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== cc10 == (Basic X-10-like wireless control for redstone)

Started by Dog, 02 April 2014 - 07:30 PM
Dog #1
Posted 02 April 2014 - 09:30 PM
cc10 for Computercraft 1.6+ is a two+ piece solution that uses rednet for basic wireless control of redstone output on one or more computers (with wireless modems) or wireless turtles. What can you do with cc10? You can wirelessly 'control' redstone outputs (digital or analog) on other devices like lamps, doors, pistons, or the OpenBlocks radio via an attached computer running cc10 Host. I'm not sure what practical use this actually has, but it's been fun working on it :)/>

Please note: cc10 is NOT compatible with ComputerCraft 1.74 or ComputerCraftEdu 1.74 or the combined CC/CCEdu 1.74 jar. This includes modpacks that use these versions [e.g. Tekkit Legends]

The first piece is the remote - an advanced wireless pocket computer running cc10 Remote - one remote can manage over 20,000 hosts, displaying 21 hosts per page.

The second piece is the host - a computer (standard or advanced) with a wireless modem, or a wireless turtle (standard or advanced), running cc10 Host

- The host can be run with terminal output or in 'daemon' mode. I shamelessly borrowed/stole/was-inspired-by OReezy's method in the excellent Touch-screen OpenBlocks Radio Controller.
- Hosts will attempt to acquire their GPS location upon startup. If successful, you can export a host's location to Lyqyd's pocketgps .places file from within cc10 Remote.
- Hosts can be password protected and locked or unlocked from cc10 Remote. Locked hosts will only respond to status queries and the unlock command.
- As of version 2.0.00: all passwords are hashed/salted with Anvarins' pbkdf2/SHA256 and all communications are encrypted with SquidDev's AES and Alex Kloss' base64.

Spoilercc10 Remote UI - device list
[attachment=1601:cc10.png]
cc10 Remote UI - device properties
[attachment=1602:cc10edit.png]

Spoilercc10 requires ComputerCraft 1.63 or newer
cc10 Remote (client for pocket computers)

Pastebin: mbEHZZnh
ComputerCraft: pastebin get mbEHZZnh cc10

- Install on an advanced wireless pocket computer and run
cc10 Host

Pastebin: CR92ZjdE
ComputerCraft: pastebin get CR92ZjdE startup

- Install on a computer (standard or advanced) with a wireless modem, or a wireless turtle (standard or advanced), and run
- On first run you'll be asked to select a name, description, redstone output type, redstone output side, color, and password (if you chose to use a password)
- cc10host will create one directory ("/data") and one file ("/data/cc10hostcnf")

Spoilercc10 Remote

- Press F1 for basic, semi-context sensitive help
- Left clicking an entry will toggle that entry on or off (or prompt for a password if the device is password locked)
- Right clicking an entry will open that entry's properties screen for viewing/editing (or prompt for a password if the device is password locked)
- Middle clicking an entry will re-lock a password protected device
- Clicking on [U] toggles the viewing of devices between 'all', 'universal' (responding to ALL ON and ALL OFF), 'non-universal' (all but universal)
While in a device's properties screen:

- Left click power switch to toggle redstone state
- Left click resume switch to change resume state*
- Left click Analog/U-Analog/Digital/U-Digital to toggle output type
- Universal Analog (U-Analog) and Universal Digital (U-Digital) respond to ALL ON and ALL OFF
- Lamps are digital (since they aren't dimmable)
- Changes made to an analog output that is on will happen immediately
- Left click the device name/note/dim/x/y/z to edit the respective field
- Right click the device name to change the device's assigned color
- cc# is the device's Computercraft ID - that's essentially its 'address' - this is not editable
- If a host has reported a GPS fix you can click "Export to pgps" to export the host's position data to Lyqyd's pocketgps .places file
* resume state determines whether the device should restore its previous state after a server or software restart
cc10 Host daemon mode

- cc10 Host can operate in 'daemon' mode, running another program in the 'foreground' - simply enter the program name as a command line argument

Spoiler
Spoiler
Spoiler4-2-14

- Released cc10 Remote @ 0.0.53 and cc10 Host @ 0.0.05
- Updated cc10 Host to 0.0.06 - cleaned up advanced turtle side selection
- Updated cc10 Host to 0.0.07 - cleaned up standard computer/turtle side selection
- Updated cc10 Remote to 0.0.54 - added 2 second auto-polling - no more need for the refresh button
4-3-14

- Updated cc10 Remote to 0.0.55 - major rework - config now stored on hosts, list is managed automatically, too many changes to list
- Updated cc10 Host to 0.0.08 - major rework - config stored here now, too many changes to list
4-4-14

- Updated cc10 Remote to 0.0.56 - minor tweaks, changes, and fixes
- Updated cc10 Host to 0.0.09 - fixed a major bug that would cause first time setup to repeat on every restart - sorry about that :\
- Updated cc10 Remote to 0.0.57 - added support for two new device types - Universal Analog and Universal Digital - these devices respond to ALL ON/ALL OFF
- Updated cc10 Host to 0.0.10 - added support for two new device types - Universal Analog and Universal Digital - these devices respond to ALL ON/ALL OFF
- Updated cc10 Remote to 0.0.58 - added ability to edit name/note/dimension, added support for dimension and x/y/z coords, minor tweaks and fixes
- Updated cc10 Host to 0.0.11 - added support for dimension and x/y/z coords, minor tweaks and fixes
- Updated cc10 Remote to 0.0.59 - reworked device management UI, updated device management help, other fixes and tweaks
- Updated cc10 Host to 0.0.12 - level changes are processed independently of power condition, other fixes and tweaks
4-5-14

- Updated cc10 Remote to 0.0.60 - added support for exporting host gps info to Lyqyd's pocketgps .places file
- Updated cc10 Host to 0.0.13 - added GPS support
- Updated cc10 Remote to 0.0.61 - changed order of output type selection so it makes more sense
- Updated cc10 Host to 0.0.14 - minor tweaks, beta candidate
- Updated cc10 Remote to 0.0.62 - minor tweak, beta candidate
- Updated cc10 Remote to 0.0.63 - added 'Universal' filter switch to allow filtering out of all devices that respond to 'All ON/OFF'
- Updated cc10 Remote to 0.0.64 - update to drawElement()
- Updated cc10 Host to 0.0.15 - update to drawElement()
- Updated cc10 Host to 0.0.16 - update to outputType change management
- Updated cc10 Host to 0.0.17 - reworked parts of netReceive() command parsing
4-6-14

- Updated cc10 Host to 0.0.18 - small fix to ignore 'invalid' broadcasts from other apps
- Updated cc10 Remote to 0.0.65 - performance enhancement to drawElement()
- Updated cc10 Host to 0.0.19 - performance enhancement to drawElement()
4-8-14

- Promoted cc10 Remote to 0.1.00 - welcome to beta, cc10
- Promoted cc10 Host to 0.1.00 - welcome to beta, cc10host
- Updated cc10 Remote to 0.1.01 - tweaked method for determining when no more devices are in range, attempt to optimize storm performance
- Updated cc10 Remote to 0.1.02 - code reordering
4-9-14

- Updated cc10 Host to 0.1.01 - small tweak to init
- Updated cc10 Host to 0.1.02 - small tweak to init
- Updated cc10 Remote to 0.1.03 - updated network comms to filter out non-cc10 traffic, cc10 remote can happily run along side other programs including gtRemote and ccDialer
- Updated cc10 Host to 0.1.03 - updated network comms to identify cc10 data as such
- Updated cc10 Remote to 0.1.04 - updated network comms to identify cc10 data as such
- Updated cc10 Host to 0.1.04 - updated network comms to filter out non-cc10 traffic
4-10-14

- Updated cc10 Remote to 0.1.05 - minor code cleanup, more tweaks to netReceive and device list handling
- Updated cc10 Host to 0.1.05 - fixed a MAJOR blunder on my part in the 0.1.03 and 0.1.04 updates related to analog devices and handling the new command structure in general, minor tweaks and code cleanup
- Updated cc10 Remote to 0.1.06 - minor performance improvement to drawElement()
- Updated cc10 Host to 0.1.06 - minor performance improvement to drawElement()
- Updated cc10 Remote to 0.1.07 - minor performance improvement to (and possible finalization of) drawElement()
- Updated cc10 Host to 0.1.07 - minor performance improvement to (and possible finalization of) drawElement()
4-11-14

- Updated cc10 Remote to 0.1.08 - tweaks to drawElement() to account for running in a tab in CC1.6x
- Updated cc10 Host to 0.1.08 - tweaks to drawElement() to account for running in a tab in CC1.6x
- Updated cc10 Remote to 0.1.09 - replaced drawColorList() with CometWolf's implementation, complete re-write of colorPicker(), fixed a bug related to switching items off in their properties screen seeming to cause item #1 on the list to turn off (even though it didn't), code cleanup and reordering, added more comments
4-15-14

- Updated cc10 Remote to 0.1.10 - a number of code tweaks and changes, onState analog values for hosts can now only be set to onState values (1-15) - no more onState of 0
- Updated cc10 Host to 0.1.09 - minor code tweaks and changes
4-16-14

- Promoted cc10 Remote to 1.0.00 - update comments, welcome to release cc10 Remote
- Promoted cc10 Host to 1.0.00 - code cleanup, update comments, welcome to release cc10 Host
Spoiler5-4-14

- Updated cc10 Remote to 1.0.01 - implemented ipairs
- Updated cc10 Host to 1.0.01 - implemented ipairs
5-5-14

- Updated cc10 Remote to 1.0.02 - minor code cleanup and tweaks
- Updated cc10 Host to 1.0.02 - minor code cleanup and tweaks, changed how 'daemon' mode works - can now start any program when invoking 'daemon' mode
5-6-14

- Updated cc10 Host to 1.0.03 - fixed a non-critical derp in the initialization routine
5-8-14

- Updated cc10 Remote to 1.0.03 - minor code cleanup
- Updated cc10 Host to 1.0.04 - minor code cleanup
5-17-14

- Updated cc10 Remote to 1.1.00 - complete rewrite of polling and list management - no more flickering or 'dead' clicks
- Updated cc10 Host to 1.1.00 - added polling variable to reported status data for new polling/list management in cc10
5-20-14

- Updated cc10 Remote to 1.1.01 - fixed problem with text disappearing during editing
5-24-14

- Updated cc10 Remote to 1.1.02 - added basic password support for devices, added password info to help screen
- Updated cc10 Host to 1.1.01 - added basic password support for devices (password set during first-time setup)
- Updated cc10 Host to 1.1.02 - fixed a condition that could cause locked devices to not report in, reformatted terminal screen and added lock state
5-25-14

- Updated cc10 Remote to 1.1.03 - changed polling to use rednet.lookup (a bit slower, but eliminates broadcasts)
- Updated cc10 Host to 1.1.03 - added use of rednet.host to make finding hosts easier
- Updated cc10 Remote to 1.1.04 - optimizations to polling and screen management
- Updated cc10 Host to 1.1.04 - minor code tweaks
5-26-14

- Updated cc10 Remote to 1.1.05 - fixed several UI derps, small update to List screen help
- Updated cc10 Host to 1.1.05 - minor code cleanup
- Promoted cc10 Remote to 1.1.06 - no changes
- Updated cc10 Host to 1.1.06 - optimized terminal screen writes
- Updated cc10 Remote to 1.1.07 - optimized communications (now *much* faster)
- Updated cc10 Host to 1.1.07 - minor tweaks and changes
Spoiler6-12-14

- Updated cc10 Remote to 1.1.08 - tweak to communications to handle multiple remotes
- Updated cc10 Host to 1.1.08 - tweak to communications to handle multiple remotes
Spoiler9-6-14

- Updated cc10 Remote to 1.1.09 - added support for pulse option, minor tweaks and bug fixes
- Updated cc10 Host to 1.1.09 - added pulse option to output choices, minor tweaks and bug fixes
- Updated cc10 Remote to 1.1.10 - complete rewrite of filtering for Universal/non-Universal filter
- Promoted cc10 Host to 1.1.10 - no changes
9-8-14

- Updated cc10 Remote 1.1.11 - numerous tweaks and fixes
- Updated cc10 Host to 1.1.11 - numerous tweaks and fixes
Spoiler
Spoiler2-24-15

- Updated cc10 Remote to 1.1.12 - code cleanup and bug fixes
- Updated cc10 Host to 1.1.12 - code cleanup and bug fixes
Spoiler3-17-15

- Updated cc10 Remote to 1.1.13 - fixed host time-out detection, minor tweaks
- Updated cc10 Host to 1.1.13 - minor tweaks
3-22-15

- Updated cc10 Remote to 1.1.14 - code optimization, fixed device type selection for non-universal devices selected from the filtered list
- Updated cc10 Host to 1.1.14 - code optimization
Spoiler6-1-15

- Updated cc10 Remote to 1.1.15 - code optimization
- Updated cc10 Host to 1.1.15 - code optimization
Spoiler7-27-15

- Updated cc10 Remote to 1.1.16 - code optimization
- Updated cc10 Host to 1.1.16 - code optimization, fix for color change crash exploit reported by TheDavster
- Promoted cc10 Remote to 1.1.17 - no changes
- Updated cc10 Host to 1.1.17 - unlock state is now stored per remote instead of simply being on or off
7-28-15

- Updated cc10 Remote to 1.1.18 - standardized input lengths for some fields, update readInput to enforce input lengths
- Updated cc10 Host to 1.1.18 - standardized input lengths for some fields, added 'Description' field to terminal output
7-29-15

- Updated cc10 Remote to 1.1.19 - changed Universal Filtering [U] to 3 way toggling - ALL/Universal/Non-Universal
- Updated cc10 Host to 1.1.19 - fix a couple of issues with multi-client locking/unlocking
- Updated cc10 Remote to 1.1.20 - fixed input length enforcement in readInput
- Updated cc10 Host to 1.1.20 - minor tweaks
Spoiler9-29-15

- Updated cc10 Remote to 1.2.00 - major code optimization - added 3 pulse option
- Updated cc10 Host to 1.2.00 - major code optimization - added 3 pusle option
Spoiler
Spoiler6-1-16

- Updated cc10 Remote to 1.5.00 - bug fixes, major code optimization, communications should be much more reliable in noisy environments
- Updated cc10 Host to 1.5.00 - bug fixes, major code optimization, communications should be much more reliable in noisy environments
Spoiler
Spoiler2-27-17

- Updated cc10 Remote to 2.0.00 - added password hashing (Anvarins' pbkdf2) and communications encryption (SquidDev's AES and Alex Kloss base64)
- Updated cc10 Host to 2.0.00 - added password hashing (Anvarins' pbkdf2) and communications encryption (SquidDev's AES and Alex Kloss base64)
Spoiler9-10-17

- Updated cc10 Remote to 2.0.01 - now works with Lua 5.1 features disabled
- Updated cc10 Host to 2.0.01 - now works with Lua 5.1 features disabled
Spoiler11-23-17

- Updated cc10 Remote to 2.0.02 - code clean-up/optimization
- Updated cc10 Host to 2.0.02 - code clean-up/optimization
Spoiler12-02-17

- Updated cc10 Remote to 2.0.03 - major code clean-up/optimization
- Updated cc10 Host to 2.0.03 - major code clean-up/optimization
Spoiler
Spoiler8-26-18

- Updated cc10 Remote to 2.0.04 - minor code optimization, fixed device sorting
- Updated cc10 Host to 2.0.04 - no changes

As always, my sincere thanks to everyone who made this possible; with a special thank you to the following:
- CometWolf who helped sort out some of my messy code
- theoriginalbit who helped me get a grasp on ternary and truth tables
- Anvarins for his pbkdf2/SHA256 hashing function
- SquidDev for his AES encryption/decryption function
- Alex Kloss for his base64 encoding/decoding function
Edited on 26 August 2018 - 08:02 PM
sci4me #2
Posted 04 April 2014 - 03:50 AM
ooh, looks kinda cool
Dog #3
Posted 04 April 2014 - 05:33 AM
Glad it interests you, sci4me :)/> The next alpha will be out soon - it's a major rewrite that moves all the configuration to the hosts. With the new version you won't add or remove devices in the remote; simply walk around with a portable running cc10 and hosts will automatically show up and drop off the list as they come into and go out of range. I'm just doing some final testing before releasing it.

EDIT: Next alpha is out - enjoy :)/>
Edited on 04 April 2014 - 04:54 AM
TheMrIron2 #4
Posted 06 April 2014 - 09:42 AM
The UI looks quite nicely done. The Power switches in the screenies remind me of turning my iPhone's Bluetooth on and off :P/> I love the idea of walking around a skyscraper, toggling lights on and off with your PDA. :D/>
Dog #5
Posted 06 April 2014 - 11:21 PM
Thanks for the compliment, TheMrIron2 :)/> It just started out as a 'this might be fun to write' thing and it's turning out to be more useful and fun than I originally thought. cc10 is (I think) feature complete, so beta should be out within a few days (maybe sooner).
Dog #6
Posted 18 May 2014 - 09:30 PM
Noteworthy update:

cc10 and cc10host both updated to 1.1.00.

Complete re-write of the polling and list management in cc10 - no more flickering screens or 'dead' clicks. See the OP for download info - make sure to grab both cc10 and cc10host for the fixes.
civilwargeeky #7
Posted 26 May 2014 - 07:02 AM
Cool program. One thing I was thinking of while using this is an event system. So maybe have some way to trigger a signal based on some parameter, for example the player being a certain distance away from the computer, or a signal turning on so that you could daisy chain signals together if you want (like you turn on light1, and light2 comes on as a result, or you come close to light1, turning on all the lights in your base). I think that would be pretty cool.

Couple bugs I found while playing with it though: The all on and all off buttons don't work. If you edit an analog signal from >=10 to <10, the 1 stays in front. That's about it though :)/>
Dog #8
Posted 26 May 2014 - 08:01 AM
Hey civilwargeeky,

Thanks for the kind words. I considered scheduling and triggering, but decided that was outside the scope of what I wanted to accomplish with cc10. That's not to say I won't add it in the future, but it's not something I'm keen on tackling atm. Thanks for the suggestion, though - now that I know someone is interested I'm more likely to revisit the idea in the future.

'All ON' and 'All OFF' only effect 'Universal Digital / UD' and 'Universal Analog / UA' - if your devices are set to 'Digital' or 'Analog' they won't respond to 'All ON' or 'All OFF'. Double check what your devices are set to (you can click to change the device type; by clicking on the device type in the UI).

I'll take a look at the '1' being left onscreen thing and get a fix out for that. I'll also double check that 'All ON' and 'All OFF' are behaving as expected and fix that if it's broken.

Thanks for the headsup, civilwargeeky! Much appreciated :)/>

UPDATE: Fixed several UI derps that I'm embarrassed I missed (including the 'left over digit' you reported). The version now available for download has the fixes. 'All ON' and 'All OFF' are behaving as expected. The UI is a bit slow to update since the remote waits for a response from each client before updating its status. I'll see if I can make that faster.

UPDATE 2: Fixed the slow response to 'All ON'/'All OFF' and communications in general. Now polling and comms are snappy in both gtRemote and cc10.
Edited on 27 May 2014 - 03:56 AM
civilwargeeky #9
Posted 27 May 2014 - 06:17 AM
Nice work! It is indeed much faster now. And yeah, as you pointed out, I didn't realize that All On and All Off were only for universal hosts, I was thinking (for some reason) that universals would trigger redstone on all sides, I didn't actually set any of those up. Thanks for the quick updating and reply :)/>
Dog #10
Posted 27 May 2014 - 08:15 AM
Thanks! I think it's finally where I've wanted it to be.

I like the idea of being able to trigger redstone on more than one side (or even all sides) - I think I'll play around with the idea and see what I can come up with. If you have other ideas or suggestions, please let me know!
howdanrocks #11
Posted 11 June 2014 - 04:09 AM
Wow, this is awesome! Any chance on implementing unique pocket computer registration so only certain pocket computers can access or use the network?
Dog #12
Posted 11 June 2014 - 07:23 AM
Thanks, howdanrocks :)/>

I hadn't really considered the idea, but I like it. I'll play around with the idea and see if I can come up with something that works well (and makes me happy) - no promises, though. In the mean time you can use the password feature that's built in. It's not 'secure' but it might give you a little of what you want.

Thanks for the suggestion!
howdanrocks #13
Posted 12 June 2014 - 01:39 AM
Thanks, howdanrocks :)/>

I hadn't really considered the idea, but I like it. I'll play around with the idea and see if I can come up with something that works well (and makes me happy) - no promises, though. In the mean time you can use the password feature that's built in. It's not 'secure' but it might give you a little of what you want.

Thanks for the suggestion!

Thanks for taking my suggestion into consideration! If you do implement it, feel free to message me and I'd be glad to try it out.
Edited on 12 June 2014 - 12:16 AM
howdanrocks #14
Posted 12 June 2014 - 11:15 PM
Hey, I found a bug. It seems when there are more than 1 users trying to use the system, this error occurs:


cc10:105: attempt to compare __l t on nil and string
Dog #15
Posted 13 June 2014 - 12:54 AM
I *think* I know why that happened. I've made a change to the communications between remotes and hosts, so the problem *should* be fixed in 1.1.08. Would you please download the latest host and remote, try it again, and let me know if you still have problems?

Also, I looked into the idea of providing 'fingerprints' for each host. Due to how cc10 is written, adding support for fingerprints is going to be a bit of work. I'm still not sure when I'll get around to tackling it, but I'm going to give it a shot (again…no promises).
Edited on 12 June 2014 - 10:55 PM
howdanrocks #16
Posted 13 June 2014 - 01:24 AM
Seems to be working perfectly, thanks!

I know this program Oversimplifier made features "PDA registration" if you want to see how he did it.
Dog #17
Posted 13 June 2014 - 03:43 AM
Generating a unique fingerprint is the easy part. Building support into my code is the part I'll have to spend some time working on. FWIW, if I find a way to do it (that also makes me happy), I'll probably use the same formula oeed used and use the same .fingerprint file to maintain compatibility with his app and Lyqyd's pocketgps.
Edited on 13 June 2014 - 01:45 AM
zeotom #18
Posted 06 September 2014 - 09:33 AM
Loving how simple and intuitive this is to use. It's perfect for compacting my current project.
Just one small-ish request for an upcoming build point; Would a 'Pulse' option be possible?
While Levers are great, and work, sometimes a pulse is more efficient.

Apart from that, It is perfect! Definitely bookmarking this.
Dog #19
Posted 07 September 2014 - 06:15 PM
Hey zeotom - thanks for the suggestion! I've added two new pulse options to cc10 (short 0.5 seconds &amp; long 2 seconds). Neither pulse option is 'Universal' so they won't respond to 'All ON' or 'All OFF'; but if you'd prefer Universal/non-Universal versions instead of short/long let me know and I can make that change.
zeotom #20
Posted 07 September 2014 - 09:57 PM
Perfect. Just what I was looking for. :D/>
I'm Amazed at the quick response time. :P/>
Dog #21
Posted 08 September 2014 - 03:30 AM
Happy to oblige :)/> Don't forget that you'll need to update not just the remote, but all the hosts as well…however you won't need to go through setup again - you can just change the mode via remote.
Edited on 08 September 2014 - 01:32 AM
AlexG2490 #22
Posted 22 March 2015 - 05:59 PM
I just started using this today, and it's absolutely fantastic! Thanks! This is by far and away the most elegant solution I've ever seen, much better than what I was doing before.

I'm having one problem though: I have the WiRe server running in conjunction with cc10. Regular doors work fine from both the server and the PDA but I'm having trouble getting the password protected doors to work on the PDA. Middle clicking doesn't seem to do anything. This could be due to key mappings or something else on my system… is there something specific about it being the Middle Click on the mouse, or is it just whatever is bound to the Pick Block command (which is middle click by default)? Can I remap this function to some other key somehow?

Thank again for the awesome work you've done! This is really primo stuff :)/> .
Dog #23
Posted 22 March 2015 - 10:23 PM
Hey there, AlexG2490 - thank you for the kind words - I'm glad to hear you find cc10 and WiRe so useful! :)/> Let's see if we can figure out what's going on and get cc10 working right for you…

cc10 has password access hard-coded to what MC and CC see as mouse button 3 (middle click) and cc10 doesn't offer the ability to rebind keys. Pick Block shouldn't make a difference, though - I use the same binding (Mouse button 3 for Pick Block) and middle click works for me in cc10.

If I had to guess, I'd say you have another mod hijacking middle mouse, or your system mouse software (or other key-binding software) does something special with middle mouse causing it not to work as expected.

First, make sure you have the latest version of cc10 installed.

Next, double check your MC key bindings - if anything other than Pick Block is bound to mouse button 3 then bind it to something else.

Next, if you're familiar with your mouse/key-binding software, check to make sure that your middle mouse button is programmed to be a specific mouse button (not a 'special' feature like 'middle click' or 'double click' or 'scroll' or 'back' or 'forward'). If your first mouse button is designated as 0 then the middle button should be 2, if your first mouse button is 1, then the middle button should be 3. If you are only offered something similar to "left click", "right click", and "middle click", then select "middle click". That alone, *might* solve the problem. If not, you can try the following in single player to narrow down the cause:

The best way I know to narrow down the culprit is to start with a clean MC environment with just ComputerCraft and cc10 in a fresh world. If the problem persists, I'd suspect it's your mouse software (or other key-binding software). If the problem goes away, I'd suspect it's a mod you're using. If the problem is a mod you can start adding in mods one by one until the problem reappears then just reconfigure or eliminate the problematic mod (if you're on a server, this may not be an option). If it's software on your system, you'll need to disable/reconfigure that software and try again.

The other thing you could try is essentially the reverse of the above - it's not as clean, but it should work if you don't want to create a new MC environment. If you're playing in single player, BACKUP YOUR WORLD BEFORE DOING THIS. If you're playing on a server, you'll need to create a single player world to test this. Basically, disable mods one by one in your current installation until the problem goes away. When the problem goes away, you'll know the last mod you disabled is probably the cause. Restore all the other mods (except the problematic mod) and see if the problem is still gone. If not, start removing mods one by one again (it could be more than one mod causing the problem). If the problem doesn't go away by the time you're down to only ComputerCraft then you're back to disabling/reconfiguring mouse/key-binding software and testing again.

Those are my best suggestions based on what you've told me. Please let me know the outcome and we'll proceed from there.

EDIT: spelling correction

EDIT2: just noticed that an issue with 'pick-block' not always working as expected was fixed in one of the recent pr's for 1.74. You may wish to try the beta for CC 1.74 and see if your problem is resolved.
Edited on 03 April 2015 - 08:07 PM
Arystair #24
Posted 17 August 2015 - 10:30 PM
Wonderful and simple program, exactly what I needed.
I also have a suggestion, if you are still working on this.
In my base the door is moved by funky locomotion. This means that I need at least three pulses to move the door clear. Then I need three pulses to close it. Of course I can and do use other mod-items to accomplish this (in my case two sequencers from rftools, and one turns on when the other turns off). But I would like to make it smaller…
If your program could send multiple pulses with a delay between them, and have several pulses on a different color or side if you turn it off?

In any case, Thanks for cc10. I've tried other programs which looks fancier, but I always come back to yours, it simple, works, easy and still looks good.
Dog #25
Posted 18 August 2015 - 12:09 AM
Hey Arystair,

Thanks for the kind words - I'm glad you find cc10 useful!

I can add a 3 pulse output to the available options, but I wouldn't be able to support multiple colors - that's just beyond the scope of what I what cc10 does. If you'd still like the 3 pulse option though, let me know - and let me know how long the pulses need to be and how long the pauses need to be.
Edited on 17 August 2015 - 10:51 PM
marckusfransson #26
Posted 06 June 2016 - 04:46 PM
When I try to run cc10Host, I get this error:
startup:195: attempt to index? (a nil value)
Can you try to fix it? :)/>
I run on CC 1.75
Dog #27
Posted 10 June 2016 - 07:30 AM
Hi marckusfransson :)/>

My apologies - that's my mistake. Thanks for reporting the problem to me. I've fixed the issue and uploaded the fix, however, you'll need to do something on your end to ultimately fix the problem.

Go into the data directory (cd /data) and delete cc10HostCfg (rm cc10HostCfg), then go back to the root directory (cd ..) (note the two dots) and run cc10Host again. You'll have to go through first time setup again, but now it will work properly. Again, my apologies for the goof up on my part.
turbine1998 #28
Posted 06 September 2017 - 11:00 AM
I´m having a couple of problems! Can someone help?

On the host:

.temp:121: attempt to index ? (a nil value) - It is the first line of bit operations

On the PDA:

.cc10:110: attempt to index ? (a nil value) - Also the forst line of bit operations

I´m pretty new at this mod and even newer when it comes to programming.
Can someone please enlighten me on what is going on?

I´m beggining to suspect that the server is blocking something.

Also, I´m using computercraftpluscomputercraftedu on my TekkitLegends server.

Thanks in advance and sorry if I´m too newb.
Dog #29
Posted 06 September 2017 - 04:42 PM
Hi, turbine1998! Sorry to hear you're having problems. Apparently the version of CC that you are using doesn't support all the features in cc10 as they are coded. You said you're using CC-Edu (and I see Tekkit Legends uses 1.74) and CC. What version of ComputerCraft are you using? Also, in your ComputerCraft.cfg file, are Lua 5.1 operations enabled?

EDIT: I've gone ahead and updated CC10 so it will work with Lua 5.1 features disabled - this *should* solve the problem for you.
Edited on 10 September 2017 - 02:39 PM
Kyh #30
Posted 13 November 2017 - 04:17 PM
Hi,

It might be me thats a total noob, but ive been trying to get this to work, having install it on both the host and the remote/PDA im not able to link up the two? ive been standing around the host, and ive even tried reconfiguring a few times, but with no results. Im on a server running Tekkit Legends with CC1.74, but as i read that shouldnt be a barrier for cc10 currently?
Dog #31
Posted 14 November 2017 - 03:12 AM
Hey Kyh :)/> Welcome to the CC forums!

I'm sorry to hear you're having problems. Based on your description, it may have something to do with how you have the host(s) configured. In the top, left of the PDA program you should see a 'U' in brackets. Clicking on the 'U' cycles through 3 view modes (All clients / Universal clients only / non-Universal clients only). Try clicking that to see if your host(s) show up. If that *doesn't* fix the problem (or if you have any other questions, comments, or concerns), please post back here and we'll get it figured out.
Kyh #32
Posted 14 November 2017 - 11:11 AM
Hey Kyh :)/> Welcome to the CC forums!

I'm sorry to hear you're having problems. Based on your description, it may have something to do with how you have the host(s) configured. In the top, left of the PDA program you should see a 'U' in brackets. Clicking on the 'U' cycles through 3 view modes (All clients / Universal clients only / non-Universal clients only). Try clicking that to see if your host(s) show up. If that *doesn't* fix the problem (or if you have any other questions, comments, or concerns), please post back here and we'll get it figured out.

Hey Dog,

Thanks for the quick answer. I took what you said and jumped into an creative SP game, set up 1 analog, 1 UA and 1 pulse, just to check if it was our server which was the problem, sadly i am still not getting the hosts on the remote. i did some digging and can see Tekkit Legends also has CC Edu as a mod, is there a chance that this might interfer?
Dog #33
Posted 14 November 2017 - 04:24 PM
Hmmm…CC Edu shouldn't interfere, but I've never tested with both installed. I have a feeling that cc10 still isn't 100% compatible with Tekkit Legends. I'll do some testing and see if I can narrow down what is or isn't happening.

EDIT: I just tested again with lua 51 features disabled in a standard world and everything worked. So I tested it in Tekkit Legends with Lua 5.1 features enabled and disabled. Either way I had the same problem as you - no clients show up when playing in Tekkit Legends. I don't know what has changed in Tekkit Legends that breaks ComputerCraft functionality but it may not be fixable. I'll work on it this week (as time permits) and see if I can come up with a workaround. Until I figure something out (if I ever do), cc10 is, sadly, not compatible with Tekkit Legends.
Edited on 14 November 2017 - 03:57 PM
Kyh #34
Posted 14 November 2017 - 07:20 PM
Hmmm…CC Edu shouldn't interfere, but I've never tested with both installed. I have a feeling that cc10 still isn't 100% compatible with Tekkit Legends. I'll do some testing and see if I can narrow down what is or isn't happening.

EDIT: I just tested again with lua 51 features disabled in a standard world and everything worked. So I tested it in Tekkit Legends with Lua 5.1 features enabled and disabled. Either way I had the same problem as you - no clients show up when playing in Tekkit Legends. I don't know what has changed in Tekkit Legends that breaks ComputerCraft functionality but it may not be fixable. I'll work on it this week (as time permits) and see if I can come up with a workaround. Until I figure something out (if I ever do), cc10 is, sadly, not compatible with Tekkit Legends.


Well this may sound strange, but im happy im not the one doing something wrong :D/>. I wonder what is interfering from tekkit legends. Nice to hear you might look at it, if you have time of course. no presure from my side :)/>
Dog #35
Posted 15 November 2017 - 04:36 AM
Not knowing any better at the moment, I think it has something to do with the fact that they're distributing what appears to me to be a modified version of the CC jar (it has both CC and CCEdu merged). I've got some ideas I'd like to try out and see if that really is the problem, but it'll have to wait until I have some time to do it. Thanks for your understanding and patience - both are very appreciated :)/>
Bomb Bloke #36
Posted 15 November 2017 - 05:39 AM
they're distributing what appears to me to be a modified version of the CC jar (it has both CC and CCEdu merged)

That may well be an official package - merged downloads have always been available.

http://computercraftedu.com/#getting-started
Dog #37
Posted 15 November 2017 - 06:31 AM
they're distributing what appears to me to be a modified version of the CC jar (it has both CC and CCEdu merged)

That may well be an official package - merged downloads have always been available.

http://computercraft...getting-started

Huh, I head no idea - thanks, Bomb Bloke. Knowing that gives me some ideas as to how to proceed…
Dog #38
Posted 17 November 2017 - 05:43 AM
Well this may sound strange, but im happy im not the one doing something wrong :D/>/>/>. I wonder what is interfering from tekkit legends. Nice to hear you might look at it, if you have time of course. no presure from my side :)/>/>/>

After some initial testing I've discovered the following:

- The problem is NOT with Tekkit Legends itself
- cc10 does NOT work with the combined CC/CCEdu package for some reason (tested with the official release via the link provided by BB and the copy included with Tekkit Legends, which appear to be identical)
- cc10 DOES work using discreet jars for both CC 1.75 and CCEdu 1.74

I have no clue yet why cc10 doesn't work with the combined package, but there you have it. If you're playing SSP then replacing the combined jar with the individual jars will probably fix your problem (make sure you backup your world first, just in case something goes pear shaped). If you're playing SMP then it gets more complicated because you'll probably have to replace the jar on the server and all the clients as well.

At some point I may dig further and try to figure out if there's something I can fix in cc10 to get it working right with the combined jar. For now, though, the answer appears to be that cc10 (and probably some of my other programs) just don't work in Tekkit Legends (or any other pack that uses the combined CC/CCEdu jar).

EDIT: After a bit more testing I've narrowed down the problem to ComputerCraft 1.74 &amp; CCEdu 1.74 (which, I believe are the versions included in the combined CC/CCEdu 1.74 jar).

Apparently the bit API in CC 1.74 &amp; CCEdu 1.74 is borked - this, in turn, breaks functionality of cc10 (and some of my other programs) as they rely on the bit API for their communications encryption. Since this only affects one version of CC and/or CCEdu (ealier and later versions are unaffected) I don't plan on coding a workaround. I suggest those using CC 1.74 upgrade to CC 1.75. Those with Tekkit Legends (or other mod packs that use the combined CC/CCEdu 1.74 jar) will need to replace the combined jar with separate jars (again, updating CC to 1.75) - if you're playing on an SMP server, the server will also need new jars or things won't work (only changing the client jars will break things)
Edited on 23 November 2017 - 04:35 PM