it a shot anyway to get a better idea, before stating it's the same, which I deeply feel it isn't
Thanks It's an interesting idea, there are many approaches to it. If it's purely wired and with stationary screens this could, in a limited fashion, already be possible just by writing the appropriate Lua mainframe code. If it's wireless (smartphone like) this could be achieved via an expansion card that does the "server" part and some client handheld items, I suppose. Either way, it's something for a little further down the road, there's still a couple of more basic things that need ironing out.
Creator of OpenComputers. My Twitter. My Patreon.
Thanks, that's exactly what the mod is trying to be
I'm afraid the mod doesn't natively support CC peripherals. I actually played around with that for a bit, but there are a couple of issues, mostly in the way the underlying architecture of the mods is just way too different, that made it unsatisfying.
Also, I really didn't want to unnecessarily add fuel to the fire that the mod may cause, by using their API to implement things that were not intended to be implemented by others (fire: I'm sure some people will not see it like you do, and will sadly consider it a rip-off).
Creator of OpenComputers. My Twitter. My Patreon.
And yes, other people implementing addons for this would be absolutely fantastic! I'm definitely hoping for that
Creator of OpenComputers. My Twitter. My Patreon.
I hope you fokus on robotics in the future because
cc turtles are cute but only blocks with some player-like functions.
Your robots hopefully gonna be some kind of thing that
is more specialized but can be more efficient then a player!
Edit: You did it! Thank you for the wonderful drones!!!
Still, it's a neat mod!
Thanks! I've been thinking about how to implement the robots a lot. For now they're also bound to block-by-block movements, but with a little more fine-grained control over where they "click" than turtles. Making the move to real entities, i.e. having them move around freely is something I would love to do. It'd also make a bunch of things easier, since there'd be a real entity things interacted with could respond to. I just haven't come up with a satisfying solution on how to program these from Lua without it being really difficult or just giving the robot its real-world coordinates. The big problem: entities can be shoved around, so the robot can easily loose track of where it is.
Yeah, sorry for the thread going into stealth mode there. Thanks for the suggestions! A couple of these were already on my list (which I should probably post somewhere...)
I'll look into the keyboard issue, that can probably be considered a bug. And yeah, I'm German so that'll be easy enough to test I just use the English layout most of the time since it's more comfortable for coding.
I'll have to write a wiki-page on robots, but in short: they get more efficient in their tool usage, tools lose durability less quickly and they harvest blocks faster.
You can't directly get a true or false out of event.pull(). You can either pull it with a filter that only accepts 'w's, in which case it'll only return after 'w' was pressed, or you have to manually check if the pressed key was a 'w' after it returned.
A list of all signals (unless I forgot something) can be found here on the wiki.
Creator of OpenComputers. My Twitter. My Patreon.
Thanks! Yeah, I'll look into implementing their interface for the next version. I remembered reading somewhere that it was related to immibis' ones, so I just assumed it'd work. Seems it doesn't. Oh well, another API into the mix
Edit: after having a closer look I'll probably have to implement Forge multipart for this. I'll still try to get this done as soon as possible, will retract my promise regarding getting this in next release, though. May still make it, but it's closer to 50/50 now.Getting confused with all the APIs here, needs further testing, will update later.Creator of OpenComputers. My Twitter. My Patreon.
I'd strongly suggest looking for another path to resumable lua instances. I'd also strongly suggest not looking at threads with a late 90's mindset, but that's another conversation.
Yeah, the native libs pretty much are the mods' Achilles' heel. I did quite a bit of research into the topic, but as mentioned in the OP all the Lua implementations in Java I'm aware of use threads for coroutines, and there're no libraries for persisting those (or rather: I didn't find any). There's research papers on the topic, but actual robust libraries? If you find one, please do let me know. I didn't limit my search to Lua, by the way. I just didn't have any luck looking for implementations of other languages that are resumable, so I resorted to a language I like and know.
I did try to make it as seamless as possible to run it, though, given a library for the current system is available. At least only the host/server needs the library, so it could be worse...
Creator of OpenComputers. My Twitter. My Patreon.
I'm working on an open-source mod called Craft++. Check it out!
Thanks! I'm humbled by your opinion, but I don't think it's fair to say it's plain better than CC There's still a lot of things that will need balancing and bugs that need squashing in this mod, and CC is very good at what it does and at what it wants to be. I just hope to fill the gap (and then some) that CC won't due to the authors' design choices.
Hmm, interesting point. I'll have to ask in the Forge forums and/or channel about this. I just assumed that was just for newer versions of the basic natives and some Java/Scala libraries, but with a bit of luck I'm wrong. I suppose it'll involve Maven at some point, though, which I haven't really dipped into yet. If someone with experience in that area would be willing to lend a hand, that'd be phenomenal. All the source code in the library is already on Github, too, anyway.
Creator of OpenComputers. My Twitter. My Patreon.
From what I've seen so far, it looks as though it'll end up being somewhat better than ComputerCraft.
I think saying this will replace computercraft is stupid. It might for people like me who wants more challenge and complexity, but there's still people who will prefer the simplicity and ease-of-use that computercraft has.
I believe the two are perfectly capable of co-existing.
ALSO, I want to be able to put the keyboard on top of a block in front of the screen.
Not really for any sort of practical reason, but because putting it on the side of the screen looks weird to me.
: P
Railcraft Boiler Calculator
Small update on Project Red interop: ChickenBones is looking into getting their interface for tile entities to work - seems noone tried to use it before. Once that's done I should be able to support their bundled wires, so the chances are back up for this making it into the next release.
Creator of OpenComputers. My Twitter. My Patreon.
Not sure what you mean. Isn't the keyboard just a block that occupies the space next to the screen that tell it that it can open the gui?
I don't know what you are doing with it exactly but basically what I want is if you place the keyboard on the front of a screen the model will be flat against the bottom of the block you place it in, instead of against the screen.
Finding an image illustrating what I mean is difficult, but something like this:
Railcraft Boiler Calculator
I'll try to reproduce. In the meantime, are you sure the energy is being transferred? For example, try using the analyzer on the computer case (sneaky activate) and see if it has any stored energy. That should also print the computer's last error message, if it got far enough. If there is power, can you have a look if there's anything suspicious in your log files? Also, what system are you running Minecraft on? (Windows, Linux?)
Edit: works fine on my end, so it's either something going wrong with TE interaction or something the mod doesn't like about your system. Could you be more specific in how you try to get the TE energy into the computer? Energy Cell?
Hmm, well I guess when I take the keyboard's orientation into account it can work, yes. The problem is which screen does it "belong to" if there's a screen below it, too? But that may be a negligible corner case where it can just work for both screen... I'll add it to the list.
Creator of OpenComputers. My Twitter. My Patreon.