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[CC Latest] MoarPeripherals

Started by theoriginalbit, 23 June 2014 - 11:02 AM
theoriginalbit #1
Posted 23 June 2014 - 01:02 PM
Development has stopped.


Yes the domain has expired. Yes the wiki is no longer online. CurseForge still has the main downloads, and if you want the latest and 'greatest' unreleased features grab it from the Jenkins build server. The mod is open source, do with it as you will, as long as you don't breach the license. I do not see myself doing development on this any time in the near future; a select few of you from the community know why and agree with me that I took the best course of action.


Old Thread




MoarPeripherals is a community-driven addon mod developed for ComputerCraft. The aim of the mod was to replace the void left by the discontinued MiscPeripherals, however it quickly changed into a mod for the community. While it does include some of the best peripherals that were added by MiscPeripherals, each and every one of them has been improved upon to make their usage even more powerful and intuitive. It should also be noted that several of the original ideas in MiscPeripherals have been extensively and adequately covered by other very popular mods, such as OpenPeripheral, therefore they were not seen fit for implementation in MoarPeripherals. The idea of giving users control over which blocks should be enabled and their various settings was a feature that definitely remained from MiscPeripherals; with every block and almost every setting being configurable for the entire mod the power is in your hands!

Sadly, as ComputerCraft is only semi-regularly updated and many of the community suggestions are not added, MoarPeripherals aims to take in these community suggestions and make more of these possibilities a reality; close to a dozen blocks have already been added with plans ready for dozens more.





(It's even mobile device friendly)



The project is headed by theoriginalbit but is open-source (Apache v2 license) and can be found over on GitHub. So yes you can include this is any mod pack you'd like!

…any suggestions? any comments? any requests? feel free to reply to this thread, create an issue on GitHub, or send me a PM.

…want to help out? sure, I always appreciate the help. coders are always handy, but the thing this project lacks the most is someone good at graphical work (yes, I'm bad at graphical work) so if you're good at making block textures and models then your help would be greatly appreciated
Edited on 08 January 2017 - 11:08 PM
Konlab #2
Posted 23 June 2014 - 01:39 PM
One of the best peripheral mods ever
Edited on 03 October 2015 - 07:24 AM
Bomb Bloke #3
Posted 23 June 2014 - 01:40 PM
A redstone IO block? I'm guessing that'll be aimed dealing with MFR/RedPower cables? Though I suppose you could even add a cable of your own - I suspect you'd find it easier to maintain things that way, and you could even have some fun with it. Increase the bandwidth or something. A TrueColour cable!

I think I heard you mention the iron note block somewhere. IIRC, it'll be able to play different types of notes without worrying about the "surface under the block" system?

In terms of crafting recipe images, I'd make an account over at the FTB wiki (or whichever one suits you), find a page for a craftable item, then edit the recipe of that to match your block. You don't save the changes, of course - just preview them, then take a screenshot. Should save a bit of time.
theoriginalbit #4
Posted 23 June 2014 - 02:05 PM
-snip-
thanks :)/>

-Redstone IO snip-
I gained inspiration for this from here, and here. My initial idea was to make it control redstone remotely. however with the changes that dan added I was considering adding in support for MFR/ProjectRed cables (which I'll have the ability to disable it in the event that either of those mods where to add support)

I think I heard you mention the iron note block somewhere. IIRC, it'll be able to play different types of notes without worrying about the "surface under the block" system?
maybe? I didn't think I'd mentioned it to anyone, maybe I had, lol. but yes, you call the methods with the desired instrument and pitch, and it will play it.

In terms of crafting recipe images, I'd make an account over at the FTB wiki (or whichever one suits you), find a page for a craftable item, then edit the recipe of that to match your block. You don't save the changes, of course - just preview them, then take a screenshot. Should save a bit of time.
ooo, I didn't think of that, might even try the CC wiki, see if we have a blank crafting grid asset.
Bomb Bloke #5
Posted 23 June 2014 - 02:26 PM
We do - in fact we've got the template for populating it, too - but we don't have a great collection of "material" images to use with it.

Heck, why not dump your recipe documentation directly onto the CC wiki? Eg.
Edited on 23 June 2014 - 12:29 PM
theoriginalbit #6
Posted 23 June 2014 - 02:31 PM
We do - in fact we've got the template for populating it, too - but we don't have a great collection of "material" images to use with it.
noice. thanks. that background image is really all I need, I can just get the item images from assets ;)/>

Heck, why not dump your recipe documentation directly onto the CC wiki? Eg.
yeah, nah- I never agreed with that. never liked peripheral mods having a spot on the CC wiki.

EDIT: added recipe image
UPDATE: okay, the ChatBox is done. the mod now has a config file too.
Edited on 23 June 2014 - 02:07 PM
Cranium #7
Posted 23 June 2014 - 04:54 PM
For chatbox, how do you determine the "range"? AFAIK, range is unlimited as far as in game chat goes.
theoriginalbit #8
Posted 23 June 2014 - 05:04 PM
For chatbox, how do you determine the "range"? AFAIK, range is unlimited as far as in game chat goes.
get a list of the players, loop through each and check they're within range using Euclidean distance, computationally its cheapest (well cheaper than AABB checks anyway), if the player is in range send them the message. Same goes for tell, get the target player, check they're in range, if they are send the message. Same goes for reading from the chat, if the sending player (or dead player) is within the read range then queue the event, otherwise ignore it. However any range will be completely ignored if its -1 in the config, by default the read range is the only value to be -1, say/tell are set to 64 blocks by default.
Edited on 23 June 2014 - 03:04 PM
Cranium #9
Posted 23 June 2014 - 06:49 PM
Let me clarify:
Why is the range configurable? Shouldn't chat be global anyway? Why put a range on it?
Dog #10
Posted 23 June 2014 - 07:49 PM
I have some 'suggestions/requests'. The first is (I think) semi-original - the next two are requests for remakes of MiscPeripherals items.

1. An 'arrow/pointer' block - a simple block with an arrow image on it that points away from you when placed (N,S,E,W,NE,SE,NW,SW, Up? Down?). They could be used for providing directions or showing where (and which facing) to place a turtle for a specific task. Dye-ability would be nice (to provide multiple direction markers in close proximity pointing to different things, or to color match to the surrounding blocks). I'm not a texture artist, but I'd be happy to draw an arrow for the block :P/>

2. A 'redo' of the fireworks peripheral from Misc. Peripherals. I miss sitting back and enjoying a fireworks show after completing a big project.

3. A 'working redo' of the Misc. Peripherals turtle teleporter. Seemed like a really handy device, unfortunately it never worked across reboots for me.

I submit these without expectation. Thanks for your consideration (and the new mod), Bit.
Engineer #11
Posted 24 June 2014 - 01:06 AM
Oh, I see you started over again with the source :P/>
Goodluck with the mod :)/>
theoriginalbit #12
Posted 24 June 2014 - 01:42 AM
Let me clarify:
Why is the range configurable? Shouldn't chat be global anyway? Why put a range on it?
ah. well it was a design choice made in MiscPeripherals that I did actually agree with after playing on a server a while back, the server had an economy system, and every man and his dog had Chat Boxes setup, the amount of spam within the shopping district was bad, it would have been horrible if it was infinite range. As I said, it can always be disabled in the config by putting -1 for the range, and it will become infinite.

-suggestion snip-
  1. so less of a peripheral, and more of an OpenBlocks style block?
  2. I was considering it. We shall see how it goes.
  3. I had thought about a block such as that, but after some consideration it seemed way too overpowered

Oh, I see you started over again with the source :P/>
Goodluck with the mod :)/>
yeah the source as it was, was just annoying me to no end. haha.
thanks :)/>
Dog #13
Posted 24 June 2014 - 01:51 AM
  1. so less of a peripheral, and more of an OpenBlocks style block?
  2. I was considering it. We shall see how it goes.
  3. I had thought about a block such as that, but after some consideration it seemed way too overpowered

1. Yes (as I typed it I started to wonder if OpenBlocks had such a thing…alas it does not). Although it's not an actual peripheral, if you consider this, do you think it would add value for the arrow to light up (either texture swap or actual light output) when redstone is applied?
2. Oooohhh…I'll think good thoughts.
3. Understood - thanks for the clarification as well.
Edited on 23 June 2014 - 11:54 PM
Konlab #14
Posted 24 June 2014 - 12:04 PM
Thanks for adding Chat box!
I don't downloaded for example MiscPeripherals, because it's too complicated and too many items in there.(too many useless)

In this mod there is the block, that I wanted: Chat box
I love this mod!
Edited on 24 June 2014 - 10:06 AM
H4X0RZ #15
Posted 24 June 2014 - 02:44 PM
What about a "Server Rack"? You can place multiple computers in there, they don't have any way to output text directly. But you can access it using a PDA. The amount of computers per rack could be in the config.
Konlab #16
Posted 24 June 2014 - 06:48 PM
What about adding pocket terminals? (Similar to pocket computers, but not pocket computers)
You would have a new item called pocket terminal, if you right-click on a computer while having this terminal in your hand, the terminal will attached to computer, and then if you open the terminal you see the attached computer's files, etc. But the pocket terminal's size can be resizeable :)/>
theoriginalbit #17
Posted 25 June 2014 - 11:05 AM
-snip-
thank you, its good to hear positive feedback so soon :)/> keep in mind I will be expanding and adding more blocks, but you can always disable them in the config ;)/>

-snip, server rack suggestion-
I'm not too sure on the validity of a server rack, it would require me implementing my own PDA for access, as well as I'm not seeing a massive purpose for this, other than just having a few computers in a single block.

-snip, pocket terminals suggestion-
I'm not quite sure I understand, is it kinda like the remote (or whatever it's called) that used to be in OpenPeripheral?
Konlab #18
Posted 25 June 2014 - 11:19 AM
-snip, pocket terminals suggestion-
I'm not quite sure I understand, is it kinda like the remote (or whatever it's called) that used to be in OpenPeripheral?
I don't know which blocks has OpenPeripherals, and I thought, that this topic is about MoarPeripherals not Openperipherals.
It's a remote terminal. Like normal pocket computer but:
-Remote terminal's size can be changed
-The pocket terminal don't have files, but the attached's computer's files are there
-If you have this program in pocket teminal:
rs.setOutput("right",true)
This will set output to true at right of attached computer
Bomb Bloke #19
Posted 25 June 2014 - 11:30 AM
That actually sounds a lot like a "feature" from the first CC 1.6 release.
theoriginalbit #20
Posted 25 June 2014 - 11:32 AM
I thought, that this topic is about MoarPeripherals not Openperipherals.
yes it is, but I was using it to try and find a comparison so I could understand what you were meaning

-snip-
okay so, basically a portable monitor?
Konlab #21
Posted 25 June 2014 - 11:39 AM
A portable monitor, but interactive (input-output)
And I have a idea for portable monitor (pocket terminal)
The attached computer will the ID#0
The attached portable terminal is the ID#0, too, and less code, because computers with same ID has shared files and monitor, input etc.
But if you open up the portable terminal the startup don't start, but there could be a file called 'IfPortableTerminal' in computer, and that could run when opening from portable terminal
theoriginalbit #22
Posted 25 June 2014 - 11:50 AM
okay well that would require me to reimplement a lot of ComputerCraft's code, so for now, unless I can think of a way to do it I'm going to say no. I could make a remote, that can control a computer, but that's as far as I'll go for now as it doesn't require re-implementing any of the ComputerCraft core.
theoriginalbit #23
Posted 07 July 2014 - 10:13 AM
Okay people, I updated the thread yesterday, had an awesome post typed out to give an update to you all, and the forums went down; so this one won't be as awesome or formal as yesterday's one was :P/>

First order of business. I've moved away from GitHub hosting my downloads across to MediaFire — it allows me to track things a little better — if your host, or country, has blocked MediaFire please alert me of a mirror I could use that your country does not block.

Second order of business. I've moved to a new versioning system. All files will now have a new version tag similar to that of Minecraft Forge. It will look similar to this, 1.6.4-1.63-1.0.1 which details the versions of Minecraft, ComputerCraft, and MoarPeripherals; where the example provided would be MoarPeripherals version 1.0 build 1, for Minecraft 1.6.4 and ComputerCraft 1.63, I hope this will clear things up for people, and ultimately make the experience of downloading correct versions easier.

Last order of business. I have been slaving away over the last few days or so in order to finalise the implementation of the Iron Note Block, I am pleased to announce that this is complete and there will be a release within the hour containing the block! As per usual the Iron Note block can be enabled/disabled in the config file, you'll also notice another setting, range, however due to some unforeseeable bugs in — what seems like — Minecraft, this feature doesn't work, I will still try to get it working, but it is not looking promising.
I am also pleased to announce that I have been collaborating with Bomb Bloke over the past week or so to bring you an optional program to MoarPeripherals called Note (yeah I know, boring name :P/> ) the aim of the Note program is to play songs created with Minecraft Note Block Studio on the Iron Note Block. The Note program, it's associated help file, as well as a few demo songs are not included with the mod, however are available to you via a resource pack (download in OP). To run the program after installing the resource pack you can simply type note into the terminal, you can also read up more information about the program by typing help note, and finally the demo songs are located within rom/songs/

I hope you enjoy this update, as well as the fantastic program made by Bomb Bloke & myself.

What's next? Well I am currently working on the new printer, fun times ahead with this one, if there's anyone out there that is good with textures your help would be greatly appreciated. :)/>
Bomb Bloke #24
Posted 07 July 2014 - 12:12 PM
(yeah I know, boring name :P/> )

Says the guy who didn't name it… :lol:/>
Bomb Bloke #25
Posted 07 July 2014 - 03:06 PM
http://www.youtube.com/watch?v=Yk10LHMvIfU
Edited on 15 July 2014 - 01:06 AM
theoriginalbit #26
Posted 07 July 2014 - 03:10 PM
-video snip-
Thank you! awesome! I'll add that to OP now :)/>
theoriginalbit #27
Posted 07 July 2014 - 05:05 PM
Okay so I'm well on the way to the better printer.

tonight I implemented the item for the ink cartridges. however sadly I'm not great at textures at such a low resolution, and this is the resultant item
Ink Cartridge Item

so looking at that I decided I didn't like it at all, and I needed to do something better, and then it struck me, make a 3D model, which resulted in the following
Ink Cartridge 3D Model

I liked this, but it still didn't look quite right to me; it needed to be less boxy. so with some more playing around in Techne and Photoshop, I ended up with this
Ink Cartridge Final 3D Model

Now for those of you that are FPS conscious, do not worry, you can turn off the model in the config file, in which case the item is rendered with the first texture :(/>
Geforce Fan #28
Posted 08 July 2014 - 04:00 AM
awwwww you shoulda clicked on a pink floyd song… I'm disappointed :C

Okay so I'm well on the way to the better printer.

tonight I implemented the item for the ink cartridges. however sadly I'm not great at textures at such a low resolution, and this is the resultant item
Ink Cartridge Item

so looking at that I decided I didn't like it at all, and I needed to do something better, and then it struck me, make a 3D model, which resulted in the following
Ink Cartridge 3D Model

I liked this, but it still didn't look quite right to me; it needed to be less boxy. so with some more playing around in Techne and Photoshop, I ended up with this
Ink Cartridge Final 3D Model

Now for those of you that are FPS conscious, do not worry, you can turn off the model in the config file, in which case the item is rendered with the first texture :(/>
make each cartridge cost 1 diamond block + 8 of the dye and only yield 1 page to be realistic… xD. I'm kidding.
Edited on 08 July 2014 - 02:01 AM
theoriginalbit #29
Posted 08 July 2014 - 04:25 AM
awwwww you shoulda clicked on a pink floyd song… I'm disappointed :C
there were a few things that Bomb Bloke didn't cover in the video, but that's okay.

make each cartridge cost 1 diamond block + 8 of the dye and only yield 1 page to be realistic… xD. I'm kidding.
oh don't worry, I have everything worked out. Cost wise it won't be too bad, one ink cartridge will hold 1000mB of ink, a single dye will be 125mB, and current plans are printing a character will cost 4mB.
theoriginalbit #30
Posted 08 July 2014 - 04:43 AM
Bomb Bloke has just alerted me that the Note program's resource pack included an outdated version of the program, as such I have updated it. Unlike the mod itself I will not be keeping previous versions of the resource packs available for download (so use the same download link) unless there's a major change in MoarPeripherals that would mean new versions of the program won't work in the old versions of MoarPeripherals.
Bomb Bloke #31
Posted 08 July 2014 - 06:09 AM
awwwww you shoulda clicked on a pink floyd song… I'm disappointed :C

there were a few things that Bomb Bloke didn't cover in the video, but that's okay.

Long videos annoy me. They should get a point across, then end. I get no end of frustration out of the fact that most of the "demonstration" videos on YouTube spend the first few minutes talking about what they're going to show you.

Yes, I know what your videos are about, that's why I'm skipping through them in the hopes of getting the ten-seconds-worth of information you were too much of an *** to just type out

Ahem.

Some of the music files available are better than others, which has a lot to do with the limited sound-sets available within MineCraft. I didn't think much of those Floyd ones.

I'd point you towards the pack I got them from in the Note Block Studio thread, but, and I'm totally not kidding about this, the entire thread is missing from the MineCraft forums as of about… I dunno… a few hours ago?

Well that's a bit of a head scratcher.

Given that last night the thread starter's profile said he hadn't been active in months, and now it's saying he was last online a few hours back, I'd imagine he had something to do with it. I've PM'd him, but in the meantime, this link's still good.
Edited on 08 July 2014 - 04:20 AM
theoriginalbit #32
Posted 08 July 2014 - 06:16 AM
Long videos annoy me. They should get a point across, then end.
well you didn't click the seek bar. haha.
Bomb Bloke #33
Posted 08 July 2014 - 06:19 AM
… I forgot. I did almost re-record and re-upload when I figured that out. I still might.
Bomb Bloke #34
Posted 08 July 2014 - 07:25 AM
Ok, so some more details on the "note" script…

It can be downloaded on its own from pastebin:

pastebin get Zs0JAs1b note

… though it's unlikely there'll be any changes to the paste in the near future (I for one am off to Japan for a month starting tomorrow), so the resource pack (with the included songs) is probably the way to go.

Those taking a look at the source (or paying attention to other recent posts of mine) will notice that you can either run the script, or you can load it as an API in order to control musical playback via other scripts.

Details as to how to use said API are commented into the source. But still, I thought it worth providing a quick tutorial as to how I implemented it into my Tetris game:

First, check that you've got access to CC 1.6, an Iron Note Block, and the API itself. If everything needed is available, load the API.

The check is optional if you want to mark those things as "requirements" for your script, but if you want users to be able to use your code with or without music, you'll need to do it. In case of my Tetris script, which runs under CC 1.5 up, the check is needed; it looks like this:

-- Load the music player, if possible.
if peripheral.find and peripheral.find("iron_note") and fs.exists("note") and fs.exists(pathToMusicFile) then os.loadAPI("note") end

Next up is starting the songEngine in parallel with your own code. This function is what handles the music decoding and playback, and because it has to trigger and pull a ton of timer events to do it, the only practical method of using it alongside whatever it is you write is to launch it in parallel.

In my case, the bulk of my script is managed by a simple "while true do" loop at the bottom:

while true do
  drawBorder()  -- Draw basic screen fluff.
  menu()        -- Query the user as to how they want to play.
  game()        -- Start a game of Tetris.
end

This gets changed to run the song engine alongside the game, if the note API was loaded:

while true do
  drawBorder()
  menu()
  if note then parallel.waitForAny(game, note.songEngine) else game() end
end

Inside the game function, the songEngine can be controlled by queuing events for it to catch. Think of this process like sending rednet messages to another system, only you don't need to worry about getting any replies back - just fire and forget:

local function game()
  os.queueEvent("musicPlay", pathToMusicFile)
  os.queueEvent(playMusic and "musicResume" or "musicPause")  -- "playMusic" is a boolean I get the value of via an INI file; if it's false, then the music still loads but just doesn't play yet.

If the song engine is loaded, then on your next yield it'll load the file and start playing it. If it's not, then nothing happens. You don't need to constantly check whether it's there or not when implementing music control into your script; no need to worry about calling undefined functions. :)/>

The body of the game consists of another loop which waits for events (timers, key presses, mouse input and so on). To loop the music, an additional event check was thrown in:

    -- Stuff that happens while a block falls.
    while falling do
      myEvent = {os.pullEvent()}

      if myEvent[1] == "timer" and myEvent[2] == flickerTimer and curBlock > 13 then
            ... etc

      -- Repeat music.
      elseif myEvent[1] == "musicFinished" then  -- the song engine throws this event when the track ends.
        os.queueEvent("musicPlay",musicFile)

      elseif etc...

Finally, a pause toggle was added to stop playback if the user wishes:

      -- Toggle music playback.
      elseif pressedKey(keys.m) or (user mouse clicked the music toggle button) then
        playMusic = not playMusic
        os.queueEvent(playMusic and "musicResume" or "musicPause")

And, well, yeah. Adding music to the game was pretty much exactly that easy.
Edited on 08 July 2014 - 05:36 AM
Geforce Fan #35
Posted 09 July 2014 - 02:52 AM
Wait, isn't this just http://www.computerc...peripherals-33/ for 1.6.4?
I might use this mod for audio for PokeCC, though in the format for the old ccTunes thing because there's already a battle song included.
Edited on 09 July 2014 - 12:57 AM
theoriginalbit #36
Posted 09 July 2014 - 03:35 AM
Wait, isn't this just http://www.computerc...peripherals-33/ for 1.6.4?
no it's not. Yes it is reimplementing three of the blocks that people liked (my self included) but there's plans to go well above and beyond what MiscPeripherals added, you should be able to tell that just by the planned features.

I might use this mod for audio for PokeCC, though in the format for the old ccTunes thing because there's already a battle song included.
well if you use the ccTunes format you'll have to write your own playback API, the note API is only compatible with the NBS format.
Geforce Fan #37
Posted 09 July 2014 - 06:05 AM
Wait, isn't this just http://www.computerc...peripherals-33/ for 1.6.4?
no it's not. Yes it is reimplementing three of the blocks that people liked (my self included) but there's plans to go well above and beyond what MiscPeripherals added, you should be able to tell that just by the planned features.

I might use this mod for audio for PokeCC, though in the format for the old ccTunes thing because there's already a battle song included.
well if you use the ccTunes format you'll have to write your own playback API, the note API is only compatible with the NBS format.
wrong, musicplayer works just as well as it did on the other mod, if not better… probably better.
I wasn't implying it's a bad thing, it's great you've reimplemented lost features. I'm glad, really.
Edited on 09 July 2014 - 04:06 AM
Cranium #38
Posted 11 July 2014 - 06:04 PM
I did bring it up with theoriginalbit last night, but it seems that there's a problem with the note program playing the right instruments. For some reason, Bass Drum and Double Bass gets mixed up. But I've let him know of the issues, and he'll apparently talk to Bomb Bloke about it, since it's mostly his program.

I do have a suggestion however, if this is possible. Perhaps add an option for the iropn noteblock (disabled by default in the config) to act much like the new way commandblocks would work, being able to play a sound file from a resource pack (or frmt he vanilla sound list). There is currently a need out there for a "sound producing block", and I think it would be a nice addition to the peripheral. Considering there's no way to play sounds from the resource pack without the commandblocks right now.
Edited on 11 July 2014 - 04:04 PM
theoriginalbit #39
Posted 12 July 2014 - 02:34 PM
There is currently a need out there for a "sound producing block", and I think it would be a nice addition to the peripheral.
well the main thing about that 'need' is that the person that wants a sound producing block doesn't want to actually install a peripheral mod to do so.
Konlab #40
Posted 13 July 2014 - 09:38 AM
A block, that turns on computers when loading chunk would/starting game would be good.
If somrbody makes adventure maps controlled by computers, who's playing that map have to turn on computers, this have to be changed.
theoriginalbit #41
Posted 13 July 2014 - 10:02 AM
A block, that turns on computers when loading chunk would/starting game would be good.
see the thing is, ComputerCraft logic is meant to be that if a computer was on before the world unload or chunk reset, then it would turn on when it was unloaded. So I'm not too sure about adding a block to 'fix' a bug.

I do like the ideas everyone, keep them coming, they're getting my brain juices flowing :P/>
Edited on 13 July 2014 - 08:02 AM
Konlab #42
Posted 13 July 2014 - 01:09 PM
Camera block?
theoriginalbit #43
Posted 13 July 2014 - 01:11 PM
I'm going to need more detail than that. 'Camera block' could mean lots of things, with lots of different implementation details.
tattyseal #44
Posted 14 July 2014 - 12:03 PM
This looks epic, bit! :D/> Good to know that we will be getting OreDict for Player Detectors :P/>
theoriginalbit #45
Posted 14 July 2014 - 07:52 PM
It's update time!

There have been some massive rewrites over the past few days in MoarPeripherals, and even a new feature added to the ChatBox as requested by Slash0mega. However I am very proud to announce a brand new block — the Keyboard! This block is perfect for when you want to hide away the computer behind a wall, but still be able to type and control your computer, especially when the program is running on a monitor. The Keyboard is the first peripheral of its kind — by not actually needing anything attached to the computer — simply pair the Keyboard with the computer you wish to type on and you're ready to go; the Keyboard even supports keyboard shortcuts!

See OP for more information, recipes and download!
Edited on 14 July 2014 - 05:55 PM
Engineer #46
Posted 14 July 2014 - 09:43 PM
I am planning on to make a peripheral for an existing block: the dispenser. But the thing is, I can create a whole seperate mod for it (which seems very pointless to me honestly), or I can fork the project and add it.

However, do you even accept such things or do you simply decline them?
If you are planning to accept such things, are there any guidelines when it comes to coding? I mean really, it can get messy real quick when people work in their own coding style.

Since we have worked together before I think I can answer these questions on my own, but Im doing this so others can see this as well and maybe you even made up your mind :P/>
theoriginalbit #47
Posted 15 July 2014 - 03:49 AM
ResourcePack Update!

As pointed out to me a few days ago by Cranium, the Note program was reading NBS files incorrectly, reading two instruments inverted. There was also a bug where the tempo of the song was not obeyed, always playing the song was the same pace even if it was meant to be faster or slower. These bug have now been rectified, and some new songs — I am the Doctor and Ghostbusters both made by Cranium and GeoScape made by Bomb Bloke — have been added to the resourcepack. Download link has not changed, see OP for link.

EDIT: Another update; another bug bites the dust and a new song.

I am planning on to make a peripheral for an existing block: the dispenser. -snip- However, do you even accept such things or do you simply decline them?
well I'm going to need more info than that :P/>
Edited on 15 July 2014 - 07:00 AM
Engineer #48
Posted 15 July 2014 - 10:55 AM
well I'm going to need more info than that :P/>
You should come online on skype more :P/>
Then it's better to discuss it imo
Cranium #49
Posted 15 July 2014 - 05:43 PM
Glad to see you guys fixed the problem with instruments, and I hear you guys also fixed the tempo issue. Glad to see that this is getting lots of love!
hilburn #50
Posted 16 July 2014 - 12:44 AM
First off, love the mod and am quite looking forward to playing with the keyboard when I get around to installing the update

I've been wondering for while if it would be possible to create a couple of things as peripherals, firstly, a compass block which would let you easily convert between left/forward/right/back and N/E/S/W, this is more because I've broken stuff a bunch of times due to bad habits when testing in creative and then rebuilding in SMP in the wrong direction without updating it but still.. would be useful as a turtle mod too.

The other is a sort of networked storage block, somewhat like how a vanilla chest becomes a double chest, but this would allow you to have triple, quadruple etc chests, but only from a computer's point of view. The player would open an individual chest and only see it's contents, whereas a computer wrapped to one chest would be able to scan and move items in all connected chests.
Bomb Bloke #51
Posted 16 July 2014 - 02:39 AM
The other is a sort of networked storage block, somewhat like how a vanilla chest becomes a double chest, but this would allow you to have triple, quadruple etc chests, but only from a computer's point of view. The player would open an individual chest and only see it's contents, whereas a computer wrapped to one chest would be able to scan and move items in all connected chests.

In regards to this one, OpenPeripheral allows you to do pretty much exactly this using most any type of storage.
theoriginalbit #52
Posted 16 July 2014 - 02:59 AM
and I hear you guys also fixed the tempo issue.
well it was stated in my 'ResourcePack update' reply :P/>

First off, love the mod and am quite looking forward to playing with the keyboard when I get around to installing the update
thanks :)/> I'm glad people are liking it :)/>

a compass block which would let you easily convert between left/forward/right/back and N/E/S/W, this is more because I've broken stuff a bunch of times due to bad habits when testing in creative and then rebuilding in SMP in the wrong direction without updating it but still.. would be useful as a turtle mod too.
Compass peripheral for a Turtle, yes, it is possible, and I'll put it on the list. Compass peripheral for a computer, maybe not, I can't quite think of an elegant solution for it, if you can think of one, definitely share it, and I'll reconsider it as a peripheral for a computer.


The other is a sort of networked storage block, somewhat like how a vanilla chest becomes a double chest, but this would allow you to have triple, quadruple etc chests, but only from a computer's point of view. The player would open an individual chest and only see it's contents, whereas a computer wrapped to one chest would be able to scan and move items in all connected chests.
As Bomb Bloke stated, this is something OpenPeripheral allows, and I'm trying to avoid making my mod even remotely like OpenP. I can also see a few logistical problems with this, for example, all chests have say slots 0-32, so how do you access slot 5 of the 3rd chest, and what happens if someone adds another chest to the start, if they then look in the 5th slot of the 3rd chest the item they find won't be what they expect as they should now be looking in the 4th chest… I think the system OpenPeripheral has for this would be adequate enough :)/>
Bomb Bloke #53
Posted 16 July 2014 - 08:13 AM
So here's an idea you might consider - an "item library" peripheral.

I've seen this sort of request a few times around the web, and even wanted a more elegant way of getting a database of all the IDs of the items available in a given mod pack myself.

Thus, perhaps a peripheral would be suitable? The block would offer identification capabilities similar to those you get from a chest wrapped via OpenPeripheral, only instead of asking for the name of the item in slot X, you'd ask for the name of the item with ID:dmg values of X:Y; or for the ID:dmg values of the item with the name of X. That plus functions to return the number of IDs available on the server and dmg values available against a certain ID, and you'd have something that'd make CC-based storage systems far more practical to build.

You could even take it a step further and tap into the crafting recipes. Basically, hand all the info NEI hands to a player to your computers as well.
hilburn #54
Posted 16 July 2014 - 08:14 AM
The other is a sort of networked storage block, somewhat like how a vanilla chest becomes a double chest, but this would allow you to have triple, quadruple etc chests, but only from a computer's point of view. The player would open an individual chest and only see it's contents, whereas a computer wrapped to one chest would be able to scan and move items in all connected chests.

In regards to this one, OpenPeripheral allows you to do pretty much exactly this using most any type of storage.

The other is a sort of networked storage block, somewhat like how a vanilla chest becomes a double chest, but this would allow you to have triple, quadruple etc chests, but only from a computer's point of view. The player would open an individual chest and only see it's contents, whereas a computer wrapped to one chest would be able to scan and move items in all connected chests.
As Bomb Bloke stated, this is something OpenPeripheral allows, and I'm trying to avoid making my mod even remotely like OpenP. I can also see a few logistical problems with this, for example, all chests have say slots 0-32, so how do you access slot 5 of the 3rd chest, and what happens if someone adds another chest to the start, if they then look in the 5th slot of the 3rd chest the item they find won't be what they expect as they should now be looking in the 4th chest… I think the system OpenPeripheral has for this would be adequate enough :)/>

I understand not wanting to be like OpenP, they do what they do very well. I use OpenP a lot, and while I love the ability to wrap chests, when it comes to having a large number of them controlled by a single computer when you need a peripheral proxy and a modem block for each, the system can get a bit… hectic.

Admittedly, adding new storage containers to the network could get messy codewise, though not necessarily if you keep a persistent label (even if it is network_chest_0.._1.._2 like other peripheral types). Being able to internally rout Items could be interesting and something that OpenP does not do particularly well with large groups of chests. For this I mean something along the lines of networkchest.pushItem(<from chest>, <slot>, <quantity>, <to chest>)
theoriginalbit #55
Posted 16 July 2014 - 08:25 AM
So here's an idea you might consider - an "item library" peripheral.
I'll look into it. Were you thinking more of like a peripheral with a single slot, and you can query the peripheral for the Item ID and damage value of the contained item, or?

You could even take it a step further and tap into the crafting recipes. Basically, hand all the info NEI hands to a player to your computers as well.
Way too difficult, recipes are one thing I just won't touch unless it's adding a recipe. The problem is when it comes to edge cases and IRecipes, and ugh, no thanks… well not now at least.

I understand not wanting to be like OpenP, they do what they do very well. I use OpenP a lot, and while I love the ability to wrap chests, when it comes to having a large number of them controlled by a single computer when you need a peripheral proxy and a modem block for each, the system can get a bit… hectic.
Debatable, but that's not a discussion for this thread. Honestly I understand your idea, and I get the desire for it, I myself have had similar problems in the past when trying to do setups like that. However unfortunately I don't really see a way I could add something that would improve this, I still see the same problem happening. Especially since what you suggest they would be a single peripheral, meaning the problem I stated with adding extra chests would still exist due to you not having a 'persistent label' to reference a specific chest in this chain.
hilburn #56
Posted 16 July 2014 - 08:43 AM
Fair enough, I have 0 experience in creating mods so can't say that I know how it would/wouldn't work.

+1 for Bomb Bloke's request for a peripheral to fix my current problem, and speaking personally I'd quite like something that worked as a computer's NEI, so say if you typed in "Cobble" it would give you a table with {1={name=cobblestone, id=3, mod=minecraft}, 2={name=cobblestone slab,id=44,dmg=3,mod=minecraft}…} and conversely be able to type in the item id and optional dmg and get the item name and mod back. It's just if you have the item already then you can already scan all that data (other than mod) by scanning it in a chest with OpenP
Bomb Bloke #57
Posted 16 July 2014 - 08:45 AM
I'll look into it. Were you thinking more of like a peripheral with a single slot, and you can query the peripheral for the Item ID and damage value of the contained item, or?

Nah, the block wouldn't be a container at all.
hilburn #58
Posted 16 July 2014 - 12:56 PM
a compass block which would let you easily convert between left/forward/right/back and N/E/S/W, this is more because I've broken stuff a bunch of times due to bad habits when testing in creative and then rebuilding in SMP in the wrong direction without updating it but still.. would be useful as a turtle mod too.
Compass peripheral for a Turtle, yes, it is possible, and I'll put it on the list. Compass peripheral for a computer, maybe not, I can't quite think of an elegant solution for it, if you can think of one, definitely share it, and I'll reconsider it as a peripheral for a computer.

Had a thought - crafting a compass with another peripheral adds an additional method to it peripheral.getFacing() which returns N/S/E/W(/Up/Down as well for silly people), you can then work out which direction you are pointed.

I honestly don't know how much work that would entail, so feel free to say this is a stupid idea
theoriginalbit #59
Posted 16 July 2014 - 01:06 PM
like I said I can see the merit behind it, but I'm not sure it would work for a computer, Turtle, yes, computer, well, no. I feel like it would be shifting from one problem set to another, i.e. people not knowing which way is N/S/E/W to people not knowing the sides/direction. as for a block so you know which war you're facing, you know there's a N/S/E/W in the F3 info right?
hilburn #60
Posted 16 July 2014 - 08:12 PM
Yeah as I said originally the compass for computers was more because I tend to code quite elaborate control systems in creative and then when it comes to moving it into survival I decide it would look better next to the east wall rather than the west wall. If I had been sensible and stored the ordinal directions as variables and then I could just change those. Instead I tend to write it in and when I pick through the innumerable lines of code, there's always a couple I miss and the whole thing explodes. I'm not entirely sure how a compass block would help with that, except maybe prompting me to think a bit more dynamically about directions as I'm coding. A post-it note above my screen should suffice.

But yeah, compass for turtles and Item Dictionary as proposed by Bomb Bloke and I will name my firstborn child of your gender after you.
Edited on 16 July 2014 - 06:15 PM
Bomb Bloke #61
Posted 16 July 2014 - 08:24 PM
Is "TheOriginalBIT" really a gender-specific name?
hilburn #62
Posted 16 July 2014 - 09:23 PM
Might be, I'm pretty bad with that kind of thing. I always thought Dylan was a boy's name. Then I went to California and was inundated with lithe, female Dylan's
theoriginalbit #63
Posted 17 July 2014 - 06:25 AM
YAY! So my CurseForge page is finally approved, added the CurseForge downloads as mirrors to OP. :)/>

But yeah, compass for turtles and Item Dictionary as proposed by Bomb Bloke and I will name my firstborn child of your gender after you.
I will see what I can do.

Is "TheOriginalBIT" really a gender-specific name?
Well Josh is :P/>
KingofGamesYami #64
Posted 17 July 2014 - 04:00 PM
Suggestion
SpoilerLimited pathfinding peripheral for turtles, something like a zombie head + networking cables.

Give it (relative) coords and it will return a table with the (relative) coords needed to get there. It would have something like a 32 block radius, as to not be overpowered,

Example of the table:

{
  [1] = {1, 1, 1},
  [2] = {1, 1, 2},
  [3] = {1, 2, 2},
  [4] = {1, 3, 2},
  [5] = {2, 3, 2},
}
hilburn #65
Posted 17 July 2014 - 04:21 PM
Suggestion
SpoilerLimited pathfinding peripheral for turtles, something like a zombie head + networking cables.

Give it (relative) coords and it will return a table with the (relative) coords needed to get there. It would have something like a 32 block radius, as to not be overpowered,

Example of the table:

{
  [1] = {1, 1, 1},
  [2] = {1, 1, 2},
  [3] = {1, 2, 2},
  [4] = {1, 3, 2},
  [5] = {2, 3, 2},
}

That's pretty easy to implement in CC though, go E/W until your X matches, go N/S until your Z matches, go U/D until your Y matches, can even allow for simple object avoidance by if turtle.forward() fails, go up and try again, and update your Y relative to your target.

I thought of another peripheral I would like: Strafing turtles: gives the command turtle.goLeft() and turtle.goRight() which moves 1 block left and right without having to turn
Edited on 17 July 2014 - 02:21 PM
theoriginalbit #66
Posted 17 July 2014 - 04:37 PM
-snip pathfinding suggestion-
Thank you for your suggestion :)/> I do already have a plan for something that is kind-of like this, I don't want to release details just yet 'cause they're not set in stone, like quite a lot of my plans (I have about 12 things planned at the moment), but I can tell you that it will be kind of like what you just asked for, and it is kinda high on my todo list. :)/>

-snip strafing turtle suggestion-
Unfortunately the ComputerCraft's API doesn't allow for custom animations, therefore if I were to do this it would be a straight-up teleport (not to mention kinda a waste of a peripheral slot) to the block beside it, and a teleport is ugly, so not something I really want to do. I'm just going to have to say stick with

turtle.turnLeft()
turtle.forward()
turtle.turnRight()
'cause luckily turning the Turtle doesn't consume fuel.
theoriginalbit #67
Posted 19 July 2014 - 10:00 AM
Okay pretty important bug fix people; version 1.1.6

There was a few pesky bugs in SMP with keyboards, that gtrxconfusion on IRC brought to my attention. They're now fixed, more details in changelog in OP. I suggest anyone running 1.1 update to this immediately, especially if you have SMP plans. Sorry for this inconvenience, rigorous SMP testing is now added to my testing phase; it seems that testing over opening a SSP to LAN is not the same as SMP.

— BIT
Kamefrede #68
Posted 20 July 2014 - 05:30 PM
Suggestion: Wireless Fuel Stations, delivering fuel to turtles remotely.
theoriginalbit #69
Posted 20 July 2014 - 05:48 PM
I have plans on adding a Turtle Refuel Station, similar to that in MiscPeripherals, that will be the closest you'll get to Wireless Fuel Stations, I feel making it wireless might make it a little too overpowered.
wieselkatze #70
Posted 20 July 2014 - 08:25 PM
I have to say that your idea is great! I always missed MiscPeripherals and some new features surely wouldn't hurt anyone :P/>

I kinda like the idea of fueling turtles remotely, but maybe only within a certain radius, e.g. 4 blocks. That could be neat for fueling multiple turtles at once or hiding the block behind a wall :)/>
hilburn #71
Posted 21 July 2014 - 12:25 AM
I kinda like the idea of fueling turtles remotely, but maybe only within a certain radius, e.g. 4 blocks. That could be neat for fueling multiple turtles at once or hiding the block behind a wall :)/>

For this you might want to try RemoteIO, can be used to give your turtle's inventory an enderchest functionality within the working radius. Alternatively, just give the turtle an enderchest (eg Black-Back-Black) that you keep stocked full of coal on your base end and just have him place it and refuel from that
theoriginalbit #72
Posted 21 July 2014 - 01:17 AM
or hiding the block behind a wall :)/>
it's okay, I have an idea for this ;)/>
Nathan1852 #73
Posted 21 July 2014 - 12:43 PM
I have a suggestion for this mod

SpoilerMy idea is a peripheral block that has one slot, and one marked side where items can get pumped out and in.
The block would provide a way to transport items over the computercraft lan cables.
The block would have two modes: manual and automatic.

In manual mode, you can just call the normal functions, which would be:

getID() - gets the id (or name) of the block, has to be something unique per block
drop() - this would just drop the item out of the block on the marked side, either on the ground or in a pipe or inventory.
sendItem(id) - this would send the item to the other instance of such a block with the specified id. For that, both blocks would have to be in the same lan network.
setAutoDrop(true/false) - this would specify if an item that got send over by another block would drop automaticly
setPipeline(id) - this function would just set a line between two instances of the block where items which get put into the block automaticly get transfered to the other one, specified by id.
This would only work one way, so you would have to set another pipeline for the other direction. It maybe would also work without a computer, as long they are set up, connected by the cable and in the automatic mode.
setAutomaticMode(true/false) this would just activate the automatic mode ( the automatic tranfer of items with the pipelines). This would also stop the calling of the event.

It would also have an event, something like item_input, which would get called when an item is put into the block.
It would give the id of the block and the quantity of items in the stack.
Of course it would't be called in the reciever of such an transfer, since this would only rise confusion.

I hope you guys understand the idea and consider to put it into the mod. It would be a big step into a fully CC made sorting system.
Edited on 21 July 2014 - 10:43 AM
theoriginalbit #74
Posted 21 July 2014 - 01:02 PM
-snip-
I'm not completely sure I agree with all the implementation details, but I definitely like how much thought you've put into this. I was considering adding in a reimplementation of the Interactive Sorter from MiscPeripherals but I didn't like it, however what you've said here has got me thinking, and I may have a good solution for it. So consider this suggestion, partially accepted, something like it will exist, but it just may not completely be like you've requested.
Nathan1852 #75
Posted 21 July 2014 - 01:10 PM
-snip-
I'm not completely sure I agree with all the implementation details, but I definitely like how much thought you've put into this. I was considering adding in a reimplementation of the Interactive Sorter from MiscPeripherals but I didn't like it, however what you've said here has got me thinking, and I may have a good solution for it. So consider this suggestion, partially accepted, something like it will exist, but it just may not completely be like you've requested.

Yeah, i know that it would never even be considered if it wasn't overpowered, so i tried to make it as simple as possible.
I don't really care if it is exactly like this or not, the only thing that is important for me is that it can be used to build a big sorting system :D/>



Edit: Damn typos
Edited on 21 July 2014 - 11:11 AM
theoriginalbit #76
Posted 21 July 2014 - 01:26 PM
Fair enough. I can't guarantee what version it will be in, I've been working on a lot of backend related things the past few days, rather than adding new peripherals, but once I'm done with these backend things the peripherals should start to come quicker.
wieselkatze #77
Posted 21 July 2014 - 06:52 PM
or hiding the block behind a wall :)/>
it's okay, I have an idea for this ;)/>

I'm excited :)/>
bigbrainiac10 #78
Posted 22 July 2014 - 11:38 PM
Perhaps a good peripheral to add is something similar to the EU detector cable that is in IndustrialCraft, but for most mods that add a energy source.

It would be able to keep track of how much energy has passed through it, which can be obtained in different units(RF, EU, MJ..)


local energy = p.getEnergyCount(units.RF)

until the count is reset


p.resetEnergyCount()

as well as a few other functions?

It would be good to use to keep track of things easily, as well as adding the same kind of functionality of the EU detector cable, such as


local energyOutput = 5000 -- how much energy to reach before outputing redstone signal
local outputTime = 2 --Output time in seconds
local outputSide = "right" --Redstone output side

local p = peripheral.wrap("left")

   while true do
	 if p.getEnergyCount() >= energyOutput then
	   rs.setOutput(outputSide, true)
	   sleep(outputTime)
	   rs.setOutput(outputSide, false)
	   p.resetEnergyCount()
	end
end
Dog #79
Posted 25 July 2014 - 09:05 PM
I can't seem to figure out how to craft the keyboard in the latest release. I have the three keyboard parts, but NEI doesn't expose a recipe for the keyboard and the suggested recipe doesn't seem to work. What am I doing wrong, Bit?
Cranium #80
Posted 25 July 2014 - 09:06 PM
Did you check the OP for the keyboard recipe?
theoriginalbit #81
Posted 26 July 2014 - 01:20 AM
Perhaps a good peripheral to add is something similar to the EU detector cable that is in IndustrialCraft, but for most mods that add a energy source.

-snip-
I'll have a think about this one and get back to you

I can't seem to figure out how to craft the keyboard in the latest release. I have the three keyboard parts, but NEI doesn't expose a recipe for the keyboard and the suggested recipe doesn't seem to work. What am I doing wrong, Bit?
idk. for some reason it's not showing the recipe in NEI — idk the cause of this — but the recipe is still working perfectly fine; a horizontal line of 3 keyboard parts.
Dog #82
Posted 26 July 2014 - 08:38 AM
Tried it on Cranium's server - didn't work for me :(/>
Edited on 26 July 2014 - 06:39 AM
theoriginalbit #83
Posted 26 July 2014 - 09:24 AM
Tried it on Cranium's server - didn't work for me :(/>
okay this is really strange! I decompiled the mod for the version that is installed on the server, and the recipe isn't being registered, yet if I look at the code from when I built it, the recipe is being registered. o_O I'll do a rebuild and check that, if that works then I'll do another minor update.
theoriginalbit #84
Posted 26 July 2014 - 11:52 AM
Okay minor update time.

thanks to Dog for pointing out the problem with crafting the keyboards, this is now fixed. Additionally keyboards now also remember their connection when they're broken, nor do they spam the computer with control key presses. Finally there have some been some chat message and tooltip tweaks to make them a little easier to understand. Download in OP.
gnif #85
Posted 27 July 2014 - 06:36 AM
I am using the keyboard to control a computer that is remote controlling a turtle to mine out hard to access resources (glowstone over lava in the nether), but it is hard to do because the keyboard doesn't just take over keyboard input, but also prevents you from looking around… is there a way to disable this?
theoriginalbit #86
Posted 27 July 2014 - 06:46 AM
Unfortunately this is not possible due to the way the keyboard works. In order to interact with a block you must use it's GUI. You probably didn't notice that the keyboard uses a GUI due to the fact that the only element that appears is the text to tell you how to close the GUI. The only other way that I could have it work is setup keybindings, however the problem present with that solution is that even when you're walking around with WASD, or opening your inventory, etc, you'd be sending those key events to the computer, if the program heavily relies on WASD (for example a game) you could also potentially get out of range. As such I decided for the design choice of using a GUI, and this is very unlikely to change.
Edited on 27 July 2014 - 04:46 AM
Cranium #87
Posted 30 July 2014 - 08:45 PM
Suggestion:

Chiptune controller

[indent=1]You can create a block that you can synthesize 8 bit music from, by passing arguments to it such as the waveform, pitch, and duration.[/indent]
[indent=1]This could allow for songs not previously doable in Minecraft, such as long, sustained notes. (Doctor Who Theme, anybody?) There's a lot of potential for it to be a super incredible music generator if it gets added.[/indent]

Possible recipe is a floppy disk plus a noteblock (shapeless)?
Edited on 30 July 2014 - 06:46 PM
theoriginalbit #88
Posted 31 July 2014 - 01:31 AM
-snip-
ugh, I was wondering how long it'd take you to suggest this :P/> I'll look into it, but no guarantees. If I'd do it, it would probably end up like the speaker from whatever peripheral mod it was that added a square wave speaker.
hilburn #89
Posted 31 July 2014 - 11:25 AM
One thing that's less a suggestion, more an inquiry:
When combined with GregTech, it throws out

2014-07-31 11:17:58 [INFO] [STDOUT] Thingy Name: peripheralChatbox !!!Unknown 'Thingy' detected!!! This Object seems to probably not follow a valid OreDictionary Convention, or I missed a Convention. Please report to GregTech Intergalactical for additional compatiblity. This is not an Error, it's just an Information.

and similar for the other peripherals added, I don't know if it would be an easy fix to get GT to acknowledge them as peripherals and leave them alone. If it's not, don't bother, it just adds an extra couple of seconds to the load time so no big deal
Edited on 31 July 2014 - 09:26 AM
theoriginalbit #90
Posted 31 July 2014 - 11:48 AM
One thing that's less a suggestion, more an inquiry:
When combined with GregTech, it throws out

2014-07-31 11:17:58 [INFO] [STDOUT] Thingy Name: peripheralChatbox !!!Unknown 'Thingy' detected!!! This Object seems to probably not follow a valid OreDictionary Convention, or I missed a Convention. Please report to GregTech Intergalactical for additional compatiblity. This is not an Error, it's just an Information.
That's fine, that just looks like GregTech is checking to see if it can override things, and since there is no convention for registering peripherals to the oreDictionary it doesn't know what to do. I originally did this as a request from tattyseal, but I'm going to change that at some point in the near future to something different.

it just adds an extra couple of seconds to the load time so no big deal
it actually doesn't add any time. that message looks like it means that GregTech has aborted whatever it was going to do.
hilburn #91
Posted 31 July 2014 - 01:51 PM
Someone on the RotaryCraft forums (because similarly, all of Reika's mods give this kind of output) said it adds a bunch of time whenever this non-error is returned as Greg wants you to notice it, and loading up in the console it is 1-2 seconds between items being complained about.
Lyqyd #92
Posted 31 July 2014 - 03:28 PM
That's a problem with GregTech, not any other mods. For shorter load times, try removing GregTech.
hilburn #93
Posted 31 July 2014 - 04:00 PM
I know that it's Greg's fault, but I was wondering if there was an oredictionary thing for peripherals seeing as CC itself doesn't cause GT to throw out these messages, from theoriginalbit's response, there isn't, so no worries
Renegado #94
Posted 31 July 2014 - 05:21 PM
I've been playing around with this mod and I've to say that it has some really good ideas and potential. I'm really looking forward to some of your planned features, specially HDDs (hoping than more than a single computer would be able to fetch programs and files from it) and Robots (I would love to re-design some of the OpenMech programs that I made before they were scrapped).
theoriginalbit #95
Posted 01 August 2014 - 03:53 AM
but I was wondering if there was an oredictionary thing for peripherals seeing as CC itself doesn't cause GT to throw out these messages
the reason CC doesn't cause GT to throw out messages is 'cause CC doesn't register any of its peripherals to the ore dictionary.

-snip-
Thank you :)/>
Selim #96
Posted 01 August 2014 - 09:00 PM
I cannot wait for the Turtle Charging Stations, that along with the Chatbox are what I miss the most from MiscPeripherals.
Flexico #97
Posted 02 August 2014 - 12:52 AM
One thing from MiscPeripherals I'd like to see return is the Speaker, which turns text into speech. Also the ability to add an anvil and Enchanting Table to a turtle.
Slash0mega #98
Posted 02 August 2014 - 02:43 AM
if bit is interested in adding a text to speach speaker, there is a open source voice synth mod on the forums.
theoriginalbit #99
Posted 03 August 2014 - 07:47 PM
Guess what boys and girls, it's that time again; it's update time!

Since the last update I have been working diligently to bring you the next instalment of MoarPeripherals, and this is definitely the biggest changelog I've have thus far; have a read of it in the OP to see all the changes. The two most notable additions being the Sonic Screwdriver and the BitNet Communications Tower. As always the download can be found in the OP. I could write a bunch more here about what I changed in the latest version, but why take up any more of your time reading this when you could be experiencing these changes in game. Therefore I'll finish this with a big thanks to all you fantastic people who use my mod, and keep the suggestions coming people. :)/>

Oh one last final note, University has officially started back, so development will slow down a bit just 'cause I now don't have unlimited time to work on this mod, but have no fear I am still working on some amazing things! :)/>

— BIT

Replies &amp; stuff (sorry been a bit slack on them)
So here's an idea you might consider - an "item library" peripheral.
+1 for Bomb Bloke's request for a peripheral to fix my current problem, and speaking personally I'd quite like something that worked as a computer's NEI.
Done. See the Item Dictionary block.

I cannot wait for the Turtle Charging Stations, that along with the Chatbox are what I miss the most from MiscPeripherals.
The Turtle Charge Station is definitely high on my to-do list now.

One thing from MiscPeripherals I'd like to see return is the Speaker, which turns text into speech.
if bit is interested in adding a text to speach speaker, there is a open source voice synth mod on the forums.
I'll have a look into a speech peripheral, but I don't really want to do it unless I can have everyone use it, which was a major problem with MiscPeripherals, only Windows people could hear it.

Also the ability to add an anvil and Enchanting Table to a turtle.
I'll have to re-familiarise myself with how exactly those functioned, but sure, I'll take a look into it.
Edited on 03 August 2014 - 05:48 PM
Sxw #100
Posted 03 August 2014 - 08:57 PM
Suggestion: If Open Peripherals is detected, ignore messages starting with $$ for the chat box.
theoriginalbit #101
Posted 04 August 2014 - 02:25 PM
Suggestion: If Open Peripherals is detected, ignore messages starting with $$ for the chat box.
Done, will be in the next release. Do note however that this will be the only mod I do it for as I make every effort possible to ignore messages other mods have processed, as well as every attempt for other mods to ignore my own chat commands.
Flexico #102
Posted 08 August 2014 - 06:03 AM
Is there anything currently in the mod that allows support for rednet/bundled cables? I know it was mentioned at some point, but I'm not sure if it's been done yet.
theoriginalbit #103
Posted 08 August 2014 - 06:10 AM
Currently, no. Planned, yes.
flaghacker #104
Posted 08 August 2014 - 11:58 AM
How is the bundled cable support going to be? Via the redstone API or via a peripheral?
Geforce Fan #105
Posted 08 August 2014 - 07:26 PM
Sonic screwdriver? AWESOME! But what if I need to dry my hair?(you will get this if you've watched doctor who)
edit: dang it, it hardly behaves like the sonic screwdriver. Can you make it be able to open and lock doors from a distance? pweeesh? And an event when the sonic screwdriver is pointed and used at a computer from any distance? Pweeesh? c:
Also, btw, backspace is brokenz on the keyboard.
More: RFID planned? YES!!! Now I can finally impress someone on an smp server when my house doors open when I get close to them… and then walk by a sniffer and get burgalered'd
can't wait
Edited on 09 August 2014 - 05:01 AM
theoriginalbit #106
Posted 09 August 2014 - 12:43 PM
Can you make it be able to open and lock doors from a distance?
if there is a way to remotely trigger redstone, I'm yet to find a way to do it. I have several features planned for it, once I figure out a nice way to do them.
MayContainVennom #107
Posted 10 August 2014 - 08:31 PM
Heyo,

I've attempted to install this on the recommended version of Direwolf pack, the first problem was an id conflict but we got that sorted straight away. after that it loaded fine but when we started to want to use them they were not returning anything, rightclicking on a computer with a keyboard would cause you to be kicked from the server with internal error as the problem. Also breaking the chatBox dosn't give back an item
theoriginalbit #108
Posted 11 August 2014 - 02:13 AM
How is the bundled cable support going to be? Via the redstone API or via a peripheral?
I'll be using the new CC Bundled Cable API.

-snip-
Bug Reporting (GitHub Issue Tracker)
SpoilerWhen reporting issues please include the following:
  • MoarPeripherals version;
  • ComputerCraft version;
  • Minecraft version;
  • Forge version (including build!);
  • Any other mod's version that is related to the issue;
  • Steps to reproduce;
  • Relevant screenshots are appreciated;
  • For crashes: The contents of the ForgeModLoader-client-0.log file;
FXgamer247 #109
Posted 12 August 2014 - 11:23 PM
Suggestion: Make the configuration for the ChatBox the maximum distance, not the set distance. That way, if the max distance is 100 blocks, you could do:


VarName.say("message", distance)

If you dont provide a distance, it will use the max distance, and if you go over, it will still just use the max distance.

Also, you could set the label of the ChatBox,


VarName.label("label")

So then if you use varName.say() to chat as a name other than "ChatBox", you could make it configurable if it has a prefix or not, so people on a server wont get confused.
Edited on 12 August 2014 - 10:52 PM
Selim #110
Posted 13 August 2014 - 04:47 AM
Suggestion: Make the configuration for the ChatBox the maximum distance, not the set distance. That way, if the max distance is 100 blocks, you could do:


VarName.say("message", distance)

If you dont provide a distance, it will use the max distance, and if you go over, it will still just use the max distance.

Also, you could set the label of the ChatBox,


VarName.label("label")

So then if you use varName.say() to chat as a name other than "ChatBox", you could make it configurable if it has a prefix or not, so people on a server wont get confused.
This would be awesome!
Kinda like how when you use Command Blocks to speak, you can name the Command Block!
TheOddByte #111
Posted 13 August 2014 - 07:34 PM
Gotta say that I love the looks of the BitNet communcations tower, I like that you made it multiple blocks instead of just one! ( makes it look soo much cooler ) :D/>
And I'm wondering, have you planned on making a sort of "item detector" that lets you detect what blocks you have in your inventory? that would be useful for turtles.
It could kinda work like this or something

local detector = peripheral.wrap( "right" )
if detector.getType( 1 ) == "dirt" then
    print( "You've got dirt in inventory slot 1" )
end
Cranium #112
Posted 13 August 2014 - 07:45 PM
Well I'd say the narcissistic turtle from OpenPeripheral already fulfills that task. It can return data about any item in its inventory.
TheOddByte #113
Posted 13 August 2014 - 11:14 PM
Well I'd say the narcissistic turtle from OpenPeripheral already fulfills that task. It can return data about any item in its inventory.
Oh? I didn't know that, thanks for letting me know! :D/>
theoriginalbit #114
Posted 20 August 2014 - 06:32 AM
Sorry for the inactivity, I thought I'd actually replied…

Suggestion: Make the configuration for the ChatBox the maximum distance, not the set distance.
I'll have a think about it and get back to you :)/>

Gotta say that I love the looks of the BitNet communcations tower, I like that you made it multiple blocks instead of just one! ( makes it look soo much cooler ) :D/>
thanks :)/>
TommieIV #115
Posted 21 August 2014 - 12:55 AM
You defiantly need to work on the charging station. And/Or the ability to use IC2 power in turtles.
Mc Fow1er #116
Posted 22 August 2014 - 01:12 PM
Okay so I'm well on the way to the better printer.

tonight I implemented the item for the ink cartridges. however sadly I'm not great at textures at such a low resolution, and this is the resultant item
Ink Cartridge Item

so looking at that I decided I didn't like it at all, and I needed to do something better, and then it struck me, make a 3D model, which resulted in the following
Ink Cartridge 3D Model

I liked this, but it still didn't look quite right to me; it needed to be less boxy. so with some more playing around in Techne and Photoshop, I ended up with this
Ink Cartridge Final 3D Model

Now for those of you that are FPS conscious, do not worry, you can turn off the model in the config file, in which case the item is rendered with the first texture :(/>
O_O I want…
Nathan1852 #117
Posted 04 September 2014 - 08:55 PM
Any Chance that this mods gets updated to the beta version of CC for 1.7.10?
theoriginalbit #118
Posted 05 September 2014 - 03:56 AM
Any Chance that this mods gets updated to the beta version of CC for 1.7.10?
I began working on it the other day, but I'm not getting a huge amount of time around assignments for University at the moment.
Hammerboy #119
Posted 08 September 2014 - 02:44 PM
I can't access the API for you peripherals in multiplayer… I don't know, what I'm doing wrong but this code:

b = peripheral.wrap("back")
b.transmit("Hi")
only works in singleplayer… in multiplayer i'm getting "attempt to call nil" in the second line… in singleplayer it returns true if i print the return…

I think this has to do with any other installed CC Addons I've installed….
  • MoarPeripherals version: 1.6.4-1.63-1.2.0
  • ComputerCraft version: 1.63
  • Minecraft version: 1.6.4
  • Forge version (including build!): 9.11.1.96
  • Cauldron version: 1.6.4-1.965.21.189
  • Any other mod's version that is related to the issue:
  • CCLights2-0.4.1.78, Computronics-1.6.4-0.4.1, ExtraPeripherals-1.6.4-0.2.0, immibis-peripherals-57.1.0, OpenCCSensors-1.6.4.5, OpenPeripheralAddons-0.1.5, OpenPeripheralCore-0.4.1
I don't know where I've made a mistake… The server is using the same confings than the client.

Hope you can help me :s
Edited on 08 September 2014 - 01:41 PM
Cranium #120
Posted 08 September 2014 - 05:42 PM
Likely Cauldron. Try it without Cauldron and see if you have any other issues.
Agent Silence #121
Posted 09 September 2014 - 12:27 AM
[Suggestion] SMELTER TURTLES!
Burns some of the fuel to smelt the specified slot
smelt(nSlot, {optional}nAmount)

Add a config option to disable if unlimited fuel is set to true
theoriginalbit #122
Posted 09 September 2014 - 02:20 AM
-snip-
As Cranium stated, this is most likely Cauldron. Of which I will not be supporting if it is the cause, especially since it would be breaking vanilla mc logic with this bug.
Just incase it isn't though, are you attempting to interact with the comms tower on the very bottom (controller) block?

-snip-
would require a peripheral, so if I were to do this I'd probably have the peripheral as a furnace, and instead of burning fuel, burn a fuel item. I'll put this in my 'to consider' pile ;)/>
theoriginalbit #123
Posted 09 September 2014 - 01:10 PM
The MoarPeripherals Wiki is now live!

A massive thanks to Bomb Bloke for setting the entire website up for me!
theoriginalbit #124
Posted 11 September 2014 - 02:01 PM
What is happening, is this abandoned?

The simple answer, no! Rest assured I have definitely not abandoned this mod. University has intensified and the workload has given me very little time to do anything other than assignments and sleep. However next week I have a break, and I — albeit reluctantly — plan on porting the mod to 1.7.10 and the ComputerCraft beta. I really wanted to wait until ComputerCraft was stable, but it really seems that's not going to happen any time soon, so I'll proceed with the port.
For those of you that are sticking with 1.6.x, don't worry about not getting new features and the likes, I will concurrently develop the 1.6.x and 1.7.x versions of this mod — most likely for a few months — until I deem that the 1.6.x version is complete enough to my liking that I can discontinue development. That being said, I will never completely abandon the 1.6.x version, I will always provide bug-fixes and patches as needed, there will simply be no more features when the time comes.

Thank you all,

theoriginalbit
Edited on 11 September 2014 - 12:01 PM
Rougeminner #125
Posted 01 October 2014 - 07:38 AM
How do i assemble the bit net tower :(/>
Bomb Bloke #126
Posted 01 October 2014 - 07:40 AM
wiki said:
The tower itself is constructed by placing a "Controller" block at the base, twelve "Pole" blocks on top of that, a "Modem Interface" block (which currently offers no connectivity) on top of that, then finally two "Cell" blocks at the peak of the structure. When all 16 blocks are in place they'll change shape to form the completed BitNet Communication Tower.
Rougeminner #127
Posted 01 October 2014 - 09:25 PM
THANK YOU much bomb bloke
theoriginalbit #128
Posted 05 October 2014 - 08:42 AM
Just an update on progress.

The port to Minecraft 1.7.10 and ComputerCraft 1.64 have gone well this week! I have one (1) major bug, and two (2) one(1) minor bugs that need fixing before I can release, hopefully it shouldn't be too far off.

— BIT
Edited on 05 October 2014 - 07:51 AM
theoriginalbit #129
Posted 08 October 2014 - 09:22 AM
Update MoarPeripherals 1.3

The port to Minecraft 1.7.10 and ComputerCraft 1.64 is complete and tested. There have been some minor changes to the Minecraft 1.6.4 and ComputerCraft 1.63 version of the mod, mostly all code side to better align with the 1.7.10 release to make parallel development easier.

Download links for both, as well as a changelog, will be up on the wiki momentarily (currently working out a problem with my web host).

Thank you all for your patience, and thank you for using MoarPeripherals. Stick around for some new peripherals coming soon!

— BIT
Edited on 08 October 2014 - 07:22 AM
theoriginalbit #130
Posted 12 October 2014 - 06:24 AM
Update MoarPeripherals 1.4

This update includes updating to ComputerCraft 1.65 API (however it will still work with ComputerCraft 1.64). There has also been changes to the BitNet tower, in both functionality and cost of construction. A full change log can be found on the wiki.

Downloads can also be found on the wiki.

— BIT
Flexico #131
Posted 12 October 2014 - 04:41 PM
I'm not sure how this might work, but I'd like to have a way for turtles to turn lava into obsidian when they touch it. (Or cobblestone if it's flowing lava)

Also, not sure if it's been mentioned, but CHUNK LOADING. =P Or even better, have some way of saving the state of everything when a chunk unloads/reloads so the turtle desn't reboot and lose track of what it's doing.
bigbrainiac10 #132
Posted 12 October 2014 - 06:33 PM
I'm not sure how this might work, but I'd like to have a way for turtles to turn lava into obsidian when they touch it. (Or cobblestone if it's flowing lava)

This can already be done without this mod, I think this can even be done with vanilla Minecraft even…
Flexico #133
Posted 12 October 2014 - 06:44 PM
I'm not sure how this might work, but I'd like to have a way for turtles to turn lava into obsidian when they touch it. (Or cobblestone if it's flowing lava)

This can already be done without this mod, I think this can even be done with vanilla Minecraft even…

What do you mean, "in vanilla Minecraft"? There are no robot turtles in vanilla. XD
bigbrainiac10 #134
Posted 12 October 2014 - 09:17 PM
-snip-

No, but there are dispensers and droppers.
Flexico #135
Posted 12 October 2014 - 09:21 PM
Um … I don't think you understand what I was asking for. I want a turtle, while digging, to be able to quench any lava it meets. How would dispensers and droppers accomplish this?
KingofGamesYami #136
Posted 12 October 2014 - 09:22 PM
Um … I don't think you understand what I was asking for. I want a turtle, while digging, to be able to quench any lava it meets. How would dispensers and droppers accomplish this?
Uh, you could have your turtle simply place some water…
DigitalAngel #137
Posted 14 October 2014 - 10:12 AM
I've gotta say, you have some great stuff in your little mod. It kicks ass =D

I did have a thought regarding the sonic screwdriver though. I know having it give a redstone pulse to a block has been troublesome, but have you considered a setting where it's like an extended range cursor from OpenBlocks? If you're not familiar, it's an item that lets you right click on things from a few blocks away. Pressing buttons, pulling levers, opening doors… It's not as awesome as applying redstone, but it could be useful. =3
theoriginalbit #138
Posted 14 October 2014 - 10:32 AM
-snip-
thanks for your kind words :)/>

oh wow, I wasn't aware of that item, that could help me with some of the problematic logic, thanks :)/>
Agent Silence #139
Posted 16 October 2014 - 11:18 PM
Request :
Better printer/regular printer turtles?
They have extra slots for ink and paper maybe?
Cranium #140
Posted 16 October 2014 - 11:27 PM
Request :
Better printer/regular printer turtles?
They have extra slots for ink and paper maybe?
He's already got plans for a better printer.
theoriginalbit #141
Posted 17 October 2014 - 01:14 AM
Request :
Better printer/regular printer turtles?
They have extra slots for ink and paper maybe?
He's already got plans for a better printer.
Indeed I do. I just keep pushing it back all the time. But I will get around to it shortly.
Cranium #142
Posted 17 October 2014 - 01:46 AM
Look forward to it. I'm sure a lot of people would really like to see it. Default printers are…well…lacking.
Agent Silence #143
Posted 20 October 2014 - 08:47 PM
— Agent's Suggestion List —
[Note] I will edit this post if I get more suggestions. My suggestions are turning into spam.

A turtle with a printer attached to it.

A furnace turtle.

A computer minecart.

Connecting keyboards to turtles for epic remote controllers.

ChatBox Turtles
Edited on 10 November 2014 - 04:00 PM
theoriginalbit #144
Posted 20 October 2014 - 11:11 PM
— Agent's Suggestion List —
[Note] I will edit this post if I get more suggestions. My suggestions are turning into spam.
If you want me to see them it'd be easier/better to not do that. It's not a problem you having lots of posts.

A turtle with a printer attached to it.
We'll see. I don't see a lot of valid use cases for this

A furnace turtle.
Planned

A computer minecart.
Very difficult implementation for little advantage, if you want a free movement Turtle just turn off fuel.

Connecting keyboards to turtles for epic remote controllers.
Already possible ;)/>
jacky3362 #145
Posted 08 November 2014 - 09:40 AM
hi dude how can i use BitNet Communication Tower as modem and for redstone
like getting redstone signal with BitNet Communication Tower
can i do it?
can you please give me code For example please?
theoriginalbit #146
Posted 08 November 2014 - 10:27 AM
-snip-
as I just stated to this person in Ask a Pro I have a fantastic Wiki with all kinds of information on it. Have a read and feel free to come back with any further problems you're having and we shall attempt to resolve them.
jacky3362 #147
Posted 08 November 2014 - 10:46 AM
hi dude how can i use BitNet Communication Tower as modem and for redstone
like getting redstone signal with BitNet Communication Tower
can i do it?
can you please give me code For example please?
as I just stated to this person in Ask a Pro I have a fantastic Wiki with all kinds of information on it. Have a read and feel free to come back with any further problems you're having and we shall attempt to resolve them.
i am just want to know if we can send redstone signel with BitNet Communication Tower?
theoriginalbit #148
Posted 08 November 2014 - 11:09 AM
i am just want to know if we can send redstone signel with BitNet Communication Tower?
No, just like you cannot send power over the internet in the real world, you cannot send a redstone signal over BitNet. However you can easily make a program which is able to communicate the redstone state over BitNet so that the other end can know the state.
jacky3362 #149
Posted 08 November 2014 - 11:17 AM
i am just want to know if we can send redstone signel with BitNet Communication Tower?
No, just like you cannot send power over the internet in the real world, you cannot send a redstone signal over BitNet. However you can easily make a program which is able to communicate the redstone state over BitNet so that the other end can know the state.
\
oh ok thanks dude i am not a prgramer
Faut #150
Posted 09 November 2014 - 09:28 AM
Just requesting if you could include a REther module just like the original MiscCraft because I really want to be able to use Computers in CC1.6 to control Wireless Transmitters and Receivers. (WR-CBE)
theoriginalbit #151
Posted 09 November 2014 - 10:08 AM
I was under the impression that WR-CBE was the reason that there was ComputerCraft integration…
Faut #152
Posted 09 November 2014 - 04:51 PM
MiscPeripherals allowed WR-CBE to intergrate with CC through allowing transmitters and receivers as peripherals and I was hoping you could add that function as well. Also the REther turtles. Sorry if I'm being a bother.
KingofGamesYami #153
Posted 09 November 2014 - 05:57 PM
chicken_bones said:
Wireless Recievers and Transmitters can be used as a computercraft peripheral when placed next to a computer. Use them like you would any other peripheral. The methods are setFreq(frequency) and getFreq()
http://www.minecraft...ickenbones-mods

In spoiler(s)
Wireless Redstone Chicken Bones Edition (WR-CBE)

Logic
Edited on 09 November 2014 - 04:59 PM
Faut #154
Posted 09 November 2014 - 06:13 PM
I thought that the Transmitters and Receivers were only usable as peripherals with MiscPeripherals. Sorry.
Would still be great if there wer soething like the REther module though. Thanks for the clarificaton.
theoriginalbit #155
Posted 09 November 2014 - 11:52 PM
I'll look into it :)/>
Agent Silence #156
Posted 10 November 2014 - 04:58 PM
What about ChatBox turtles that talk under the turtle's label?

Then we could make awesome AIs that move and talk!

Another one :

Sensor Turtles

Shift + Right Clicking queues a "player" event
Edited on 10 November 2014 - 04:03 PM
Faut #157
Posted 10 November 2014 - 05:10 PM
I just suddenly thought of this but why not make Pocket Computers with REther modules
i'm sorry I'm WRCBE trash
theoriginalbit #158
Posted 10 November 2014 - 10:35 PM
What about ChatBox turtles that talk under the turtle's label?

Then we could make awesome AIs that move and talk!

Another one :

Sensor Turtles

Shift + Right Clicking queues a "player" event
There are a bunch of changes to ChatBoxes coming in MoarP 1.5

Unfortunately, as far as I'm aware there is no way for me to detect player interaction with Turtles, or the peripherals attached to them…

I just suddenly thought of this but why not make Pocket Computers with REther modules
i'm sorry I'm WRCBE trash
Pocket Computers dont support peripherals
Renari #159
Posted 13 November 2014 - 06:50 AM
Does anyone know how using the modem with the BitNet Communication Towers works? I have it setup like this:


However if run this code the message doesn't seem to be sent:

m = peripheral.wrap("top")
m.open(1)
m.transmit(1,1,"unlockrt1")
theoriginalbit #160
Posted 13 November 2014 - 06:59 AM
-snip-
your problem here is that you're wrapping the modem that is on top of the computer, not the BitNet Tower. When you right-clicked the modem on the bottom of the BitNet Tower to turn it on your chat would have shown a unique ID for that peripheral starting with "bitnet_tower_" and then a number. This is what you want to wrap.


local tower = peripheral.wrap("bitnet_tower_0") --# replacing 0 with the correct number
tower.transmit("unlockrt1")

it should also be noted that the BitNet Tower works slightly different to the normal modems, as can be seen on the wiki page.
Renari #161
Posted 13 November 2014 - 08:05 AM
Thanks, that was the issue it's all working now.
Flexico #162
Posted 22 November 2014 - 01:32 AM
What are the conditions for using it in a modpack?
Lyqyd #163
Posted 22 November 2014 - 03:34 AM
Check out the license. The redistribution section should answer your question.
Flexico #164
Posted 22 November 2014 - 06:06 AM
Thank you, I couldn't find that!
SpencerBeige #165
Posted 30 November 2014 - 01:16 AM
i am trying to construct a bitnet tower :/ i cant.
im in creative mode, so i have the resources, but everytime i put the blocks in the right spots, it nvr makes one :/
theoriginalbit #166
Posted 30 November 2014 - 03:02 AM
Information

MoarPeripherals 1.5 will be coming out soon with the most new blocks and items I have ever done! It is currently going through some testing, and I still have to do a back-port from 1.7.10 to 1.6.4, I estimate a release within the week, stay tuned and thank you all for using MoarP.


i am trying to construct a bitnet tower :/ i cant.
im in creative mode, so i have the resources, but everytime i put the blocks in the right spots, it nvr makes one :/
I'm going to need more information than that
Agent Silence #167
Posted 04 December 2014 - 11:22 PM
Maybe make an item that looks like a USB drive, that queues an event on the computer when right clicked. Say it queues "usb_use 1 QueuedMessage" in the format : event, idOfUSB, messageFromUSB.
and you could change the message sent by the USB through a disk drive?

Probably will be a lot of work but it is just a suggestion
theoriginalbit #168
Posted 05 December 2014 - 03:14 AM
Maybe make an item that looks like a USB drive, that queues an event on the computer when right clicked. Say it queues "usb_use 1 QueuedMessage" in the format : event, idOfUSB, messageFromUSB.
and you could change the message sent by the USB through a disk drive?

Probably will be a lot of work but it is just a suggestion
it's not much work at all, but I don't see a use case. it doesn't seem USB drive like, like no storage and simply queue's an event. what's the purpose of this event, why is it beneficial?
Agent Silence #169
Posted 05 December 2014 - 05:34 AM
Maybe make an item that looks like a USB drive, that queues an event on the computer when right clicked. Say it queues "usb_use 1 QueuedMessage" in the format : event, idOfUSB, messageFromUSB.
and you could change the message sent by the USB through a disk drive?

Probably will be a lot of work but it is just a suggestion
it's not much work at all, but I don't see a use case. it doesn't seem USB drive like, like no storage and simply queue's an event. what's the purpose of this event, why is it beneficial?

Right at the top of my head is higher security authentication systems
But you could get creative and use it for control systems in redstone contraptions( as in, when message "fix" received, output red,blue,green, and gray on side left)

Side note : I used USB drive as a substitute, it is sortof more like a direct mag card
theoriginalbit #170
Posted 05 December 2014 - 08:00 AM
-snip-
what is wrong with the player detector as a "higher security authentication system" it's even higher auth because its based off the player's name, something which is harder to fake.

as for security style blocks, they will be coming in a few versions time, I have some ideas which the community should like
Cranium #171
Posted 05 December 2014 - 04:27 PM
… it's even higher auth because its based off the player's name, something which is harder to fake. …
Do you mean it runs off of the player UUID? 1.7.10 uses UUIDs for authentication now, does MoarP use that, or just the player string name?
theoriginalbit #172
Posted 06 December 2014 - 12:29 AM
Do you mean it runs off of the player UUID? 1.7.10 uses UUIDs for authentication now, does MoarP use that, or just the player string name?
player name, but I've been considering adding the player UUID to the returned args of the player detector
theoriginalbit #173
Posted 15 December 2014 - 05:10 AM
Update MoarPeripherals 1.5

Introducing MoarPeripherals 1.5 for Minecraft 1.6.4 and 1.7.10. This update is by far the largest yet; with a focus on ChatBoxes, as well as new peripherals and Turtle upgrades, best of all, there's now no need to have resourcepacks for programs! A full change log can be found on the wiki.

Downloads can also be found on the wiki.

— BIT

Note: this may be the last version to support Minecraft 1.6.4 as I am satisfied with the quantity of peripherals that it would be finished on, as well as it is difficult to maintain the two given the large difference between the MC versions. But don't worry, I still have plenty of plans for new peripherals as the 1.7.10 version continues!
Agent Silence #174
Posted 15 December 2014 - 11:07 PM
Time to bring in the crash reports!
Spoiler— Minecraft Crash Report —-
// I'm sorry, Dave.

Time: 12/15/14 2:35 PM
Description: There was a severe problem during mod loading that has caused the game to fail

cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: com.theoriginalbit.moarperipherals.MoarPeripherals
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:502)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:204)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: com.theoriginalbit.moarperipherals.MoarPeripherals
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:58)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:420)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:492)
… 10 more
Caused by: java.lang.UnsupportedClassVersionError: com/theoriginalbit/moarperipherals/MoarPeripherals : Unsupported major.minor version 51.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:182)
… 39 more


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– System Details –
Details:
Minecraft Version: 1.7.10
Operating System: Windows XP (x86) version 5.1
Java Version: 1.6.0_16, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
Memory: 62308312 bytes (59 MB) / 170983424 bytes (163 MB) up to 1065484288 bytes (1016 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1024m -XX:MaxPermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.84.1217 Minecraft Forge 10.13.1.1217 29 mods loaded, 29 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
FML{7.10.84.1217} [Forge Mod Loader] (modpack.jar) Unloaded->Constructed
Forge{10.13.1.1217} [Minecraft Forge] (modpack.jar) Unloaded->Constructed
CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed
<CoFH ASM>{000} [CoFH ASM Data Initialization] (minecraft.jar) Unloaded->Constructed
NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed
OpenModsCore{@VERSION@} [OpenModsCore] (minecraft.jar) Unloaded->Constructed
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed
advancedgenetics{1.5.7} [Advanced Genetics] (advancedgenetics-1.7.10-1.5.7.jar) Unloaded->Constructed
BiblioCraft{1.8.2} [BiblioCraft] (BiblioCraft[v1.8.2][MC1.7.10].jar) Unloaded->Constructed
Mantle{1.7.10-0.3.1.jenkins180} [Mantle] (Mantle-mc1.7.10-0.3.1.jar) Unloaded->Constructed
Natura{2.2.0} [Natura] (natura-1.7.10-2.2.0-b1.jar) Unloaded->Constructed
BiomesOPlenty{2.1.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.10-2.1.0.992-universal.jar) Unloaded->Constructed
chisel{1.5.7} [Chisel] (Chisel-1.7.10-1.5.7.jar) Unloaded->Constructed
CoFHCore{1.7.10R3.0.0B6} [CoFH Core] (CoFHCore-[1.7.10]3.0.0B6-32 (1).jar) Unloaded->Constructed
ComputerCraft{1.65} [ComputerCraft] (ComputerCraft1.65.jar) Unloaded->Constructed
ExtraUtilities{1.1.0k} [Extra Utilities] (extrautilities-1.1.0k.jar) Unloaded->Constructed
FoodPlus{3.2rS} [Food Plus] (FoodPlus-1.7.2-3.2rS.jar) Unloaded->Constructed
iChunUtil{4.0.0} [iChunUtil] (iChun-Util-Mod-1.7.10.jar) Unloaded->Constructed
Hats{4.0.1} [Hats] (Hats-Mod-1.7.10.jar) Unloaded->Constructed
IronChest{6.0.41.729} [Iron Chest] (Iron-Chests-Mod-1.7.10.jar) Unloaded->Constructed
MoarPeripherals{1.7.10-1.65-1.5} [MoarPeripherals] (MoarPeripherals-1.7.10-1.65-1.5.jar) Unloaded->Errored
Morph{0.9.0} [Morph] (Morphing-Mod-1.7.10.jar) Unloaded->Constructed
NetherOres{1.7.10R2.3.0RC3} [Nether Ores] (NetherOres-[1.7.10]2.3.0RC3-84.jar) Unloaded->Constructed
OpenMods{0.6} [OpenMods] (OpenModsLib-1.7.10-0.6-snapshot-224.jar) Unloaded->Constructed
OpenBlocks{1.3} [OpenBlocks] (OpenBlocks-1.7.10-1.3-snapshot-434.jar) Unloaded->Constructed
libsandstone{1.0.0} [libsandstone] (LibSandstone-1.0.0.jar) Unloaded->Constructed
xreliquary{1.2.DEV} [Reliquary] (Reliquary-Mod-1.7.10.jar) Unloaded->Constructed
TConstruct{1.7.10-1.6.0.build611} [Tinkers' Construct] (TConstruct_mc1.7.10_1.6.0d40.1.jar) Unloaded->Constructed
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
theoriginalbit #175
Posted 16 December 2014 - 02:48 AM
-snip-
Firstly, to make it easier for me to help you, follow this format.
Bug ReportingWhen reporting issues please include the following:
  • MoarPeripherals version;
  • ComputerCraft version;
  • Minecraft version;
  • Forge version (including build!);
  • Any other mod's version that is related to the issue;
  • Steps to reproduce;
  • Relevant screenshots are appreciated;
  • For crashes: The contents of the ForgeModLoader-client-0.log file;
Secondly, this is not caused by me, this is caused by your JRE.

Caused by: java.lang.UnsupportedClassVersionError: com/theoriginalbit/moarperipherals/MoarPeripherals : Unsupported major.minor version 51.0
Edited on 16 December 2014 - 01:48 AM
TechedZombie #176
Posted 15 February 2015 - 09:47 PM
My game crashed using this version of the mod (I downloaded today) and I was wondering where I should post my crash log? Other than that I love the mod!
ReddehWow #177
Posted 16 February 2015 - 06:36 PM
i am trying to construct a bitnet tower :/ i cant.
im in creative mode, so i have the resources, but everytime i put the blocks in the right spots, it nvr makes one :/
Are you mixing up the mini cells with regular cells?
My game crashed using this version of the mod (I downloaded today) and I was wondering where I should post my crash log? Other than that I love the mod!
In a spoiler.
TechedZombie #178
Posted 17 February 2015 - 11:49 PM
theoriginalbit said:
Connecting keyboards to turtles for epic remote controllers.
Already possible ;)/>

Really!! :lol:/> :0
TechedZombie #179
Posted 17 February 2015 - 11:55 PM
My game crashed again this was the crash report
Spoiler—- Minecraft Crash Report —-
// This doesn't make any sense!

Time: 2/17/15 5:54 PM
Description: Updating screen events

java.lang.NullPointerException: Updating screen events
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:283)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


A detailed walkthrough of the error, its code path and all known details is as follows:
—————————————————————————————

– Head –
Stacktrace:
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:283)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)

– Affected screen –
Details:
Screen name: com.theoriginalbit.moarperipherals.client.gui.GuiKeyboard

– Affected level –
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['TechedZombie'/174, l='MpServer', x=233.97, y=5.62, z=276.31]]
Chunk stats: MultiplayerChunkCache: 169, 169
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (261,4,262), Chunk: (at 5,0,6 in 16,16; contains blocks 256,0,256 to 271,255,271), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 49120 game time, 14549 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 30 total; [EntityPig['Pig'/128, l='MpServer', x=222.41, y=4.00, z=199.75], EntityPig['Pig'/129, l='MpServer', x=211.09, y=4.00, z=247.03], EntityPig['Pig'/130, l='MpServer', x=208.66, y=4.00, z=251.81], EntityPig['Pig'/131, l='MpServer', x=216.61, y=4.00, z=277.18], EntitySheep['Sheep'/137, l='MpServer', x=303.41, y=4.00, z=202.28], EntitySheep['Sheep'/138, l='MpServer', x=299.41, y=4.00, z=215.28], EntitySheep['Sheep'/139, l='MpServer', x=302.88, y=4.00, z=213.84], EntitySheep['Sheep'/140, l='MpServer', x=297.56, y=4.00, z=211.28], EntityChicken['Chicken'/141, l='MpServer', x=300.53, y=4.00, z=215.53], EntitySheep['Sheep'/142, l='MpServer', x=305.50, y=4.00, z=210.50], EntityChicken['Chicken'/143, l='MpServer', x=308.44, y=4.00, z=217.44], EntityChicken['Chicken'/144, l='MpServer', x=305.19, y=4.00, z=216.13], EntityChicken['Chicken'/145, l='MpServer', x=298.53, y=4.00, z=205.53], EntitySheep['Sheep'/146, l='MpServer', x=307.50, y=4.00, z=209.50], EntitySheep['Sheep'/147, l='MpServer', x=309.50, y=4.00, z=209.50], EntitySheep['Sheep'/148, l='MpServer', x=307.50, y=4.00, z=211.50], EntityClientPlayerMP['TechedZombie'/174, l='MpServer', x=233.97, y=5.62, z=276.31], EntityPig['Pig'/111, l='MpServer', x=189.81, y=4.00, z=237.09], EntityPig['Pig'/112, l='MpServer', x=187.09, y=4.00, z=249.78], EntityPig['Pig'/113, l='MpServer', x=185.34, y=4.00, z=247.84], EntityPig['Pig'/114, l='MpServer', x=182.13, y=4.00, z=260.16], EntityPig['Pig'/118, l='MpServer', x=201.09, y=4.00, z=235.13], EntityPig['Pig'/119, l='MpServer', x=201.94, y=4.00, z=252.94], EntityPig['Pig'/120, l='MpServer', x=202.25, y=4.00, z=248.59], EntityPig['Pig'/121, l='MpServer', x=196.09, y=4.00, z=265.28], EntityPig['Pig'/122, l='MpServer', x=197.91, y=4.00, z=284.03], EntityPig['Pig'/124, l='MpServer', x=230.03, y=4.00, z=203.09], EntityPig['Pig'/125, l='MpServer', x=234.88, y=4.00, z=198.41], EntitySheep['Sheep'/126, l='MpServer', x=225.16, y=4.00, z=212.81], EntityPig['Pig'/127, l='MpServer', x=212.16, y=4.00, z=198.19]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:908)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

– System Details –
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 147873168 bytes (141 MB) / 308346880 bytes (294 MB) up to 2134114304 bytes (2035 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1236 Minecraft Forge 10.13.2.1236 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.10.85.1236} [Forge Mod Loader] (forge-1.7.10-10.13.2.1236.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.13.2.1236} [Minecraft Forge] (forge-1.7.10-10.13.2.1236.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
ComputerCraft{1.7} [ComputerCraft] (ComputerCraft1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
inventorytweaks{1.57-116} [Inventory Tweaks] (InventoryTweaks-1.57-116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
MoarPeripherals{1.7.10-1.65-1.5} [MoarPeripherals] (MoarPeripherals-1.7.10-1.65-1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1236
LWJGL: 2.9.1
OpenGL: AMD M880G with ATI Mobility Radeon HD 4200 GL version 3.3.10057 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: Canadian English (Canada)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Bomb Bloke #180
Posted 18 February 2015 - 06:52 AM
What steps are needed to reproduce the crash?

Do these steps always work, or is it random?

Do you get the same behaviour with CC 1.65?
TechedZombie #181
Posted 18 February 2015 - 10:22 PM
Connecting keyboards to turtles for epic remote controllers.
Already possible ;)/>
It does not work and it does at the same time. The fact that it bases it off of cordinates means that whenever the turtle leaves the block the keyboard is considered no longer paired. Thus I propse linking to specific computer ids. Would that work? I would appreciate it if you helped fix this bug! Thank you
theoriginalbit #182
Posted 18 February 2015 - 10:41 PM
It does not work and it does at the same time. The fact that it bases it off of cordinates means that whenever the turtle leaves the block the keyboard is considered no longer paired. Thus I propse linking to specific computer ids. Would that work? I would appreciate it if you helped fix this bug! Thank you
it was never intended for Turtles to be controllable with the keyboards, it was just a by-product of how I got the computers to function. I have attempted an ID pairing in the past, however it was problematic at best, I could take another look into it but there will be no promises made about it functioning.

I would like a walkthrough of how you're getting that crash, if I can't replicate it I can't fix it.
theoriginalbit #183
Posted 21 February 2015 - 04:26 AM
Hey all,

Just a quick little update to MoarPeripherals 1.51 which makes ComputerCraft 1.7 work nicer with MoarP. There have also been a few other minor changes, but nothing major. As per usual changelogs and downloads are over on the wiki.

Thank you all for using my mod!

— BIT
theoriginalbit #184
Posted 25 February 2015 - 10:35 AM
Okay, so pretty important notice. I've just pushed out a bug fix which prevents issues when attempting to upgrade existing worlds to MoarPeripherals 1.51

Thank you all for using my mod!

— BIT
Nokiyen #185
Posted 26 February 2015 - 06:36 AM
Hello! Thank you for your nice mod!
I really love Firework Launcher…

Anyway, I seemed to find a bug, so I've reported it here.
I'm so sorry if it is already reported or known for you.


Explanation: Fiery Turtle returns too many items when it smelting.
Version: MoarPeripherals 1.52, Minecraft 1.7.10, ComputerCraft 1.65
Reproduction step: Please execute the below code.
-- set one stack of (any) Wood in the turtle's first slot.
local p = peripheral.wrap("left")
for i=1, 10, 1 do
   p.smelt(1,1)
end
Edited on 26 February 2015 - 07:55 AM
theoriginalbit #186
Posted 26 February 2015 - 11:35 AM
-snip-
thank you for the report. I'll take a look into the issue asap :)/>
theoriginalbit #187
Posted 01 March 2015 - 12:05 AM
-snip-
this issue has been fixed and will be in the next version of MoarPeripherals
theoriginalbit #188
Posted 01 March 2015 - 03:38 AM
Hey all,

Another update pushed out today. This is an important update for those running servers with Command Computers; I have prevented the Keyboard from pairing to them. Additionally I have also improved the Keyboard's pairing system, it can now pair, and stay connected to Turtles. I have also addressed a duplication bug.

Thank you all for using MoarPeripherals.

— BIT
theoriginalbit #189
Posted 09 March 2015 - 06:43 AM
I apologise to anyone whom attempted to access the Wiki in the past 24 hours or so. I was moving the location of the wiki and hit a few snags while trying to do so.

It is back online now at http://moarperipherals.com

— BIT
Slash0mega #190
Posted 09 March 2015 - 10:23 PM
odd bug, not sure how to recreate, but its not a crash.
on a beastnode server i am hosting for me and a friend the keyboards will not work, the keyboard claims that the computer is missing. the oddist thing is that when i downloaded the world and tested it in singleplayer, the keyboards work…
theoriginalbit #191
Posted 10 March 2015 - 03:19 AM
odd bug, not sure how to recreate, but its not a crash.
on a beastnode server i am hosting for me and a friend the keyboards will not work, the keyboard claims that the computer is missing. the oddist thing is that when i downloaded the world and tested it in singleplayer, the keyboards work…

Bug Reporting (GitHub Issue Tracker)
SpoilerWhen reporting issues please include the following:
  • MoarPeripherals version;
  • ComputerCraft version;
  • Minecraft version;
  • Forge version (including build!);
  • Any other mod's version that is related to the issue;
  • Steps to reproduce;
  • Relevant screenshots are appreciated;
  • For crashes: The contents of the ForgeModLoader-client-0.log file;
Slash0mega #192
Posted 10 March 2015 - 03:57 PM
oh, sorry.
didn't think to re-read the op :<
i was flustered with the most vital component to my computercraft desk not working

here is the info

	Bug description
keyboards think linked comptuer is missing in multiplayer
	MoarPeripherals version;
1.53
ComputerCraft version;
1.73  
Minecraft version;
1.7.10
	Forge version (including build!);
release 1.7.10-Forge10.13.2.1291 (i hope this is right, not sure what build means)
	Any other mod's version that is related to the issue;
i do not know if another mod is the reason, not sure what would interfere with keyboards only on a server. like i said it works fine in single player
however i will list the mods i have installed if it will help
doggy talents
applied energistics 2
bibliocraft
carpenters's blocks
all of code chickesns mods (chicken chunks, ect,)
chococraft
computercraft
computronics
costom npcs
enderio
extra utilities
inventory tweaks
mekanism
minefactory reloaded
moarperipherals
more player models
not enough items
open blocksopen
peripherals
quadracoptors
thermal expansion
warpbook
	Steps to reproduce;
get on server, link computer with keyboard, hold shift to see that the keyboard thinks the computer is missing.
	Relevant screenshots are appreciated;
[attachment=2158:2015-03-10_10.40.11.png][attachment=2159:2015-03-10_10.40.22.png][attachment=2160:2015-03-10_10.40.32.png]
theoriginalbit #193
Posted 10 March 2015 - 09:34 PM
-snip-
That's okay, now you know ;)/>

okay I think I know what this problem is, I'll try and get it fixed tonight when I allocate some time to some moar bug squishing
theoriginalbit #194
Posted 12 March 2015 - 12:13 AM
-snip-
Sorry for the delay in fixing this issue, this one is a bit of a tricky one. Getting there though with a viable solution.
shadowminer_55 #195
Posted 13 March 2015 - 03:29 AM
I have a great idea. How about a communication satellite? Players would launch a satellite and then players from basically anywhere could connect to the satellite via a dish as long as they had an unobstructed view of it. Players could change the altitude the satellite orbits. The higher the more chance others have an unobstructed view. Yet it would reduce the signal strength the higher it is. Rain would affect signal strength too. Also player still could connect to the satellite as long as it goes through leaves, glass and stuff like that. Yet their signal strength would be affected. The higher the signal strength the faster connections would be. Signal strengths of 0 would mean the player can't connect. The satellite would be perfect for long distance connections.
theoriginalbit #196
Posted 13 March 2015 - 05:22 AM
-snip-
Planned. Not quite with so many restrictions, but planned.
theoriginalbit #197
Posted 14 March 2015 - 03:42 AM
-snip-
Please make use of the latest build for a patch that will fix the Keyboard crash experienced in SMP. Please note this is a temporary fix until I can come up with a better solution, this temporary fix allows you unlimited range.
dariki1 #198
Posted 27 March 2015 - 01:53 AM
Would you be able to make a compass peripheral for the pocket computer? Or some way to get the direction you are facing in degrees or radians?
theoriginalbit #199
Posted 27 March 2015 - 06:29 AM
Would you be able to make a compass peripheral for the pocket computer? Or some way to get the direction you are facing in degrees or radians?
unfortunately the Pocket Computers don't support peripherals and there is nothing I can do to change this fact, otherwise I'd have implemented peripherals for them already.
SpencerBeige #200
Posted 30 March 2015 - 12:07 AM
the new update, is supermely neato! im going to play anew survival world soon, and i am DEFINALY putting this in de modpack
Desolstice #201
Posted 06 April 2015 - 10:30 PM
It appears your download link points to the wrong link.

http://moarperiphera...title=Downloads is where i would assume it should point.

If you have not already fixed this in the most recent version keyboards bypass the command computer restrictions making to where non op non creative players can use a keyboard on a command computer.

edit: Saw you already fixed the command comp problem.
Edited on 06 April 2015 - 08:30 PM
Selim #202
Posted 06 April 2015 - 11:54 PM
What about something like this?
http://www.computercraft.info/forums2/index.php?/topic/22544-turtle-suggestion-vis-turtles/
theoriginalbit #203
Posted 07 April 2015 - 01:43 AM
It appears your download link points to the wrong link.
http://moarperiphera...title=Downloads is where i would assume it should point.
Thanks, fixed. I seem to have forgot to update that link when I went across to the new domain.

If you have not already fixed this in the most recent version keyboards bypass the command computer restrictions making to where non op non creative players can use a keyboard on a command computer.
edit: Saw you already fixed the command comp problem.
Yeah that was fixed within a day of the ComputerCraft release. Security patches take priority.

What about something like this?
http://www.computerc...on-vis-turtles/
I will consider it, but as Lupus590 stated on the thread it seems more like an OpenPeripheral thing, or a Thaumcraft thing. Adding other mod integration Is not really a thing I do in MoarPeripherals.
Selim #204
Posted 08 April 2015 - 10:29 PM
What about something like this?
http://www.computerc...on-vis-turtles/
I will consider it, but as Lupus590 stated on the thread it seems more like an OpenPeripheral thing, or a Thaumcraft thing. Adding other mod integration Is not really a thing I do in MoarPeripherals.
Ok
Engineer #205
Posted 12 April 2015 - 02:17 AM
how about some sort of item sorter like in the old misc peripherals? I have been looking for such an item in recent versions of peripheral mods which add this, but I couldnt find any. Since this iis my primary add-on mod I am going to use in my pack, I was won dering if you could add it?
theoriginalbit #206
Posted 12 April 2015 - 08:47 AM
how about some sort of item sorter like in the old misc peripherals? I have been looking for such an item in recent versions of peripheral mods which add this, but I couldnt find any. Since this iis my primary add-on mod I am going to use in my pack, I was won dering if you could add it?
I'll look into it. I want to try and make it intuitive, which is the major factor for it not being implemented right now
flaghacker #207
Posted 15 April 2015 - 09:36 PM
how about some sort of item sorter like in the old misc peripherals? I have been looking for such an item in recent versions of peripheral mods which add this, but I couldnt find any. Since this iis my primary add-on mod I am going to use in my pack, I was won dering if you could add it?

You can get very far by wrapping a chest with openperipherals. What extra functionality would you want?

Maybe a item_entered event would be nice…
Edited on 15 April 2015 - 07:36 PM
Engineer #208
Posted 15 April 2015 - 09:53 PM
You can get very far by wrapping a chest with openperipherals. What extra functionality would you want?

Maybe a item_entered event would be nice…
My goal is to have as few mods as possible, simply because I dont need all the fancy peripherals that comes with OpenP. I actually am trying to make storage system using CC, but that cant be done with something that can recognise items.
I remember rewriting the ItemSorter myself from MiscP (BIT should remember :P/>) but I dont remember what happened with it. It probably was some test mod that was just for fun and the repo got deleted or something (I must admit I havent even searched for it, because it is out of date anyway). Currently I prefer to not write it myself again because I need to set the environment and been out of the mc modding game for a while, so I'd rather let someone write it who does know what he is doing:P

Thanks for the suggestion though
theoriginalbit #209
Posted 21 April 2015 - 12:34 AM
-snip-
Yeah we lost the repo. The Interactive Sorter is the next block on my list, and I think I have found a nice elegant and intuitive solution for it than the "north", "east", "south", "west" issue that we encountered when implementing it.
Agent Silence #210
Posted 21 April 2015 - 05:15 AM
Maybe an OpenComputers-type hologram that is polychromatic?



Original Suggestion
Edited on 21 April 2015 - 03:23 AM
Engineer #211
Posted 21 April 2015 - 10:27 AM
The Interactive Sorter is the next block on my list, and I think I have found a nice elegant and intuitive solution for it than the "north", "east", "south", "west" issue that we encountered when implementing it.
Oh nice man. Cannot wait until it is implemented, I literally had to hold myself together to not get on your nerves of doing it; you wouldn't do it if I was whining about it all the time :P/>
BizzySleepin #212
Posted 10 May 2015 - 03:10 PM
Awesome mod glad I found it! I saw that you and engineer were talking about a dispenser turtle in the thread about a year ago, did anything come of that? I would love to be able to throw eggs. Or possibly even just an egg hatcher turtle would be cool!
nidico100 #213
Posted 23 June 2015 - 09:39 PM
every time i use the keyboard in the latest version and want to link, the computer is [missing] when i look on the keeyboard and shiftclick to see item information
TheOddByte #214
Posted 25 June 2015 - 07:08 PM
I've got a suggestion about the wireless keyboards, how about you add an optional parameter when an event is pulled from the keyboard
So instead of this

local e = { os.pullEvent() }
if e[1] == "key" and e[2] == 28 then
	--# Do something
end
you could do this

--# The 3rd parameter would be the keyboard
--# so it would return: event, key, keyboard
local e = { os.pullEvent() }
if e[1] == "key" and e[2] == 28 then
	if e[3] == "keyboard_0" then
		--# Do something
	elseif e[3] == "keyboard_1" then
		--# Do something else
	end
end
I'm not really sure if multiple keyboards can be connected to the same computer, but if they can this would be useful IMO.
Didn't see anything about this on the wiki, so I thought I'd suggest it here.
Edited on 25 June 2015 - 05:09 PM
Teslakoyal #215
Posted 02 July 2015 - 04:46 AM
So not sure what I am missing, or more likely doing something I did wrong, but I have the latest version of MoarPeripherals and ComputerCraft and for some reason I can't get the keyboard to work on my server that I run for my family. It works fine in single player just not on the server. That is of course why I think I messed something up some how. :-) and help would be appreciated. O and on the server it a it pairs wit the computer but only shows a red light when placed
Bomb Bloke #216
Posted 02 July 2015 - 06:22 AM
Try it with the jar from this page instead.
VampiresBae #217
Posted 10 July 2015 - 10:45 PM
How do i use the fiery turtle… i looked on the wiki and i cant figure it out D:
Bomb Bloke #218
Posted 11 July 2015 - 12:01 AM
Unfortunately it's fairly broken in 1.53. Wait for the next stable update or use the build I linked above.
Edited on 10 July 2015 - 10:03 PM
TheOddByte #219
Posted 13 July 2015 - 12:29 AM
Just a question, how come TOBIT haven't responded to this thread himself lately? Because I've seen him browsing the forums.
And I wish that he could release a hotfix or something that would fix those smaller bugs like the keyboard one.
Bomb Bloke #220
Posted 13 July 2015 - 02:22 AM
Probably because I keep beating him to it. ;)/>
TheOddByte #221
Posted 13 July 2015 - 01:39 PM
Probably because I keep beating him to it. ;)/>
That may be it, but I'd really like to hear what he has to say about certain suggestions and bugs, I just checked out Github and I see that you're a collaborator to the project aswell, no wonder you can answer peoples questions, by the way, when can we expect a new stable build for this? Is it anytime soon? Or are you guys busy with some other project?
Bomb Bloke #222
Posted 14 July 2015 - 02:47 AM
Don't be fooled; he does all the actual development work, I mostly just test and document things.
theoriginalbit #223
Posted 16 July 2015 - 12:59 AM
Sorry been pretty busy lately with moving house and a new job and such. I will try to push out a patch the next chance I get. Thanks BB for responding to people :)/>
Anavrins #224
Posted 17 July 2015 - 08:10 PM
Is there any way to send colored chat messages with the ChatBox?
Bomb Bloke #225
Posted 18 July 2015 - 12:19 AM
Maybe?
Anavrins #226
Posted 18 July 2015 - 01:15 AM
I tried with string.char(194, 167) (UTF8 for §), and did not work :(/>
Edited on 17 July 2015 - 11:15 PM
theoriginalbit #227
Posted 19 July 2015 - 03:29 AM
it's coming soon
Konlab #228
Posted 07 September 2015 - 04:44 PM
Adding diamond monitors which have MOAR pixels and colors?
Cranium #229
Posted 08 September 2015 - 03:19 AM
Adding diamond monitors which have MOAR pixels and colors?
That'd be something I'd see more like a vanilla thing before it would be a peripheral thing.
Konlab #230
Posted 09 September 2015 - 08:31 PM
Adding diamond monitors which have MOAR pixels and colors?
That'd be something I'd see more like a vanilla thing before it would be a peripheral thing.
Maybe, idk.
The monitor program is not working since i installed MoarP (monitor back adventure results in blinking cursor and no text on monitor and the shell is called monitor when i got multiple tabs after terminating)
Lyqyd #231
Posted 09 September 2015 - 09:46 PM
Are you using ComputerCraft 1.74? If so, you can most likely convince the monitors to exhibit the text-does-not-display bug even without MoarP installed.
Wojbie #232
Posted 10 September 2015 - 06:28 PM
Not sure if its applicable to you or to CCTweaks but http://www.computercraft.info/forums2/index.php?/topic/24614-incredably-frequent-crashes/page__pid__232198#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.
Konlab #233
Posted 19 September 2015 - 01:06 PM
Are you using ComputerCraft 1.74? If so, you can most likely convince the monitors to exhibit the text-does-not-display bug even without MoarP installed.
CC 1.74 latest forge MoarP+OpenP
Bomb Bloke #234
Posted 19 September 2015 - 02:46 PM
In that case, see here.
ebernerd #235
Posted 04 October 2015 - 05:58 AM
Could you tell me how to use the ComputerControlled Crafter? The wiki definition is vague and doesn't provide any examples so any help on how to set a recipe and stuff like that would be nice.

EDIT: Figured it out!
Edited on 04 October 2015 - 04:08 AM
Bomb Bloke #236
Posted 04 October 2015 - 06:17 AM
You just stick your recipe into the crafting area of the block's GUI, then call crafter.craft().

To set the recipe, use crafter.setCraftingSlot(recipeSlotNum, itemDetails) to define something in each of the crafting slots it requires. You can use crafter.getStackInSlot(storageSlotNum) on items you've placed into the storage area to get examples as to what "itemDetails" can be; it returns using the same format as the OpenPeripherals version of the function does when used with various containers.

For example, let's say you've got a stack of planks in the first storage slot, and you want to craft them into sticks. You might do:

local crafter = peripheral.find("computer_crafter")

local planks = crafter.getStackInSlot(1)

crafter.setCraftingSlot(1, planks)
crafter.setCraftingSlot(4, planks)

crafter.craft()

You might even serialise "planks" and save it to a file, so you can easily get the definition even if actual planks aren't available.
Edited on 04 October 2015 - 04:18 AM
DannySMc #237
Posted 21 October 2015 - 09:35 AM
Website is down…
Cranium #238
Posted 21 October 2015 - 04:35 PM
Ooh, domain name expiration too…
I still have the files on my Jenkins server if people still need them.
KnightMiner #239
Posted 22 October 2015 - 02:57 AM
It's also available on Curse (I do believe it was linked from the website before, which is how I found it there).
chrdov #240
Posted 24 October 2015 - 07:07 PM
dead link

edit: Never mind. found it on curse.
Edited on 24 October 2015 - 05:08 PM
Rougeminner #241
Posted 09 November 2015 - 01:58 PM
can't access wiki Domain Name has expired or however you want to say it.
COOLGAMETUBE #242
Posted 14 November 2015 - 08:44 PM
Wiki-Link is dead!
KnightMiner #243
Posted 16 November 2015 - 02:56 PM
The domain intentionally expired, see here. The CurseForge or Cranium's Jenkins build server are the advised ways to download the mod.
Edited on 16 November 2015 - 02:01 PM
theoriginalbit #244
Posted 20 November 2015 - 11:25 AM
Development has stopped.


Yes the domain has expired. Yes the wiki is no longer online. CurseForge still has the main downloads, and if you want the latest and 'greatest' unreleased features grab it from the Jenkins build server. The mod is open source, do with it as you will, as long as you don't breach the license. I do not see myself doing development on this any time in the near future; a select few of you from the community know why this is the case and agreed with me that I took the best course of action.