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ComputerCraft 1.76 Beta Information (Minecraft 1.8) (Updated December 24th)

Started by dan200, 09 December 2015 - 03:37 PM
dan200 #1
Posted 09 December 2015 - 04:37 PM
Hey everyone, Welcome to the Beta Testing thread for the first version of ComputerCraft for Minecraft 1.8!
This port has been a lot of work, so will require quite extensive testing before the final release. Please test every feature you can think of, and file bug reports for every bug that you find. I'm trying out using GitHub for bug reports this time around, see below for more info.

Download

The latest beta version is 1.76pr9: http://minecraft.cur...272177/download
It requires Minecraft version 1.8 and an appropriate version of Minecraft Forge
NOTE: ComputerCraft 1.76 has now been released! http://www.computercraft.info/2015/12/24/computercraft-1-76/

Changelog
  • Ported to Minecraft 1.8
  • Added Long Range Modems
  • Fixed handling of 8-bit characters. All the characters in the ISO 8859-1 codepage can now be displayed.
  • Added some extra graphical characters in the unused character positions.
  • Added support for the new commands in Minecraft 1.8 to the Command Computer
  • The return values of turtle.inspect() and commands.getBlockInfo() now include blockstate information
  • Added commands.getBlockInfos() function for Command Computers
  • Added new "peripherals" program
  • Replaced the "_CC_VERSION" and "_MC_VERSION" constants with a new "_HOST" constant.
  • Shortened the length of time that "Ctrl+T", "Ctrl+S" and "Ctrl+R" must be held down for to terminate, shutdown and reboot the computer.
  • textutils.serialiseJSON() now takes an optional parameter allowing it to produce JSON text with unquoted object keys. This is used by all autogenerated methods in the "commands" api except for "title" and "tellraw".
  • Fixed many bugs
Bug Reports

For this round of ComputerCraft Beta Testing, I'm trying out using GitHub for bug reports. If you find a bug, please visit https://github.com/d...terCraft/issues to report it.

As always, please include screenshots or crash logs with your report if applicable, and please clearly state in the title of the report the version of ComputerCraft you found the bug in. All bugs are valid to report, including ones already present in previous versions of ComputerCraft. If the use of GitHub for bug reports goes well, I may switch all ComputerCraft bug reporting to this system in the future.

Special Thanks

Porting ComputerCraft from Minecraft 1.7.10 to Minecraft 1.8 was a huge task, requiring approximately 120 manhours of work, fixing 1,736 compile errors, and completely rewriting large portions of the code. This time investment would not have been possible without the financial support of two generous sponsors:
  • Minecraft U (http://www.minecraftu.org)
  • Minecraft U teaches problem solving and programming techniques in a safe, encouraging ecosystem centered around Minecraft.
  • Deep Space (http://www.deepspace.me/space-cadets)
  • Deep Space has been turning kids into coders with ComputerCraft for years. They're taking their teaching beyond the classroom by building online education for people that love Minecraft, programming, Arduino, robotics, IoT and more.
If you're at all interested in programming education, check out both their sites. They're both doing great work using ComputerCraft.

Happy testing!
Wojbie #2
Posted 09 December 2015 - 04:56 PM
First thing. Great thanks from me and mine friends to both Minecraft U (http://www.minecraftu.org) and Deep Space (http://www.deepspace.me/space-cadets) for sponsoring the port to 1.8 and to dan200 himself for all the work he did and will do on it.

Second is more of question. When reporting issues if they are small (like 3 different lua side 1 line change fix type of errors per example.) Are we supposed to make 3 issues or can just put them in one?
Edited on 09 December 2015 - 04:08 PM
dan200 #3
Posted 09 December 2015 - 04:58 PM
Second is more of question. When reporting issues if they are small (like 3 different lua side i line change fix type of errors per example.) Are we supposed to make 3 issues or can just put them in one?

Use your best judgement. If they're related then feel free to combine them. The important thing is they get reported!
Wojbie #4
Posted 09 December 2015 - 05:31 PM
Also kinda weird request from me to kind-hearted people hosting minecraft servers. IT would be great if someone hosted server with latest version of this beta. Because some bugs only show itself in multiplayer and having people on same server would increase chances or bug detection and reporting?

Sidenote: Computers have "blinking" state ;D
Edited on 09 December 2015 - 04:37 PM
MKlegoman357 #5
Posted 09 December 2015 - 05:45 PM
Here's the Lua-side changes of this update from CC 1.74 (not CC 1.75). There's not much changes probably because it's mainly a port to MC 1.8, so lets get into finding all the bugs!
SquidDev #6
Posted 09 December 2015 - 07:33 PM
Just started the process of upgrading CCTweaks - I'm expecting lots of bugs.

Changes I've noticed
I noticed I can return a model from turtle upgrades now which is pretty awesome! I did not that Minecraft's IModel is deprecated - Forge suggests using their own net.minecraftforge.client.model.IModel.

Turtle upgrades also use strings rather than IDs so no more worrying about ID conflicts!

This is looking pretty nice though!
dan200 #7
Posted 09 December 2015 - 08:57 PM
Also kinda weird request from me to kind-hearted people hosting minecraft servers. IT would be great if someone hosted server with latest version of this beta. Because some bugs only show itself in multiplayer and having people on same server would increase chances or bug detection and reporting?

I second this request!
Wojbie #8
Posted 09 December 2015 - 09:59 PM
And speaking of new versions.
Remember how in last one you allowed turtles pushing stuff then disabled pushing up for movement locking reasons?
I tested the pushing in 1.8 and it seems more fluid now. Could you re-enable pushing up in beta version? To test if its workable now?
Creeper9207 #9
Posted 09 December 2015 - 10:08 PM
does it only work with java 7?

I'm making a server, hopefully i can have it up soon
columna1 #10
Posted 09 December 2015 - 10:11 PM
Also kinda weird request from me to kind-hearted people hosting minecraft servers. IT would be great if someone hosted server with latest version of this beta. Because some bugs only show itself in multiplayer and having people on same server would increase chances or bug detection and reporting?

I second this request!
I will set one up but there seems to be a bug that causes a crash ATM
Bomb Bloke #11
Posted 10 December 2015 - 01:49 AM
And speaking of new versions.
Remember how in last one you allowed turtles pushing stuff then disabled pushing up for movement locking reasons?
I tested the pushing in 1.8 and it seems more fluid now. Could you re-enable pushing up in beta version? To test if its workable now?

Can you no longer enable it yourself? At least under 1.74/1.75, I thought that was handled by "turtlesCanPush" in ComputerCraft.cfg.
Edited on 10 December 2015 - 12:53 AM
Creeper9207 #12
Posted 10 December 2015 - 01:50 AM
Also kinda weird request from me to kind-hearted people hosting minecraft servers. IT would be great if someone hosted server with latest version of this beta. Because some bugs only show itself in multiplayer and having people on same server would increase chances or bug detection and reporting?

I second this request!
I will set one up but there seems to be a bug that causes a crash ATM
It just requires the absolute latest forge
columna1 #13
Posted 10 December 2015 - 01:54 AM
It just requires the absolute latest forge
I tried that, I tried it with both stable and latest forge
dan200 #14
Posted 10 December 2015 - 01:57 AM
I have the first bug to report! in multiplayer no items show up in the creative inventory tab for CC

Please read the whole post. Bug reports must be posted to github and contain enough detail to reproduce.
Wojbie #15
Posted 10 December 2015 - 02:05 AM
And speaking of new versions.
Remember how in last one you allowed turtles pushing stuff then disabled pushing up for movement locking reasons?
I tested the pushing in 1.8 and it seems more fluid now. Could you re-enable pushing up in beta version? To test if its workable now?

Can you no longer enable it yourself? At least under 1.74/1.75, I thought that was handled by "turtlesCanPush" in ComputerCraft.cfg.

Wait? I was talking about pushing up. Not sideways. Up pushing was in old beta but was removed. Our so I thought. Are you telling me you can switch pushing up on? Hmm I will need to test that tomorrow. My memories may be wrong. In either way 1.8 seems to push more smoothly now. That's why I am bringing it up.

EDIT: Ok tested that. "turtlesCanPush" is only for sideways pushing. Pushing upwards is separate thing and only dan200 can unlock it, Soo.. pretty please with a sugar on top?
Edited on 10 December 2015 - 08:36 AM
dan200 #16
Posted 10 December 2015 - 02:05 PM
Hey all,
Thanks for all the bug reports so far. I've fixed everything reported and uploaded a new version, with a bonus extra feature :)/> This should work on servers now.

Keep on testing!
MKlegoman357 #17
Posted 10 December 2015 - 02:21 PM
The new feature sounds exciting!
dan200 #18
Posted 10 December 2015 - 02:41 PM
Fixed another bug. Now at 1.76pr2
martmists #19
Posted 10 December 2015 - 02:56 PM
Download seems to be down or link is incorrect.

EDIT:
correct link seems to be http://minecraft.curseforge.com/projects/computercraft/files/2270160/download
Edited on 10 December 2015 - 01:58 PM
Creeper9207 #20
Posted 10 December 2015 - 03:01 PM
I made a server at 167.114.101.146:25970 using pr2, there is a command block at spawn, push it's button to obtain creative
Edited on 10 December 2015 - 02:07 PM
SquidDev #21
Posted 10 December 2015 - 03:08 PM
Download seems to be down or link is incorrect.

EDIT:
correct link seems to be http://minecraft.cur...270160/download

Curse takes a while to display a download - it should be fine now.
martmists #22
Posted 10 December 2015 - 03:14 PM
http://pastebin.com/fZA9LbN3

Error on ATLauncher using latest forge 1.8
dan200 #23
Posted 10 December 2015 - 03:55 PM
http://pastebin.com/fZA9LbN3

Error on ATLauncher using latest forge 1.8

This is not a bug report thread. Please read the OP and report bugs in the proper place.
Wojbie #24
Posted 10 December 2015 - 04:18 PM
Yay! Finally my Advanced computer can have Long Range modem that fits it!
Did anyone test range limitation on new modem? How it fares compared to normal one?

EDIT: Also it seems you can't put long range one on pocket computer. I am guessing its design choice? Or it just got missed?
Edited on 10 December 2015 - 03:21 PM
SquidDev #25
Posted 10 December 2015 - 04:33 PM
Yay! Finally my Advanced computer can have Long Range modem that fits it!
Did anyone test range limitation on new modem? How it fares compared to normal one?

2147483647m (which is the maximum value for a signed 32 bit integer holds). So effectively the entire world.
Wojbie #26
Posted 10 December 2015 - 04:48 PM
Yay! Finally my Advanced computer can have Long Range modem that fits it!
Did anyone test range limitation on new modem? How it fares compared to normal one?

2147483647m (which is the maximum value for a signed 32 bit integer holds). So effectively the entire world.

That makes gold more important than diamonds then for me :D/>
Also kinda explain why you can't use them on pocket computers. That would be to much power draw for our apple based battery :P/>.

Still… One computer running repeater on world spawn with one of those modems and suddenly all normal modems also can reach whole world.
Because if i remember correctly only one of two modems need to have other one in range for message to get trough right?
apemanzilla #27
Posted 10 December 2015 - 11:30 PM
Yay! Finally my Advanced computer can have Long Range modem that fits it!
Did anyone test range limitation on new modem? How it fares compared to normal one?

2147483647m (which is the maximum value for a signed 32 bit integer holds). So effectively the entire world.

That makes gold more important than diamonds then for me :D/>
Also kinda explain why you can't use them on pocket computers. That would be to much power draw for our apple based battery :P/>.

Still… One computer running repeater on world spawn with one of those modems and suddenly all normal modems also can reach whole world.
Because if i remember correctly only one of two modems need to have other one in range for message to get trough right?

I thought it was that the sending modem needed to be in range, receiving range didn't matter - I may be wrong on this however. At least now it's easier to test this theory :P/>
Wojbie #28
Posted 11 December 2015 - 09:25 PM
Speaking of new stuff. Dan200 do you remember your tweet from some time ago about letting pockets beep and/or vibrate? Did that idea got scrapped or feel off the processing line?
Edited on 11 December 2015 - 08:26 PM
dan200 #29
Posted 11 December 2015 - 10:06 PM
Aaand just pushed a new update. Thanks to Wojbie for all the bug reports today. There a lot of fixes, plus quite a big new feature in this one :)/>
Wojbie #30
Posted 11 December 2015 - 10:24 PM
Aaand just pushed a new update. Thanks to Wojbie for all the bug reports today. There a lot of fixes, plus quite a big new feature in this one :)/>

I like the new font stuff already. You are making me wish I was at home not work so I could play with it.
Sidenote : OP is still saying or2 not pr3

Speaking of new stuff. Dan200 do you remember your tweet from some time ago about letting pockets beep and/or vibrate? Did that idea got scrapped or feel off the processing line?

I am still gonna keep soliciting this question :)/>
Edited on 11 December 2015 - 09:26 PM
Anavrins #31
Posted 12 December 2015 - 04:15 AM
That is freaking awesome, here's how it looks.
https://dl.dropboxusercontent.com/u/37842828/CCchars.png
It looks like ÿ for 0xFF doesn't show though.
Edited on 12 December 2015 - 05:30 AM
Bomb Bloke #32
Posted 12 December 2015 - 06:29 AM
It looks like ÿ for 0xFF doesn't show though.

That's been reported and Dan reckons it's fixed for the next pr.
Bomb Bloke #33
Posted 12 December 2015 - 02:01 PM
It starts…

Spoiler

Oh, I've got me some plans…

Edit:

Spoiler
Edited on 15 December 2015 - 12:59 PM
oli414 #34
Posted 12 December 2015 - 02:55 PM
Amazing update, starting up Minecraft again for the first time in a few months. I have one question though. How do you produce the new characters in-game? I don't seem to be able to enter alt-codes nor is it possible to copy and paste characters.

Edit:
Looks like I've managed to figure it out. Using string.char(<number>) you can turn numbers into characters.
Edited on 12 December 2015 - 02:42 PM
Bomb Bloke #35
Posted 13 December 2015 - 02:55 PM
oli spotted the true pattern to the "graphics characters", giving me a bit of a shortcut to writing an image converter:

Spoiler
apemanzilla #36
Posted 13 December 2015 - 10:55 PM
oli spotted the true pattern to the "graphics characters", giving me a bit of a shortcut to writing an image converter:

Spoiler

Wow, that is actually amazing - 0.5 text scale, right?
Bomb Bloke #37
Posted 13 December 2015 - 11:56 PM
Right, though at least for drawing purposes, it's effectively smaller than that - 0.1 I guess?

Now to go through and redraw my playing cards…
Wojbie #38
Posted 14 December 2015 - 12:00 AM
Also great trick you can use.
Instead of going

print(string.char(123)..string.char(123)..string.char(123))
You can do

print(string.char(123,123,123))
Or simpler

print("\123\123\123")
And get exactly same string.
dan200 #39
Posted 14 December 2015 - 04:38 PM
Just pushed pr4.
We've now had reported and fixed over 30 issues reported on Github. Keep up the good work!
https://github.com/dan200/ComputerCraft/issues?q=is%3Aissue+is%3Aclosed
MKlegoman357 #40
Posted 14 December 2015 - 05:55 PM
As always, here's the Lua-side changes of CC 1.76pr4. Looks like the JSON serialization was improved for use with the Command Computer.
Wojbie #41
Posted 14 December 2015 - 08:08 PM
Anyone knows good way to measure/compare fps drop in minecraft? I have feeling like monitors in 1.8 cause more fps drop than in older versions but know not how to measure or compare it.

Is drop from 60 to 13 fps when looking at monitor… Never-mind when typing this message i realized how stupid it sounds. Of course it's a bug.
Edited on 14 December 2015 - 07:10 PM
dan200 #42
Posted 15 December 2015 - 01:48 AM
New version. Fixes the bugs caused by the last version!
dan200 #43
Posted 16 December 2015 - 02:26 PM
And another!
Wojbie #44
Posted 16 December 2015 - 02:28 PM
Yay! Time to break stuff in most unpredictable way again!
CaptainKyros #45
Posted 16 December 2015 - 03:44 PM
The link for 1.76pre6 doesnt work, it just sends me to a curseforge "not found" page
dan200 #46
Posted 16 December 2015 - 03:48 PM
Try again. Curseforge links take a few minutes to filter through the system.
Nokiyen #47
Posted 19 December 2015 - 12:28 AM
I'm really happy to hear the coming of CC1.8!!!

And, one question is, are api files not ready?.
I can see no files under ~~~.jar/api/dan200/computercraft/ (at least pr6).
Creator #48
Posted 19 December 2015 - 11:58 AM
After CC1.8, will you go to CC2.0?
dan200 #49
Posted 19 December 2015 - 12:20 PM
I'm really happy to hear the coming of CC1.8!!!

And, one question is, are api files not ready?.
I can see no files under ~~~.jar/api/dan200/computercraft/ (at least pr6).

Weird, my deploy script must be broken. Can you report this as a bug?
Nokiyen #50
Posted 19 December 2015 - 12:23 PM
Weird, my deploy script must be broken. Can you report this as a bug?

Of course OK. I'll report it in Github from now.
ESTD3 #51
Posted 20 December 2015 - 11:52 AM
Hey, just wanted to know why this mod is being updated for 1.8 but not for 1.8.8?
Cranium #52
Posted 20 December 2015 - 02:50 PM
Hey, just wanted to know why this mod is being updated for 1.8 but not for 1.8.8?
Probably because 1.8.8 hasn't been out for very long.
KnightMiner #53
Posted 20 December 2015 - 03:18 PM
And most mods that have updated are only on 1.8, and it is better not to skip that group entirely, and 1.8.8 Forge was still in Beta last I checked.
Lupus590 #54
Posted 20 December 2015 - 03:32 PM
A lot of the 1.8.* clients are compatible with different 1.8.* server versions (if I'm remembering the change log correctly). In my 1.7.10 world I have some 1.7.2 mods, works fine.

I'm saying this because it's quite possible that 1.8 CC may run on 1.8.*
SquidDev #55
Posted 20 December 2015 - 05:25 PM
A lot of the 1.8.* clients are compatible with different 1.8.* server versions (if I'm remembering the change log correctly). In my 1.7.10 world I have some 1.7.2 mods, works fine.

I'm saying this because it's quite possible that 1.8 CC may run on 1.8.*

The Forge team have made a lot of API changes/improvements between 1.8 and 1.8.8 - CC will crash on 1.8.
dan200 #56
Posted 20 December 2015 - 08:55 PM
Pushed another version, fixing a few more bugs from GitHub. Thanks for all the reports so far.
The biggest change is that reading and writing the non-ascii characters to files and websites now works as you'd expect on all platforms.
dan200 #57
Posted 21 December 2015 - 12:07 AM
Hey, just wanted to know why this mod is being updated for 1.8 but not for 1.8.8?

1.8 was the latest modded version of Minecraft for almost a year, therefore, it has a much higher number of people using it than MC 1.8.8 at the moment. If I skipped 1.8 and went straight to 1.8.8, i'd be letting those people down. By releasing for 1.8 and *then* porting to 1.8.8, nobody misses out.

I can't release one version that runs on both due to API incompatibilities in Forge.
ESTD3 #58
Posted 21 December 2015 - 04:56 AM
Alright I see :)/> thanks for info!

Hey, just wanted to know why this mod is being updated for 1.8 but not for 1.8.8?

1.8 was the latest modded version of Minecraft for almost a year, therefore, it has a much higher number of people using it than MC 1.8.8 at the moment. If I skipped 1.8 and went straight to 1.8.8, i'd be letting those people down. By releasing for 1.8 and *then* porting to 1.8.8, nobody misses out.

I can't release one version that runs on both due to API incompatibilities in Forge.
DannySMc #59
Posted 21 December 2015 - 09:35 AM
Hello,

I was using CC1.76pre6, we then updated to 1.76pre8, and it crashed, the error log is fairly large, it seems every computer in the world crashed…?

here is the error log:
http://pastebin.com/YC8PTaLV

Any more information you need just ask!
Bomb Bloke #60
Posted 21 December 2015 - 09:59 AM
Two thoughts; bug reports to GitHub, and that log says you're still on pr6!
HPWebcamAble #61
Posted 23 December 2015 - 08:24 PM
Hello,

I was using CC1.76pre6, we then updated to 1.76pre8, and it crashed, the error log is fairly large, it seems every computer in the world crashed…?

here is the error log:
http://pastebin.com/YC8PTaLV

Any more information you need just ask!

Looks like something to do with Thread.sleep(), couldn't tell you what exactly though.

I don't think every computer crashed, Minecraft just dumped a log of every thread. I guess every computer has its own thread?
Lupus590 #62
Posted 23 December 2015 - 10:14 PM
I guess every computer has its own thread?

Every computer shares one Lua VM. Every computer is one coroutine, which can be thought of as a thread, but is very different from a thread.
Bomb Bloke #63
Posted 23 December 2015 - 11:33 PM
Last I heard (and for what it's worth), each computer's coroutine is assigned its own thread. That certainly seems to be what the log is reporting.
Creator #64
Posted 23 December 2015 - 11:45 PM
Last I heard (and for what it's worth), each computer's coroutine is assigned its own thread. That certainly seems to be what the log is reporting.

I think that every computer gets its own coroutine. This is why there is the 10 second rule. If a coroutine operates for too long, the other pcs can't do anything.
CoderPuppy #65
Posted 24 December 2015 - 01:57 AM
Last I heard (and for what it's worth), each computer's coroutine is assigned its own thread. That certainly seems to be what the log is reporting.

I think that every computer gets its own coroutine. This is why there is the 10 second rule. If a coroutine operates for too long, the other pcs can't do anything.

Yes, but coroutines are implemented as threads in LuaJ.
dan200 #66
Posted 24 December 2015 - 05:07 PM
Just dropped another version. I'm hoping to do the final release later today, so please let me know if there's any problems!
ScoutCD10 #67
Posted 24 December 2015 - 05:27 PM
From dan's twitter
"Dropped a new ComputerCraft beta, featuring cross-dimensional Ender Modems"
dan200 #68
Posted 24 December 2015 - 05:41 PM
Yeah, I renamed Long Range modems to Ender Modems and made them work between dimensions. I'd appreciate if people could test this feature, it was quite a risky thing to add last minute!
Wojbie #69
Posted 24 December 2015 - 05:41 PM
Roger Roger. Lets break all the things!
Edited on 24 December 2015 - 04:42 PM
dan200 #70
Posted 24 December 2015 - 08:53 PM
Aaand the update is released, on ComputerCraft's 4 year anniversary. Thank you to everyone who participated in the testing.

http://www.computercraft.info/2015/12/24/computercraft-1-76/

If you find any bugs which slipped through the testing, go ahead and post them on the GitHub and we'll get them in 1.77 :)/>
Creator #71
Posted 24 December 2015 - 09:28 PM
Aaand the update is released, on ComputerCraft's 4 year anniversary. Thank you to everyone who participated in the testing.

http://www.computerc...utercraft-1-76/

If you find any bugs which slipped through the testing, go ahead and post them on the GitHub and we'll get them in 1.77 :)/>

Thanks Dan. This is amazing. I remember last year, when you said it was 3 years since the beginning of CC. It was amazing then, it is amazing now!
SquidDev #72
Posted 24 December 2015 - 09:57 PM
Aaand the update is released, on ComputerCraft's 4 year anniversary. Thank you to everyone who participated in the testing.

http://www.computerc...utercraft-1-76/

If you find any bugs which slipped through the testing, go ahead and post them on the GitHub and we'll get them in 1.77 :)/>

Thanks Dan. This is amazing. I remember last year, when you said it was 3 years since the beginning of CC. It was amazing then, it is amazing now!

Has it already been a year. Wow! Thanks Dan for this update!
Edited on 24 December 2015 - 08:57 PM
oli414 #73
Posted 25 December 2015 - 12:13 PM
Thanks for ComputerCraft Dan, Lua was the second thing I learned regarding programming thanks to ComputerCraft. ComputerCraft really is a great mod which combined two amazing things, Minecraft and programming. I've been able to teach countless people the basics of programming using ComputerCraft.

Let's try out those new Ender Modems :-D
Wojbie #74
Posted 27 December 2015 - 03:37 PM
Interesting note about Ender modems.
If message is from different dimension modem_message distance value is set to nil.
This is great way to detect where message was from.
Bomb Bloke #75
Posted 27 December 2015 - 10:27 PM
I found it rather more interesting that they work with regular Wireless Modems, meaning that one computer running the Repeat script through an Ender Modem effectively gives all regular modems unlimited wireless range across all dimensions. You still need to construct at least one GPS cluster per dimension (because of the distance thing), but that's it.

http://www.computercraft.info/wiki/Ender_Modem
apemanzilla #76
Posted 28 December 2015 - 07:22 PM
I found it rather more interesting that they work with regular Wireless Modems, meaning that one computer running the Repeat script through an Ender Modem effectively gives all regular modems unlimited wireless range across all dimensions. You still need to construct at least one GPS cluster per dimension (because of the distance thing), but that's it.

http://www.computerc...iki/Ender_Modem
So, as long as either modem is in range, messages can be sent? I used to think it was the sending modem's range that mattered.
Edited on 28 December 2015 - 06:23 PM
Lyqyd #77
Posted 28 December 2015 - 07:42 PM
It's always been the greater of the two ranges; most GPS setups depend on this behavior.