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How to make and install Lua resource packs


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#1 dan200

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Posted 12 July 2013 - 08:30 AM

Hey all,

as of ComputerCraft 1.55, Lua programs can now be included in Minecraft resource packs. Indeed, this is the only way to add custom programs to the ComputerCraft rom folder now.

So how do I make then?

A resource pack is a zip file or a folder containing resource files that, when installed, replace or add to the default ones included in Minecraft or mods. In ComputerCraft, this can be used to add programs to the ROM, or add programs to the pool of spawnable Treasure Disks (1.56 and above). To do this, a resource pack must include them in the subfolders "assets/computercraft/lua": So how do I install them?

To install a resource pack, simple drag it to the "resourcepacks" folder of your Minecraft installation, and launch or relaunch Minecraft. There is no need to select it from the resourcepacks options menu, all Computercraft lua resources are combined and loaded permanently.

If you're playing in multiplayer, you need to install the resoucepack to the server. To do this: create the "resourcepacks" folder manually, and drag the resource pack zip file to it.

Happy hacking!

#2 Tjakka5

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Posted 12 July 2013 - 08:46 AM

Thank you for this explanation, Im sure it will be usefull for lots of people.

#3 ElvishJerricco

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Posted 12 July 2013 - 12:41 PM

Tsk tsk dan. This should be in the tutorials section ;)

#4 rhyleymaster

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Posted 12 July 2013 - 01:01 PM

I believe this is the wrong section, Dan.

#5 dent308

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Posted 12 July 2013 - 01:05 PM

What about being able to edit in the rom folder? Unzip - edit - rezip seems really clunky for hacking / testing.

#6 TheOddByte

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Posted 12 July 2013 - 02:38 PM

View Postdent308, on 12 July 2013 - 01:05 PM, said:

What about being able to edit in the rom folder? Unzip - edit - rezip seems really clunky for hacking / testing.
Uhmm.. Then test it in ccDesk or something before putting it in a resource pack :P

#7 MCGamer20000

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Posted 12 July 2013 - 07:44 PM

How about removing default files? Is that possible?

#8 theoriginalbit

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Posted 12 July 2013 - 08:42 PM

View Postrhyleymaster, on 12 July 2013 - 01:01 PM, said:

I believe this is the wrong section, Dan.
I don't believe it is... It's in a place that will grab people attention...

#9 ElvishJerricco

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Posted 12 July 2013 - 08:46 PM

View Posttheoriginalbit, on 12 July 2013 - 08:42 PM, said:

View Postrhyleymaster, on 12 July 2013 - 01:01 PM, said:

I believe this is the wrong section, Dan.
I don't believe it is... It's in a place that will grab people attention...

... It's a tutorial. It goes in the tutorials section. If someone is looking for a tutorial on making resource packs, they're not going to look in the programs board.

#10 PixelToast

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Posted 12 July 2013 - 09:39 PM

i dont like this :s this way i cant edit the programs directly
any other way around?

#11 ElvishJerricco

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Posted 12 July 2013 - 10:26 PM

View PostPixelToast, on 12 July 2013 - 09:39 PM, said:

i dont like this :s this way i cant edit the programs directly
any other way around?

Just unzip CC and copy the file you need to edit. Not too hard. A wee bit more inconvenient though.

#12 PixelToast

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Posted 12 July 2013 - 10:47 PM

not what i meant, i want to edit all the files in as single folder (how it used to be) without having to shutdown / rezip anything ;_;

#13 ElvishJerricco

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Posted 13 July 2013 - 12:08 AM

View PostPixelToast, on 12 July 2013 - 10:47 PM, said:

not what i meant, i want to edit all the files in as single folder (how it used to be) without having to shutdown / rezip anything ;_;

Oh right. Yea I posted in the suggestions about that. I wrote a script to do all that work for me but it takes time to reboot the game entirely. Really messes with my workflow.

#14 Zudo

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Posted 13 July 2013 - 12:57 AM

This was a really neat idea!


Hehehehehehehehehehehehehehe

#15 Xfel

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Posted 13 July 2013 - 02:59 PM

So... As mods are now resource packs too... can they add their peripheral apis this way?

#16 electrodude512

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Posted 13 July 2013 - 06:51 PM

View PostXfel, on 13 July 2013 - 02:59 PM, said:

So... As mods are now resource packs too... can they add their peripheral apis this way?

Only mods like Forge and hopefully Optifine are now resource packs. All other mods go in minecraft/mods/ like they used to.

#17 dan200

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Posted 14 July 2013 - 01:13 AM

View PostXfel, on 13 July 2013 - 02:59 PM, said:

So... As mods are now resource packs too... can they add their peripheral apis this way?

kind of. Look at the new mounting methods in the api

#18 Galactica4

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Posted 14 July 2013 - 02:30 AM

This is going to damage people's workflow, I mean, it is not very convenient to edit pastebin and download it every time, especially in bug testing, download, run, BUG, edit pastebin, download , run, BUG e.c.t + the inbuilt editor is not 'the best.'
BTW does this affect '.minecraft/saves/ save name/computercraft/computerID method because if it does, oh I am annoyed!
Don't do this Dan, don't do this

#19 ElvishJerricco

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Posted 14 July 2013 - 03:01 AM

View PostGalactica4, on 14 July 2013 - 02:30 AM, said:

This is going to damage people's workflow, I mean, it is not very convenient to edit pastebin and download it every time, especially in bug testing, download, run, BUG, edit pastebin, download , run, BUG e.c.t + the inbuilt editor is not 'the best.'
BTW does this affect '.minecraft/saves/ save name/computercraft/computerID method because if it does, oh I am annoyed!
Don't do this Dan, don't do this

The only people whose workflow this messes with is people who edit the ROM files. For any other purpose, things are no different. Editing programs through the save folders is the same as always.

Don't get me wrong, the idea of using resource packs instead of having to actually edit the ComputerCraft package is great. But the fact that we can't use folders for these resource packs, and the fact that it doesn't seem to properly update when you update your zip file makes for some big problems. The feature just needs some cleaning.

#20 theoriginalbit

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Posted 14 July 2013 - 03:19 AM

View PostGalactica4, on 14 July 2013 - 02:30 AM, said:

This is going to damage people's workflow
Not at all. This change, makes no difference to how peoples workflow would need to be set up.

View PostGalactica4, on 14 July 2013 - 02:30 AM, said:

I mean, it is not very convenient to edit pastebin and download it every time, especially in bug testing, download, run, BUG, edit pastebin, download , run, BUG e.c.t + the inbuilt editor is not 'the best.'
You are not able to edit the programs that have been loaded in with `resource packs`, just like you cannot edit those that are loaded in through `rom`

View PostGalactica4, on 14 July 2013 - 02:30 AM, said:

BTW does this affect '.minecraft/saves/ save name/computercraft/computerID method because if it does, oh I am annoyed!
No it doesn't. It isn't a change to how the computers work, it is a way to add/remove new programs and APIs to all computers/turtles just by putting in one location on the server instead of just having to pastebin it onto each computer.

View PostGalactica4, on 14 July 2013 - 02:30 AM, said:

Don't do this Dan, don't do this
Too late, it is done and implemented in the latest version. Also even if it wasn't in, he isn't going to listen to just one person, especially one who is brand new to the forums.





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