As mentioned by lordjoda above, in 1.1 there's a new subfolder in the config folder named 'opencomputers', that contains the recipe definitions. As mentioned in the default and GT recipe files, don't edit those, they are overwritten each time the game starts (in case we have to update stuff). Instead, have a look at the user.recipes file. Uncomment the GregTech line by removing the '#' in front of it to enable the GregTech recipes. I.e. change
#snip
include file("default.recipes")
#include file("gregtech.recipes")
#snip
to
#snip
include file("default.recipes")
include file("gregtech.recipes")
#snip
When using the 1.1 prerelease? Because if that folder isn't there, there should be no recipes at all available ingame. Assuming you are indeed using the prerelease, could you check the log and possibly upload to pastebin or so if there's any warnings or errors logged in it?
When using the 1.1 prerelease? Because if that folder isn't there, there should be no recipes at all available ingame. Assuming you are indeed using the prerelease, could you check the log and possibly upload to pastebin or so if there's any warnings or errors logged in it?
Indeed Should have probably stressed that more, sorry about the confusion.
Having had a look at the recipes, why don't the screens use the gregtech "Computer Monitor" instead of the glass pane?
("craftingMonitorTier02" instead of "thinGlass")
Also, not sure about the thermal generators in the charger, I think transformers would make more sense.
Same for the power converter.
Having had a look at the recipes, why don't the screens use the gregtech "Computer Monitor" instead of the glass pane?
("craftingMonitorTier02" instead of "thinGlass")
Also, not sure about the thermal generators in the charger, I think transformers would make more sense.
Same for the power converter.
The reason we decided against that was that it contains color, and the basic screen is monochrome. If no-one else is bothered by that we could put it (back) in, though.
As for the thermal generators, thanks for pointing that out, looks like that's actually a copy-paste error. The recipes are largely based on suggestions made in the GT thread, with minor adjustments here and there, where charger boxes were actually intended for those slots.
Edit: prerelease #2 for version 1.1.0 is out, download and changelog over on Github. Highlights: support for Project: Red bundled wires and statically linked Windows library (so you don't have to install the VC2012 runtime anymore).
There's a couple of open bug reports, so I still have to do some more investigating before I'm comfortable with a 1.1.0 release; if you find any more bugs please report them. If you can confirm bugs reported before / expand upon the reports with further information, please do so. Thanks!
The reason we decided against that was that it contains color, and the basic screen is monochrome. If no-one else is bothered by that we could put it (back) in, though.
But the other screens aren't monochrome, I'd like it to use the monitor. Or add it in the recipe for the Advanced Screen instead of the dyes?
As for the thermal generators, thanks for pointing that out, looks like that's actually a copy-paste error. The recipes are largely based on suggestions made in the GT thread, with minor adjustments here and there, where charger boxes were actually intended for those slots.
Ah, yes that makes more sense. I'd change the generator in the converter to a transformer though.
Ok wow, I know this is a bit of grave digging, but I just ran into this issue myself and I know it was never resolved before because the original reporter changed his setup.
Anyway, I had a modpack up and working great, added OpenComputers but couldn't get the computer to work in an _existing_ world. It would power up, the analyzer showed everything being perfect, but the screen just plain wouldn't function.
Create a _new_ world with NO changes to any mods, and OpenComputers works just fine o_O
There's definitely something funky going on during world gen that is requiring OpenComputers to be part of the world gen. :\
Here's a pastebin of the mods I have: http://pastebin.com/qruzxSG8 (ignore the dump.txt, that was me dumping the directory listing for the pastebin, oops)
TL;DR; existing world w/ OpenComputers installed later = fail, new world w/ OpenComputers already installed = A-Okay
But the other screens aren't monochrome, I'd like it to use the monitor. Or add it in the recipe for the Advanced Screen instead of the dyes?
I'd change the generator in the converter to a transformer though.
1. Replacing the dyes, huh... well, why not. Still a little odd to craft one screen from two others, but this is Minecraft after all.
2. I wasn't too happy with that either, transformer sounds good.
--snip--
TL;DR; existing world w/ OpenComputers installed later = fail, new world w/ OpenComputers already installed = A-Okay
I have no idea how it would have something to do with the world gen, since OC does nothing along those lines, it just adds a couple of blocks and an item... I'll look into it when I find the time. It'd be really helpful if you could narrow it down to the mod(s) that need to be present for the issue to occur.
1. Replacing the dyes, huh... well, why not. Still a little odd to craft one screen from two others, but this is Minecraft after all.
2. I wasn't too happy with that either, transformer sounds good.
1. Well, I see it as you're replacing the monochrome display part with the color monitor, while keeping the casing and the other internals, in addition to the new ones that allow colors. ^-^
You can justify anything with some pseudo-explanations! : P
So with the newest preview version this mod adds Project Red Bundled Cable support... Could someone please give me a hint how to write a simple testprogramm to send for example a "white" signal?
The same methods are used for RedLogic bundled cables, MineFactory Reloaded's RedNet and Project: Red bundled cables. A simple example is in the wiki.
Would love to see OpenComputers gain more support, but seems like there may be some reason(s) modders aren't picking it up that could be addressed through opening some channels
They should have. Could you please check your log? If a recipe fails to load it should be logged (with the reason it failed to load).
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding assembly recipe for 'chip1', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'itemPartCircuit'.
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding assembly recipe for 'chip2', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'itemPartCircuitAdv'.
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding assembly recipe for 'cable', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'itemCable'.
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding shaped recipe for 'case1', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'reactorVentSpread'.
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding shaped recipe for 'case2', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'reactorVentGold'.
2014-01-08 15:09:33 [WARNING] [OpenComputers] Failed adding shaped recipe for 'case3', you will not be able to craft this item! The error was: No ore dictionary entry, item or block found for ingredient with name 'reactorVentDiamond'.
In a recent update ic2 added "ic2." in front of all its blocks and items. That would probably be why it can't find them...
I m cant use computers because natves does not operate, The serveur use Linux.
That's not a bug, that's the OS either missing the natives or missing the components required by the natives, or otherwise failing when attempting to use the natives.
More information, especially error outputs, would be handy. Since it's the server failing to run the natives, check the error log for the OS first and see WHY it's failing to load the natives (likely missing some libraries)
It's probably a 2.6 Linux, at least that was the Linux version for which this has been reported before. As ShadowDrakken said it's probably a missing library (or rather: one of the two that I depend on is too old). Problem is that Java itself sucks at giving feedback on what the actual library that failed to load was. It just says "oh well, something was missing, good luck figuring out what". I just set up a VM and could reproduce the issue, so let's see if I can build it with less recent dependencies... currently struggling with getting Lua to compile because the OS is so ancient...
Peluche32123: mind telling me which distribution your server runs?
Edit: got Debian 4 running and to the point where I can compile the libraries and run the mod. Hopefully that'll be old enough to work for everyone... if not... seriously, upgrade your servers. It's 2014.
The gregtech mode recipe for a transistor is the same as an actual gregtech recipe, making transistors impossible to make. (prerelease 1 for 1.10, apologies if this has been fixed but nothing about it in the changelog).
Added support for Project: Red bundled redstone wires. Note that this requires the latest Project: Red version!
Added three new robot upgrades: Solar Generator, Sign Reader/Writer and a Navigation module (allows getting facing and, in a limited area, the robot's relative position).
Added setting for HTTP request timeout.
Added setting to allow bytecode loading.
Added setting for paste keyboard shortcut.
Added disk drive support for Analyzer, showing info on the inserted disk, if any.
Fixed `event.ignore()`.
Fixed `shell.setPath()`.
Fixed edit program saving an additional newline character at the end of the last line.
Fixed edit program failing to open empty files.
Fixed "ghost characters" in edit program when pressing enter.
Fixed click coordinates in GUI for certain GUI scales.
Fixed click coordinates for touch screens in certain multiblock/resolution combinations.
Fixed multi-block screens doing weird things when they span multiple chunks and one of those chunks is unloaded/reloaded.
Fixed side of `redstone_changed` signals not being translated to the local side of computer cases.
Fixed bug in `term.write()` when printing long strings.
Fixed errors when placing cables or moving robots at world bounds.
Fixed touch screen accuracy on dedicated servers.
Fixed error in crafting handler.
Fixed use of sided method from robot logic causing it to fail in certain cases on dedicated servers.
Fixed an issue where block components did not reconnect after a world reload.
Fixed error in edit when trying to create files in virtual folders.
Fixed game crashes on certain graphics cards and drivers (reported for ATI/AMD and Intel).
Possibly fixed a NullPointerException that was probably related to MCPC+.
All recipes are now defined in config files, meaning you can change them however you wish. Feel invited to come up with custom recipes based on BuildCraft or other mods' items and submit the recipe set as a pull request.
Checking for cursor position changes in `term.read()` which makes printing to the screen from event callbacks less of an issue when in the shell, for example.
HTTP responses are now pushed as binary chunks instead of text lines.
Rethrowing errors that occur in autorun scripts so that they get logged to the event log on the /tmp file system.
Checking for doDaylightCycle gamerule when trying to power on a computer, since if that's false computers won't properly run (since sleeps will never expire). Thanks to DarkSnake for figuring that one out.
ComputerCraft peripheral is now available via the Router block, no longer via the Adapter block.
The Adapter block now has to be "configured" by clicking with a supported block into its GUI, it will only support blocks it has been "configured" for.
Switched to statically linked Windows library, meaning you don't need to install the VC2012 runtime anymore.
Build Linux version of library against older library versions to allow running on older Linux systems.
The gregtech mode recipe for a transistor is the same as an actual gregtech recipe, making transistors impossible to make. (prerelease 1 for 1.10, apologies if this has been fixed but nothing about it in the changelog).
There have been some changes to the GT recipes, so please try again now. I just tested with the latest IC2 experimental and GT and could craft the transistors in the assembly machine without a problem.
There have been some changes to the GT recipes, so please try again now. I just tested with the latest IC2 experimental and GT and could craft the transistors in the assembly machine without a problem.
Ok yeah, does transistors now, but overrides the gregtech recipe for redstone conductors. Which I don't care about personally (don't use that bit), but might be a problem for somebody else.
Ah, I need the prerelease, that's my issue : P
Railcraft Boiler Calculator
When using the 1.1 prerelease? Because if that folder isn't there, there should be no recipes at all available ingame. Assuming you are indeed using the prerelease, could you check the log and possibly upload to pastebin or so if there's any warnings or errors logged in it?Indeed Should have probably stressed that more, sorry about the confusion.
Creator of OpenComputers. My Twitter. My Patreon.
Having had a look at the recipes, why don't the screens use the gregtech "Computer Monitor" instead of the glass pane?
("craftingMonitorTier02" instead of "thinGlass")
Also, not sure about the thermal generators in the charger, I think transformers would make more sense.
Same for the power converter.
Railcraft Boiler Calculator
The reason we decided against that was that it contains color, and the basic screen is monochrome. If no-one else is bothered by that we could put it (back) in, though.
As for the thermal generators, thanks for pointing that out, looks like that's actually a copy-paste error. The recipes are largely based on suggestions made in the GT thread, with minor adjustments here and there, where charger boxes were actually intended for those slots.
Edit: prerelease #2 for version 1.1.0 is out, download and changelog over on Github. Highlights: support for Project: Red bundled wires and statically linked Windows library (so you don't have to install the VC2012 runtime anymore).
There's a couple of open bug reports, so I still have to do some more investigating before I'm comfortable with a 1.1.0 release; if you find any more bugs please report them. If you can confirm bugs reported before / expand upon the reports with further information, please do so. Thanks!
Creator of OpenComputers. My Twitter. My Patreon.
But the other screens aren't monochrome, I'd like it to use the monitor. Or add it in the recipe for the Advanced Screen instead of the dyes?
Ah, yes that makes more sense. I'd change the generator in the converter to a transformer though.
Awesome!
Railcraft Boiler Calculator
Anyway, I had a modpack up and working great, added OpenComputers but couldn't get the computer to work in an _existing_ world. It would power up, the analyzer showed everything being perfect, but the screen just plain wouldn't function.
Create a _new_ world with NO changes to any mods, and OpenComputers works just fine o_O
There's definitely something funky going on during world gen that is requiring OpenComputers to be part of the world gen. :\
Here's a pastebin of the mods I have: http://pastebin.com/qruzxSG8 (ignore the dump.txt, that was me dumping the directory listing for the pastebin, oops)
TL;DR; existing world w/ OpenComputers installed later = fail, new world w/ OpenComputers already installed = A-Okay
I'm working on an open-source mod called Craft++. Check it out!
1. Replacing the dyes, huh... well, why not. Still a little odd to craft one screen from two others, but this is Minecraft after all.
2. I wasn't too happy with that either, transformer sounds good.
I have no idea how it would have something to do with the world gen, since OC does nothing along those lines, it just adds a couple of blocks and an item... I'll look into it when I find the time. It'd be really helpful if you could narrow it down to the mod(s) that need to be present for the issue to occur.
Well, it's wrong (surprise surprise)
Also, every other virus scanner disagrees. Note that Symantec itself is in that list. Same for the new statically linked DLL in prerelease 2.
Creator of OpenComputers. My Twitter. My Patreon.
1. Well, I see it as you're replacing the monochrome display part with the color monitor, while keeping the casing and the other internals, in addition to the new ones that allow colors. ^-^
You can justify anything with some pseudo-explanations! : P
Railcraft Boiler Calculator
The same methods are used for RedLogic bundled cables, MineFactory Reloaded's RedNet and Project: Red bundled cables. A simple example is in the wiki.
Creator of OpenComputers. My Twitter. My Patreon.
https://github.com/erogenousbeef/BigReactors/issues/80
Would love to see OpenComputers gain more support, but seems like there may be some reason(s) modders aren't picking it up that could be addressed through opening some channels
They do have uses though, makes it difficult to craft the things that use them...
Railcraft Boiler Calculator
They should have. Could you please check your log? If a recipe fails to load it should be logged (with the reason it failed to load).
Creator of OpenComputers. My Twitter. My Patreon.
In a recent update ic2 added "ic2." in front of all its blocks and items. That would probably be why it can't find them...
Railcraft Boiler Calculator
That's not a bug, that's the OS either missing the natives or missing the components required by the natives, or otherwise failing when attempting to use the natives.
More information, especially error outputs, would be handy. Since it's the server failing to run the natives, check the error log for the OS first and see WHY it's failing to load the natives (likely missing some libraries)
Peluche32123: mind telling me which distribution your server runs?
Edit: got Debian 4 running and to the point where I can compile the libraries and run the mod. Hopefully that'll be old enough to work for everyone... if not... seriously, upgrade your servers. It's 2014.
Creator of OpenComputers. My Twitter. My Patreon.
Changes:
There have been some changes to the GT recipes, so please try again now. I just tested with the latest IC2 experimental and GT and could craft the transistors in the assembly machine without a problem.
Everything required to build the mod should be in the repository, as mentioned in the readme.
Creator of OpenComputers. My Twitter. My Patreon.
Ok yeah, does transistors now, but overrides the gregtech recipe for redstone conductors. Which I don't care about personally (don't use that bit), but might be a problem for somebody else.