Well I tried out opencomputers for awhile. The "wiki" is terribly designed and many pages are only accessible from other ones. The amount of useful information on the wiki or in any of the tutorials I found was pitiful and never told me how to actually do or use anything. Oh look its hello world, alright now how do I do something useful... nothing. How do I use a robot... well manually typing in all the commands is nice but not automated and nothing at all anywhere shows one basic way to use robots. There is a list of all the api commands but it assumes you already understand how to make them work.
This mod lacks one major thing. A stepping stone from super basic hello world to all the advanced stuff. There is a lack of tutorials, how tos, and examples of how to use things in conjunction with each other. Could I figure it all out eventually? Yeah. But why waste my time when I can do the same thing in computercraft in minutes. I like the idea of the mod but the usability has a lot to be worked on.
Well I tried out opencomputers for awhile. The "wiki" is terribly designed and many pages are only accessible from other ones. The amount of useful information on the wiki or in any of the tutorials I found was pitiful and never told me how to actually do or use anything. Oh look its hello world, alright now how do I do something useful... nothing. How do I use a robot... well manually typing in all the commands is nice but not automated and nothing at all anywhere shows one basic way to use robots. There is a list of all the api commands but it assumes you already understand how to make them work.
This mod lacks one major thing. A stepping stone from super basic hello world to all the advanced stuff. There is a lack of tutorials, how tos, and examples of how to use things in conjunction with each other. Could I figure it all out eventually? Yeah. But why waste my time when I can do the same thing in computercraft in minutes. I like the idea of the mod but the usability has a lot to be worked on.
Programming OpenComputers robots is very similar to programming ComputerCraft turtles. Programming in ComputerCraft and OpenComputers is both done using the LUA programming language. If you already know the LUA programming language pretty well from using ComputerCraft, it shouldn't be too hard to get into OpenComputers.
If you already know LUA, I don't understand why the lists of OpenComputers API calls isn't good enough for you. Here's the calls from the robot API: http://ocdoc.cil.li/api:robot
Programming OpenComputers robots is very similar to programming ComputerCraft turtles. Programming in ComputerCraft and OpenComputers is both done using the LUA programming language. If you already know the LUA programming language pretty well from using ComputerCraft, it shouldn't be too hard to get into OpenComputers.
If you already know LUA, I don't understand why the lists of OpenComputers API calls isn't good enough for you. Here's the calls from the robot API: http://ocdoc.cil.li/api:robot
They are similar, and different. If something isn't working right or I am not entering it right there is no way for me to check it or figure it out besides blind guessing.
Version 1.3.5 is now available. Two major additions, fluids in robots and finally official tablets, as well as a couple of fixes and other improvements.
As always, remember to make a backup of your world before updating.
Added: fluids in robots! Tank Upgrade! Tank Controller Upgrade!
Added: tablets now have recipes, so they're now officially obtainable.
Added: holograms can now be translated (moved) a little.
Added: the Geolyzer is now usable as an upgrade.
Added: the Crafting Upgrade craft now returns the crafted item's stacksize.
Added: the Piston Upgrade, allows pushing blocks.
[MC1.7] Added: support for AE2 power.
Change: shipped libraries are now named in a way that should avoid any and all conflicts with other mods. This means the native libraries had to be recompiled, let me know if they stopped working somewhere.
Fixed: multi-block screens potentially failing to connect properly on load.
Fixed: certain screen resolutions not being restored properly on load.
Fixed: certain items when being used and replacing themselves with another item (e.g. buckets -> milk buckets) being destroyed.
Fixed: lighting and other potential issues regarding the chunk loader upgrade.
They are similar, and different. If something isn't working right or I am not entering it right there is no way for me to check it or figure it out besides blind guessing.
Uhm, while it won't teach you Lua (because that's not its job, there are better resources for this) the wiki is quite logically structured, there's a table of contents on the start page to almost all pages - at the least the important ones - and while the odd function may be missing it's pretty much 99% complete, when it comes to covering the Lua APIs OC provides. So I'm not sure what you seem to be missing? If you notice something is undocumented, please either let me know or add it to the wiki yourself!
Added: fluids in robots! Tank Upgrade! Tank Controller Upgrade!
It's not clear from the wiki which APIs are provided with which of these upgrades: the Tank Upgrade mentions the Robot API, and there is lists lots of useful fluid functions, while the ones listed for Tank Controller Upgrade seem mostly redundant (so I'm guessing they're needed for some of the Robot API functions to work - but which?).
what program it is necessary to decompile OpenComputers-MC1.7.10-1.3.5.153-dev-dev.jar?
WinRar, I think.
Rollback Post to RevisionRollBack
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I really wanted to get into this mod, since a new modpack I've been trying out incorporates OpenComputers and I was previously a fan of ComputerCraft.
Unfortunately, really wanting to get into it was about as far as I got. The process of building a computer is a gigantic pain in the ass and completely arbitrary. Nobody wants to sit around crafting 100 different components (~20 component/upgrade slots on a robot, with each requiring their own sub-components) to craft a robot in order to simply find out what the mod's about.
The mod feels like it's actively punishing the player for attempting to use the mod. If you spend two hours collecting and crafting the things you need to in order to make a computer (going caving for brown mushrooms, fighting spiders for spider eyes, adventuring around until you are lucky enough to find a desert biome with cacti so you can get green dye... the list goes on and on), the mod then makes you wait even longer while you watch your computer magically assemble for several minutes. Also, you have to supply power to the magic-machine in order to assemble your computer. You just spent hours collecting and assembling the computer yourself - that part of the work is already done. You don't need a magic block to punish the player even further. I'm pretty sure that every time I've built my own computer, once I've stuck everything into the case and attached everything properly, I didn't need to run it through some kind of machine afterwards in order to finish assembly.
I have no idea why mod developers confuse extraordinary component complexity and crafting-table tedium for how expensive their blocks are. This is not an insignificant issue - this is almost solely the reason why there was such an exodus from IC2 and why people became such fervent fans of Thermal Expansion.
TL;DR: You might have a great mod here, but the high barrier to entry and annoyingness of getting into your mod will ensure that your user base will never grow.
It's not clear from the wiki which APIs are provided with which of these upgrades: the Tank Upgrade mentions the Robot API, and there is lists lots of useful fluid functions, while the ones listed for Tank Controller Upgrade seem mostly redundant (so I'm guessing they're needed for some of the Robot API functions to work - but which?).
Hmm, it's not? Let me try to clarify, and maybe you can improve it, then The tank upgrade doesn't have an own API, just like the inventory upgrade methods to operate on it are available in the robot API, they just might not be useful if there is no tank upgrade (like the ones operating on the inventory when there is no inventory upgrade). The tank controller upgrade provides the methods described on its component page on the wiki. Similar to the inventory controller upgrade this allows advanced interaction with tanks in the robot, in particular it allows filling/draining item tanks in the robot's inventory (such as TE portable tanks or buckets), as well as getting more specific fluid information (if enabled in the config). The general idea was to have fluids be treated as similar to items as possible. The tank controller has one method less than the inventory controller, sure, but I still think there are use-cases where it will be useful.
[snip] TL;DR: You might have a great mod here, but the high barrier to entry and annoyingness of getting into your mod will ensure that your user base will never grow.
Thanks for taking the time to write all that. The modularity is one of the key concepts in OpenComputers, so this isn't something that will go away just because some people would rather just throw down a single block and get started. The flexibility you get from the from this modularity is what a lot of people really enjoy about the mod, myself included. If you say it hinders entry into the mod, I say to get started with a mod one should use creative mode, where this doesn't matter.
If you think of gathering materials and crafting things as punishment, get a quarry and set up some autocrafting. OpenComputers isn't really meant to be played without accompanying mods that provide such functionality, one hint for that might be that most machinery in OC wants power - sure, if there's no power mod available they'll work without power, but that's not "the way it's meant to be played", if you know what I mean. As for the assembler, for one, the wait is really not that bad - if you can't keep yourself busy for 3 minutes, maybe you don't have enough mods in your modpack? The more... technical aspect is that assembling things takes energy. Quite a bit of it. And since charging things is not an instant process, time is a logical factor. If you dislike the concept of things being, in your words, "magically assembled", just think of it as charging the thing up for the first time, instead of it being assembled.
There is a vast bandwidth of what people consider to be tedious and what they consider fun. If you don't enjoy crafting things or don't enjoy setting up autocrafting, sure, you'll easily get annoyed by most high tech mods. At the same time there are many people who enjoy exactly this aspect of the game. They like the challenge of automating all these steps, so they don't have to do them. Note that I most certainly don't judge people who prefer easier recipes, but my personal opinion is that things like OC should fall into mid- to lategame content, simply due to the potential power they offer. If this makes it a niche mod, fine, so be it. I'm not in this for the popularity, but because I made a mod I have fun with and wanted to share it. If you disagree I can hardly tell you you're wrong, everyone has the right to play the game the way they enjoy it. That's why there are config options. Tons of them. This includes recipes. If you or someone else were to contribute an 'easymode' recipe set (like there is a hardmode set already) I'd be very likely to include it in the mod.
TL;DR: yeah, well, that's just, like, your opinion, man But I invite you to contribute an easier recipe set!
I really wanted to get into this mod, since a new modpack I've been trying out incorporates OpenComputers and I was previously a fan of ComputerCraft.
Unfortunately, really wanting to get into it was about as far as I got. The process of building a computer is a gigantic pain in the ass and completely arbitrary. Nobody wants to sit around crafting 100 different components (~20 component/upgrade slots on a robot, with each requiring their own sub-components) to craft a robot in order to simply find out what the mod's about.
The mod feels like it's actively punishing the player for attempting to use the mod. If you spend two hours collecting and crafting the things you need to in order to make a computer (going caving for brown mushrooms, fighting spiders for spider eyes, adventuring around until you are lucky enough to find a desert biome with cacti so you can get green dye... the list goes on and on), the mod then makes you wait even longer while you watch your computer magically assemble for several minutes. Also, you have to supply power to the magic-machine in order to assemble your computer. You just spent hours collecting and assembling the computer yourself - that part of the work is already done. You don't need a magic block to punish the player even further. I'm pretty sure that every time I've built my own computer, once I've stuck everything into the case and attached everything properly, I didn't need to run it through some kind of machine afterwards in order to finish assembly.
I have no idea why mod developers confuse extraordinary component complexity and crafting-table tedium for how expensive their blocks are. This is not an insignificant issue - this is almost solely the reason why there was such an exodus from IC2 and why people became such fervent fans of Thermal Expansion.
TL;DR: You might have a great mod here, but the high barrier to entry and annoyingness of getting into your mod will ensure that your user base will never grow.
Well, as Sangar said, you can automate the basic steps ( transistors and microchips, PCB's and card bases, control units and arithmetic units, etc... ). As for the final recipes, I think it's pretty fun to craft every piece out of the parts...
How do you set up a server so that it boots off of a hard drive?
I remember at one point I managed it in my testing work by copying the contents of the open os disk to a hard drive then moving it to the server, but that doesn't seem to be working now on my (minecraft) server. When I attempt to boot up using the hard drive on a normal computer it works fine but when I move it to the server all it comes up with is "press any key to continue" in the middle of the remote terminal's screen and won't do anything after that.
How do you set up a server so that it boots off of a hard drive?
I remember at one point I managed it in my testing work by copying the contents of the open os disk to a hard drive then moving it to the server, but that doesn't seem to be working now on my (minecraft) server. When I attempt to boot up using the hard drive on a normal computer it works fine but when I move it to the server all it comes up with is "press any key to continue" in the middle of the remote terminal's screen and won't do anything after that.
I'm afraid that was a bug, please get the latest dev build, it's fixed in there. Sorry about that!
Added: setting to disable debug card functionality.
Changed: replaced char wideness computation so that all unifont chars are now available.
Fixed: sidedness detection (most noticeable via CMEs and remote terminals not working in certain conditions).
Fixed: platform architecture detection.
Fixed: log spam due to bad mod presence detection combination with some other mods shipping partial APIs.
Note: this will be the last release for MC 1.6.4. I'm (finally) stopping feature updates for MC 1.6.4, as I've now started work on OC 1.4, which, as the version number may indicate, will have an API change (Java side, existing Lua programs will work without changes). And since, understandably, pretty much nobody else updates for MC 1.6.4 anymore, that means OC 1.4 wouldn't be of much use due to API conflicts anyway. So there you have it. I will, however, fix bugs for the old version, if any are found.
Oh, also note that OC 1.4 will be mildly incompatible with OC 1.3, world-wise. It'll load, but fully converting may need some manual action. More on that when I release the first version of OC 1.4. Just in case you're on the brink of getting started with OC in your world and want to avoid some hassle, you may want to wait for another week.
Either by using the internet card and some time provider service, or by exploiting that filesystems' lastModified method returns real world time stamps due to the fact that I couldn't come up with a sensible conversion to ingame time
The Meaning of Life, the Universe, and Everything.
Join Date:
2/16/2011
Posts:
62
Minecraft:
ethanwdp
Member Details
It's funny how programs, games, and tutorials that are supposed to teach coding taught me nothing, but screwing around with bits of code in a Minecraft mod taught me tons. Thank you very much for this mod.
I am sad to hear that there will be no more 1.6.4 updates. Especially since I have just decided to not update my modpack and server beyond this version because of all the things happening with Mojang, Bukkit, Cauldron, general stability of 1.7.* and other things.
Thank you for this amazing mod, I will update to the latest version and your mod will remain in my modpack for a long time!
I am sad to hear that there will be no more 1.6.4 updates. Especially since I have just decided to not update my modpack and server beyond this version because of all the things happening with Mojang, Bukkit, Cauldron, general stability of 1.7.* and other things.
Thank you for this amazing mod, I will update to the latest version and your mod will remain in my modpack for a long time!
Ah, yeah. I can understand that. It's just getting to the point where it's unfeasible to maintain both at once, with the APIs now being different, I'm afraid. If you do find any major bugs, though, please don't hesitate to report them, still. Since aside from the API changes, 1.4 is mostly refactoring stuff at this point, it may also apply to 1.4, and depending on the severity I might even backport fixes
This mod lacks one major thing. A stepping stone from super basic hello world to all the advanced stuff. There is a lack of tutorials, how tos, and examples of how to use things in conjunction with each other. Could I figure it all out eventually? Yeah. But why waste my time when I can do the same thing in computercraft in minutes. I like the idea of the mod but the usability has a lot to be worked on.
Programming OpenComputers robots is very similar to programming ComputerCraft turtles. Programming in ComputerCraft and OpenComputers is both done using the LUA programming language. If you already know the LUA programming language pretty well from using ComputerCraft, it shouldn't be too hard to get into OpenComputers.
If you already know LUA, I don't understand why the lists of OpenComputers API calls isn't good enough for you. Here's the calls from the robot API: http://ocdoc.cil.li/api:robot
They are similar, and different. If something isn't working right or I am not entering it right there is no way for me to check it or figure it out besides blind guessing.
As always, remember to make a backup of your world before updating.
For downloads see the first post or Curse.
Uhm, while it won't teach you Lua (because that's not its job, there are better resources for this) the wiki is quite logically structured, there's a table of contents on the start page to almost all pages - at the least the important ones - and while the odd function may be missing it's pretty much 99% complete, when it comes to covering the Lua APIs OC provides. So I'm not sure what you seem to be missing? If you notice something is undocumented, please either let me know or add it to the wiki yourself!
The code for 1.7 is a branch available on the very same Github repo.
Creator of OpenComputers. My Twitter. My Patreon.
It's not clear from the wiki which APIs are provided with which of these upgrades: the Tank Upgrade mentions the Robot API, and there is lists lots of useful fluid functions, while the ones listed for Tank Controller Upgrade seem mostly redundant (so I'm guessing they're needed for some of the Robot API functions to work - but which?).
WinRar, I think.
Click on this spoiler to see mods and ideas that I support!
Unfortunately, really wanting to get into it was about as far as I got. The process of building a computer is a gigantic pain in the ass and completely arbitrary. Nobody wants to sit around crafting 100 different components (~20 component/upgrade slots on a robot, with each requiring their own sub-components) to craft a robot in order to simply find out what the mod's about.
The mod feels like it's actively punishing the player for attempting to use the mod. If you spend two hours collecting and crafting the things you need to in order to make a computer (going caving for brown mushrooms, fighting spiders for spider eyes, adventuring around until you are lucky enough to find a desert biome with cacti so you can get green dye... the list goes on and on), the mod then makes you wait even longer while you watch your computer magically assemble for several minutes. Also, you have to supply power to the magic-machine in order to assemble your computer. You just spent hours collecting and assembling the computer yourself - that part of the work is already done. You don't need a magic block to punish the player even further. I'm pretty sure that every time I've built my own computer, once I've stuck everything into the case and attached everything properly, I didn't need to run it through some kind of machine afterwards in order to finish assembly.
I have no idea why mod developers confuse extraordinary component complexity and crafting-table tedium for how expensive their blocks are. This is not an insignificant issue - this is almost solely the reason why there was such an exodus from IC2 and why people became such fervent fans of Thermal Expansion.
TL;DR: You might have a great mod here, but the high barrier to entry and annoyingness of getting into your mod will ensure that your user base will never grow.
Hmm, it's not? Let me try to clarify, and maybe you can improve it, then The tank upgrade doesn't have an own API, just like the inventory upgrade methods to operate on it are available in the robot API, they just might not be useful if there is no tank upgrade (like the ones operating on the inventory when there is no inventory upgrade). The tank controller upgrade provides the methods described on its component page on the wiki. Similar to the inventory controller upgrade this allows advanced interaction with tanks in the robot, in particular it allows filling/draining item tanks in the robot's inventory (such as TE portable tanks or buckets), as well as getting more specific fluid information (if enabled in the config). The general idea was to have fluids be treated as similar to items as possible. The tank controller has one method less than the inventory controller, sure, but I still think there are use-cases where it will be useful.
Thanks for taking the time to write all that. The modularity is one of the key concepts in OpenComputers, so this isn't something that will go away just because some people would rather just throw down a single block and get started. The flexibility you get from the from this modularity is what a lot of people really enjoy about the mod, myself included. If you say it hinders entry into the mod, I say to get started with a mod one should use creative mode, where this doesn't matter.
If you think of gathering materials and crafting things as punishment, get a quarry and set up some autocrafting. OpenComputers isn't really meant to be played without accompanying mods that provide such functionality, one hint for that might be that most machinery in OC wants power - sure, if there's no power mod available they'll work without power, but that's not "the way it's meant to be played", if you know what I mean. As for the assembler, for one, the wait is really not that bad - if you can't keep yourself busy for 3 minutes, maybe you don't have enough mods in your modpack? The more... technical aspect is that assembling things takes energy. Quite a bit of it. And since charging things is not an instant process, time is a logical factor. If you dislike the concept of things being, in your words, "magically assembled", just think of it as charging the thing up for the first time, instead of it being assembled.
There is a vast bandwidth of what people consider to be tedious and what they consider fun. If you don't enjoy crafting things or don't enjoy setting up autocrafting, sure, you'll easily get annoyed by most high tech mods. At the same time there are many people who enjoy exactly this aspect of the game. They like the challenge of automating all these steps, so they don't have to do them. Note that I most certainly don't judge people who prefer easier recipes, but my personal opinion is that things like OC should fall into mid- to lategame content, simply due to the potential power they offer. If this makes it a niche mod, fine, so be it. I'm not in this for the popularity, but because I made a mod I have fun with and wanted to share it. If you disagree I can hardly tell you you're wrong, everyone has the right to play the game the way they enjoy it. That's why there are config options. Tons of them. This includes recipes. If you or someone else were to contribute an 'easymode' recipe set (like there is a hardmode set already) I'd be very likely to include it in the mod.
TL;DR: yeah, well, that's just, like, your opinion, man But I invite you to contribute an easier recipe set!
Creator of OpenComputers. My Twitter. My Patreon.
Well, as Sangar said, you can automate the basic steps ( transistors and microchips, PCB's and card bases, control units and arithmetic units, etc... ). As for the final recipes, I think it's pretty fun to craft every piece out of the parts...
I am a prehistoric histories and manga / anime fan.
I remember at one point I managed it in my testing work by copying the contents of the open os disk to a hard drive then moving it to the server, but that doesn't seem to be working now on my (minecraft) server. When I attempt to boot up using the hard drive on a normal computer it works fine but when I move it to the server all it comes up with is "press any key to continue" in the middle of the remote terminal's screen and won't do anything after that.
I'm afraid that was a bug, please get the latest dev build, it's fixed in there. Sorry about that!
Creator of OpenComputers. My Twitter. My Patreon.
As always, remember to make a backup of your world before updating.
For downloads see the first post or Curse.
Note: this will be the last release for MC 1.6.4. I'm (finally) stopping feature updates for MC 1.6.4, as I've now started work on OC 1.4, which, as the version number may indicate, will have an API change (Java side, existing Lua programs will work without changes). And since, understandably, pretty much nobody else updates for MC 1.6.4 anymore, that means OC 1.4 wouldn't be of much use due to API conflicts anyway. So there you have it. I will, however, fix bugs for the old version, if any are found.
Oh, also note that OC 1.4 will be mildly incompatible with OC 1.3, world-wise. It'll load, but fully converting may need some manual action. More on that when I release the first version of OC 1.4. Just in case you're on the brink of getting started with OC in your world and want to avoid some hassle, you may want to wait for another week.
Creator of OpenComputers. My Twitter. My Patreon.
Just one question: how I can get real world time?
Either by using the internet card and some time provider service, or by exploiting that filesystems' lastModified method returns real world time stamps due to the fact that I couldn't come up with a sensible conversion to ingame time
Creator of OpenComputers. My Twitter. My Patreon.
In order to avoid unnecessary hardware dependencies, I will use the tricky second method
Thank you for this amazing mod, I will update to the latest version and your mod will remain in my modpack for a long time!
I am a prehistoric histories and manga / anime fan.
Ah, yeah. I can understand that. It's just getting to the point where it's unfeasible to maintain both at once, with the APIs now being different, I'm afraid. If you do find any major bugs, though, please don't hesitate to report them, still. Since aside from the API changes, 1.4 is mostly refactoring stuff at this point, it may also apply to 1.4, and depending on the severity I might even backport fixes
Creator of OpenComputers. My Twitter. My Patreon.