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How to unzip mod and save it's workable.

Started by Maltiez, 04 December 2013 - 11:49 AM
Maltiez #1
Posted 04 December 2013 - 12:49 PM
Hello, sorry for my english.
I need help. I want to create my own API's and programs for ALL computers on server, but it's very hard to restart server after eash correction in code. I can't archive the file until I turn off the server. In version for 1.4.6 minecraft i could unzip some files to folder in mods and computer read programs and APIs in it, but now it cant.
Lyqyd #2
Posted 04 December 2013 - 02:27 PM
That's correct, you can't unzip ComputerCraft any more. You can use files directly instead of needing to zip them if you put the files in individual computers' folders inside the world save folder. Then when you are done making changes and debugging, put your files in a correctly formatted resource pack and add it to the server and restart it.
Timendainum #3
Posted 04 December 2013 - 02:49 PM
Or, as an alternative you could create a set of networked computers, then retrieve your code from pastebin or github using an install script. Then write a push program to update all servers.

Some examples:

Installer, mine is 2 stage, and uses a config file to pull the list of files to download:
https://github.com/Timendainum/Wintermute/blob/master/install.lua
https://github.com/Timendainum/Wintermute/blob/master/opt/installer.lua

Config files:
http://pastebin.com/4gY5mnLG
http://pastebin.com/68GLky6A

Push script (also uses config file):
https://github.com/Timendainum/Wintermute/blob/master/push.lua

I'm using LyqydNet API for the networking portion.

This solution keeps you from having to change the server files directly, and lets you decide on what files and computers to replicate to.
Maltiez #4
Posted 04 December 2013 - 02:58 PM
Thanks.