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Who is exited for the new CC 1.6 features?


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#1 awsmazinggenius

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Posted 30 December 2013 - 12:50 PM

Hi all,
If you have been looking at Dan's Twitter recently, you will see some of the new programs and features that will be in CC 1.6.

(Supposedly, as I can tell) Rednet Repeaters, Built-In
Built-In Mail Program
Built-In Chat Program
Rednet "Channel" Name Protocol
Finally Built-In Peripheral Finder

I think these new features, while could be implemented in Lua, will make it easier for new programmers to start using ComputerCraft better. While I am not going to write a whole paragraph here, I'd like to see the community's thoughts, good or bad. Remember; a) there is probably still some unannounced stuff coming, and B) if you do absolutely hate these features, please respond in a respectful manner.

P.S: Mods, I searched, if this topic already exists, please delete this one.

#2 Lyqyd

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Posted 30 December 2013 - 01:26 PM

I'll have to see what the rednet message forwarding looks like. I may end up abandoning LyqydNet since it will be essentially duplicitous.

The command line is also apparently getting some love, with quotes being respected in commands and a function call to expand globs, which the built-in programs like cp, mv, etc. are going to take advantage of. I'm a bit excited about that one!

#3 gollark8

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Posted 30 December 2013 - 02:17 PM

I'm excited for the mail,chat and repeater programs since i'm rubbish at networking code.
And this 1.6 release MIGHT be for 1.7,I've started seeing some 1.7 forge builds recently.
And the find peripheral function is going to be useful for my factory monitoring programs.

#4 awsmazinggenius

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Posted 30 December 2013 - 02:33 PM

FINALLY! Forge for 1.7! I hope to see CC updating, then I can continue work on awsmazinggenius's Peripherals. (Planned: Another XP Peripheral, a Trading (villagers) peripheral, and a peripheral for getting a player skin - I have some haxing to do.)

I'd love to see mods finally come for 1.7. It's been a long wait, and lots of work for the Forge and MCP team, as well as the nodders that will have to tweak their mods). I think it will be interesting to see what Biomes O' Plenty does with this update, as well.

On topic: I saw the quotes thing on Dan's twitter, but I couldn't figure out what it meant or why it was important, so I ignored it. I'm going to love the new names and rednet thingy, as I've been making a chat program with things such as colour names, private messages, whitelisted channels, etc. and support for joining real IRC channels. (Yes, you heard me. However, currently I can only get it to work for EsperNet. If it doesn't work for other networks, I might have to abandon it, which would be unfortunate.) The named networks would save me the huge hassle of keeping a constantly updated list of users on the channel at the same time as listening for communications and sending info to clients, and unexpected "power outages" (broken computer, Ctrl+S/R). I also like the idea of the peripheral search being built-in. I am looking forward to using CC 1.6 a lot in 1.7 as well, having a Turtle that mines out a Mesa biome.

#5 gollark8

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Posted 30 December 2013 - 02:53 PM

View Postawsmazinggenius, on 30 December 2013 - 02:33 PM, said:

FINALLY! Forge for 1.7! I hope to see CC updating, then I can continue work on awsmazinggenius's Peripherals. (Planned: Another XP Peripheral, a Trading (villagers) peripheral, and a peripheral for getting a player skin - I have some haxing to do.)

I'd love to see mods finally come for 1.7. It's been a long wait, and lots of work for the Forge and MCP team, as well as the nodders that will have to tweak their mods). I think it will be interesting to see what Biomes O' Plenty does with this update, as well.

On topic: I saw the quotes thing on Dan's twitter, but I couldn't figure out what it meant or why it was important, so I ignored it. I'm going to love the new names and rednet thingy, as I've been making a chat program with things such as colour names, private messages, whitelisted channels, etc. and support for joining real IRC channels. (Yes, you heard me. However, currently I can only get it to work for EsperNet. If it doesn't work for other networks, I might have to abandon it, which would be unfortunate.) The named networks would save me the huge hassle of keeping a constantly updated list of users on the channel at the same time as listening for communications and sending info to clients, and unexpected "power outages" (broken computer, Ctrl+S/R). I also like the idea of the peripheral search being built-in. I am looking forward to using CC 1.6 a lot in 1.7 as well, having a Turtle that mines out a Mesa biome.

I think espernet is the only one working as other networks need are you a human verification and stuff like that.

I dont really get how the quotes thing is needed either.
And if private messages and whitelisted channels are actually private and whitelisted then yay,finally my IC2 wireless Nuclear Reactor controller will be secure.Since I do not want a friend playing jokes like turning it on when the heat vents/coolant cells/condensators/neutron reflectors need changing.The last time that happened it blew up a large hole in my reactor area.

Edited by gollark8, 30 December 2013 - 02:58 PM.


#6 Bomb Bloke

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Posted 30 December 2013 - 04:48 PM

Say you have a file called "my file". You want to delete that file from the basic prompt.

Typing rm my file doesn't work, because the rm command hence gets passed two arguments, and tries to remove a file called "my".

Normally quotes would get you around this - you'd type rm "my file" - but CC's command prompt ignores the quotes and still passes "my and file" as two separate arguements.

Hence it's impossible to manipulate such files via ComputerCraft short of actually coding something to work around the issue (eg by calling fs.delete() directly). You can probably see other instances where you'd want to be able to pass parameters to scripts that involve spaces.

Many of these other additions make me want to throw my hands up in the air and yell "well why not throw in all the other enhancement requests too?!". I guess Dan really wants people using CC networking in the next build - for some reason. Anyone happen to know what that is? It's got me scratching my head. I'd rather see improvements people can't already code themselves, like a repeater that doesn't clog up the computers directory in the world folder.

Re the 1.7 thing: Hooray. The clock's ticking for all us modpack users to abandon our worlds again. Bear in mind though, that a lot of people won't upgrade to CC 1.6 if doing so is the requirement (heck, some people are still using builds that're years old due to lack of backwards compatibility), hence it'll be a long time before LyqydNet and the like becomes redundant for everyone if that's going to be the case.

Well done to the Forge guys, anyway, and any work on CC is appreciated too. :)

Edited by Bomb Bloke, 30 December 2013 - 04:52 PM.


#7 Engineer

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Posted 30 December 2013 - 05:12 PM

View Postawsmazinggenius, on 30 December 2013 - 02:33 PM, said:

FINALLY! Forge for 1.7! I hope to see CC updating, then I can continue work on awsmazinggenius's Peripherals. (Planned: Another XP Peripheral, a Trading (villagers) peripheral, and a peripheral for getting a player skin - I have some haxing to do.)

I'd love to see mods finally come for 1.7. It's been a long wait, and lots of work for the Forge and MCP team, as well as the nodders that will have to tweak their mods). I think it will be interesting to see what Biomes O' Plenty does with this update, as well.
Forge is out, though MCP isnt. So that way we cant yet have a proper build of any mod without the developer doing lots and lots, did I already mention lots?, research on what methods to use. And not to mention, documentation is lacking.

There needs to be done a lot of things before forge has a proper build.

#8 Lyqyd

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Posted 30 December 2013 - 05:36 PM

I believe Forge is building 1.7 stuff against a private beta of MCP for 1.7.

#9 Zambonie

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Posted 30 December 2013 - 06:32 PM

Forge 1.7 Has a heck lot of bugs. My friend got around 800 errors when updating his mod to 1.7. I would wait for a stable build.
Though, this new update seems awesome. Im really looking toward it.

#10 awsmazinggenius

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Posted 30 December 2013 - 06:35 PM

I just assumed MCP was out if Forge was out (because Forge uses MCP). Silly me :P.
And yes, I understand - coding takes time. I'm just exited :)

EDIT: Damn Ninja (Looking at Troll.)

Edited by awsmazinggenius, 30 December 2013 - 06:36 PM.


#11 distantcam

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Posted 30 December 2013 - 08:52 PM

From my discussions with Dan200 the new networking features are not secure, so they can still be intercepted wirelessly.

Process multitasking *new*

Ok this has me excited.

#12 awsmazinggenius

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Posted 30 December 2013 - 10:31 PM

Awesome! Nice to see that built-in - I made a program that made two other programs run simultaneously (#computercraft IRC Monitor running on a first monitor, and my personal whiteboard program (I was helping a guy out with code) on a second). It was such a pain to get it to work - the Shell API doesn't seem to like you using shell.run in coroutines to simultaneously run stuff - so I'd love to have this program, if only to make it built in for new programmers.

#13 Anavrins

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Posted 31 December 2013 - 10:21 AM

Well, I received my advanced wireless mining turtle from Shapeways the other day, and I've noticed something on it...
Posted Image
The modem is colored in yellow,
I call advanced modems for 1.6 release :V

Edited by Anavrins, 31 December 2013 - 04:07 PM.


#14 nutcase84

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Posted 31 December 2013 - 01:52 PM

Looks AWESOME! Can't wait!

#15 awsmazinggenius

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Posted 31 December 2013 - 02:26 PM

I saw that on the Shapeways store so I refrained from buying it.

But...Advanced Modems...I'm thinking now...

#16 distantcam

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Posted 01 January 2014 - 11:29 AM

Windowing System

Yeah, I'm extremely excited now.

#17 Anavrins

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Posted 01 January 2014 - 11:41 AM

View Postdistantcam, on 01 January 2014 - 11:29 AM, said:

Windowing System

Yeah, I'm extremely excited now.
That's pretty nice, I've made an API very similar to this a while ago though, but it's nice to see it implemented by default in CC.

Edited by Anavrins, 01 January 2014 - 11:43 AM.


#18 Wojbie

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Posted 01 January 2014 - 02:15 PM

View Postdistantcam, on 01 January 2014 - 11:29 AM, said:

Windowing System

Yeah, I'm extremely excited now.

~~Trows a lot of code out the window.~~

Call me exited now.

Edited by wojbie, 01 January 2014 - 02:15 PM.


#19 awsmazinggenius

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Posted 02 January 2014 - 02:42 PM

I am exited for the window system now........


#20 Symmetryc

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Posted 02 January 2014 - 02:48 PM

Hmm, I hope people will start to actually use term.getSize from now on...





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