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[MC 1.8.9-1.11.2] CC Tweaks

HydroNitrogen's Photo HydroNitrogen 13 Jun 2015

Hey man! Nice mod! I included it in my modpack "Mega Computer Pack".

I have set your name in the credits and stuff ;)


Modpack link: http://www.technicpa...ter-pack.668983
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HydroNitrogen's Photo HydroNitrogen 13 Jun 2015

My modpack crashes on launch!

If you could see whats wrong with the mod: here is the error log.

Until its fixed I will remove the mod from my modpack ;-)

Thanks to everybody who sees what is causing the error.
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SquidDev's Photo SquidDev 13 Jun 2015

View PostZapper49, on 13 June 2015 - 03:25 PM, said:

My modpack crashes on launch!

If you could see whats wrong with the mod: here is the error log.

Yeah, this was a pretty stupid mistake of mine a while back. It should be fixed in the 0.2 prerelease so you'll probably have to work with that for now. It is pretty stable so everything should be OK. Sorry :(.
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HydroNitrogen's Photo HydroNitrogen 14 Jun 2015

View PostSquidDev, on 13 June 2015 - 03:38 PM, said:

View PostZapper49, on 13 June 2015 - 03:25 PM, said:

My modpack crashes on launch!

If you could see whats wrong with the mod: here is the error log.

Yeah, this was a pretty stupid mistake of mine a while back. It should be fixed in the 0.2 prerelease so you'll probably have to work with that for now. It is pretty stable so everything should be OK. Sorry :(.

Its okay mate, I will try to include it again ;-) Thanks for your fast reacton
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SquidDev's Photo SquidDev 21 Jun 2015

For the last couple of months ElvishJerricco and I have been rewriting the ComputerCraft's networking system, adding additional functionality as well as some new features. We're nearing completion, but we need your help finding bugs.

What you can do
  • Download the beta here.
  • Use it: experiment with the new features, play with it, etc... Even just adding it to your world and using normal ComputerCraft helps!
Be careful: you should make regular backups as this is a beta.

Reporting bugs and other queries
Please post bugs on the repo, along with the logs. I really need the logs or otherwise it is hard to debug, screenshots are also useful if relevant. Do check if the issue hasn't already been reported.

If you need help using features PM me, though documentation is my next task.

What needs testing
I'll have a fancy post detailing the new features soon, but until then:
  • Networks - this involves modems, wireless bridge, OpenPeripheral integration.
  • Multipart support with cables.
  • Tool host - does it break with particular tools.
  • General crashes, incompatibilities, etc... - Are there mods that it breaks?

Edited by SquidDev, 21 June 2015 - 09:42 AM.
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SquidDev's Photo SquidDev 30 Jun 2015

So. CCTweaks 0.2 is released. Pretty sure this image covers it:

Posted Image

Major features:
  • Add custom, extensible network API (custom nodes, networked peripherals)
  • Cables support ChickenBones multipart
  • Full block modem
  • Wireless bridge which binds wired networks together (and multipart and turtle equivalents).
  • Tool Host allows turtles to use any tool
Minor features
  • Most config options do not require a restart now
  • Turtles turn upside down when called 'Dinnerbone' or 'Grumm'
  • Turtles can be refuelled from EU (IC2) sources.
  • OpenPeripheral inventories can send items to each other.
  • NEI documentation
Now on Curse. Before updating though, you'll want to delete your config file as I've restructured its contents. It is worth noting that CC 1.74 is required for this version. Thanks for the bug reports from people and many thanks to ElvishJerricco for all the work he has done on this.
Edited by SquidDev, 30 June 2015 - 05:19 PM.
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Bomb Bloke's Photo Bomb Bloke 30 Jun 2015

View PostSquidDev, on 30 June 2015 - 07:44 AM, said:

Turtles turn upside down when called 'Dinnerbone' or 'Grumm'

Hah! I was wondering if that was going to make it in somehow. Does it work with "beginner" turtles and their "camera"?
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Lupus590's Photo Lupus590 30 Jun 2015

this page doesn't have a compiled download link
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SquidDev's Photo SquidDev 30 Jun 2015

View PostBomb Bloke, on 30 June 2015 - 11:31 AM, said:

View PostSquidDev, on 30 June 2015 - 07:44 AM, said:

Turtles turn upside down when called 'Dinnerbone' or 'Grumm'

Hah! I was wondering if that was going to make it in somehow. Does it work with "beginner" turtles and their "camera"?

To be honest, I haven't tested with CCEdu. It should work with flipping them upside down, though it won't flip the camera upside down. Also, in response to your (much) earlier post about separating cables with shift right-clicking, I never added that, but am planning to add coloured cables instead.

View PostLupus590, on 30 June 2015 - 11:56 AM, said:

this page doesn't have a compiled download link
You can download from here. I'm trying to migrate to Curse from GitHub's download system as it makes it easier to track usage (and is the standard now). I'll update the OP once it gets through the approval system. Now on Curse.
Edited by SquidDev, 30 June 2015 - 05:19 PM.
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SquidDev's Photo SquidDev 20 Jul 2015

Tiny update: 0.2.1

This fixes a couple of bugs people were having. Thanks very much to Nathan1852 for reporting them!

Also, just noticed we have 127 downloads on Curse - thanks to everyone who is using it!
Edited by SquidDev, 20 July 2015 - 07:06 AM.
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SquidDev's Photo SquidDev 26 Jul 2015

And they danced by the light of the moon screen.

Posted Image

I've seen it suggested a couple of times and thought it could be fun.
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TheOddByte's Photo TheOddByte 26 Jul 2015

View PostSquidDev, on 26 July 2015 - 11:55 AM, said:

And they danced by the light of the moon screen.

Posted Image

I've seen it suggested a couple of times and thought it could be fun.
Great to see this happening, I remember that it was suggested a long time ago, but never happened.
I'm curious, does it only emit light when connected to a computer? Or always?
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SquidDev's Photo SquidDev 26 Jul 2015

View PostTheOddByte, on 26 July 2015 - 01:56 PM, said:

Great to see this happening, I remember that it was suggested a long time ago, but never happened.
I'm curious, does it only emit light when connected to a computer? Or always?

Always, it would be nice to have it all the time but:
  • I'm too lazy
  • Lighting calculations are slow - I don't want to be changing state too much.
That said, I might add it if people really want it.
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Parodper's Photo Parodper 03 Sep 2015

I have a crash, here the crash report
Edited by Parodper, 04 September 2015 - 01:55 PM.
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Wojbie's Photo Wojbie 03 Sep 2015

I must say i was doubtful when i read about your mod. But then i tried it and I am amazed at possibilities. I am in love with the full block modems. Now i can have 3 thick walls with symmetrical monitors! No need to offset them.

I have one question though. How do you place a Tool into Tool Host? Or i am using it wrong?
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SquidDev's Photo SquidDev 04 Sep 2015

View PostParodper, on 03 September 2015 - 07:55 PM, said:

I have a crash, here the crash report

Ahh, my bad. Using a Java 7 class. If you can try to upgrade to Java 7, but I'll try to fix this tonight.


View Postwojbie, on 03 September 2015 - 09:05 PM, said:

I must say i was doubtful when i read about your mod. But then i tried it and I am amazed at possibilities. I am in love with the full block modems. Now i can have 3 thick walls with symmetrical monitors! No need to offset them.

I have one question though. How do you place a Tool into Tool Host? Or i am using it wrong?

Thanks! The current tool is determined based on the active slot of the turtle - so you can just use turtle.equipLeft() on the tool host and then turtle.select(1). I feel this helps balance the benefits a bit - you loose a slot to gain more tools, and also I couldn't find a way to preserve NBT data.
Edited by SquidDev, 05 September 2015 - 08:47 AM.
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SquidDev's Photo SquidDev 05 Sep 2015

View PostParodper, on 03 September 2015 - 07:55 PM, said:

I have a crash, here the crash report
I've fixed this in the latest release, but I really recommend upgrading to Java 7/8.

CCTweaks 0.2.2:
Another rather minor update, though there are some new features:

Debug Wand network visualiser
This existed before but wasn't considered a 'release ready' feature. I've rewritten it and it looks pretty cool.
Posted Image
It shows all connections between network nodes, as well as displaying node names on mouse over and
current more information on shift-right-click.

Modem lights
Modems give off light.

Wireless Pocket Bridge
Thanks to Peripherals++ you can now mount wireless bridges on pocket computers.

As always, you can download on Curse.
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Wojbie's Photo Wojbie 10 Sep 2015

Not sure if its applicable to you or to MoarPeripherals but http://www.computerc...198#entry232198 those 2 mods seem to not like each-other. IF you can do anything about it i would be grateful. If its not fixable then thanks for trying anyways.
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Wojbie's Photo Wojbie 10 Sep 2015

View PostSquidDev, on 30 June 2015 - 07:44 AM, said:

Minor features
  • OpenPeripheral inventories can send items to each other.

Sorry for double post but i can't seem to find any information about this feature. How can i use it?
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SquidDev's Photo SquidDev 10 Sep 2015

View Postwojbie, on 10 September 2015 - 08:14 PM, said:

View PostSquidDev, on 30 June 2015 - 07:44 AM, said:

OpenPeripheral inventories can send items to each other.

Sorry for double post but i can't seem to find any information about this feature. How can i use it?

If you attach two inventories together (chest, furnace, etc...) with a modem then there should be two methods provided on the peripheral:
  • pullItemRemote(remoteName, slot, [maxAmount, direction, intoSlot, intoDirection]). Pull an item from the peripheral called "remoteName" from slot number "slot". So if you want to transfer from slot 3 of the chest called "chest_0" into "chest_1" you would do peripheral.call("chest_1", "pullItemRemote" "chest_0", 3)
  • pushItemRemote(remoteName, slot, [maxAmount, direction, intoSlot, intoDirection]). Same as above but in reverse. So if you want to transfer from slot 3 of the chest "chest_0" into "chest_1" then you would do: peripheral.call("chest_0", "pushItemRemote", "chest_1", 3)
Its a bit convoluted but it works.

EDIT: You can see the script I've used for my furnace setup on previous pages here.
Edited by SquidDev, 10 September 2015 - 08:24 PM.
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